Pull an analog trigger slowly and you expect the number to start climbing the moment the trigger moves. It does not. There is a stretch at the top of the pull where the trigger is physically moving and the reported value is still sitting at zero, and there is usually another stretch at the bottom where the value has already reached its maximum and the last part of your squeeze does nothing at all. Between those two dead bands sits the part of the trigger that actually works, and on a tired controller that band can be surprisingly narrow. This page measures where it starts, where it ends, and how much of your pull is doing real work.
Both triggers get measured separately, because they wear at different rates and a gap between them is a specific finding rather than general ageing.
Once the tool knows how much of your pull already does nothing, this table shows what is left after a game deadzone takes its share as well.
The CSV holds every reading from your last sweep with its phase and timestamp, which is what you want if you plan to plot the curve yourself. The JSON holds the finished numbers for both triggers.
If the bars do not move at all when you squeeze, the triggers are reporting somewhere other than the default place. Change the source option in the setup panel, and if you want to see exactly which index your pad is using, the controller mapping tool prints all of them.
This is the part almost every guide gets wrong, and it is the reason this page exists rather than just pointing you at a stick deadzone tool.
When people say trigger deadzone they almost always mean the dead travel at the start. You begin squeezing, the trigger visibly moves, and the game does nothing for the first few millimetres. That is real, it is on every controller, and it is the one people complain about.
What almost nobody checks is the other end. Analog triggers very commonly reach their maximum reported value before they reach their physical stop. The number hits 1.00 and then you keep squeezing against a trigger that still has travel left in it, and every bit of that extra movement is thrown away. In a racing game that means the last part of your brake pull is doing nothing. In a shooter with an analog pull it means the top of your squeeze is wasted.
Both bands cost you the same thing, which is resolution. If your trigger reports nothing for the first fifteen percent of its travel and tops out at eighty percent, then everything you want to express with that trigger has to fit into the sixty five percent in the middle. Same finger, same physical movement, less room to be precise in.
The reason the top band is invisible is that nothing tells you about it. A game does not report that you have reached maximum. The trigger keeps moving, so your hand assumes the input keeps changing. You find out only when you measure, which is exactly what the slow sweep here does.
The bottom band is partly deliberate. A trigger that reported movement the instant it was breathed on would fire in your bag and register during a jolt, so manufacturers build in a margin at rest and often clamp small values to zero in firmware. A modest bottom band is a feature.
The top band is usually not deliberate. It comes from the sensor reaching the end of its useful range before the mechanism reaches the end of its travel, and it grows as the sensor wears. A brand new controller often has almost none. A well used one often has quite a lot.
Five seconds with both hands off. It reports what each trigger says while fully released and how much that reading wanders. A trigger sitting at 0.04 while untouched is the trigger equivalent of stick drift, and it is worse than it sounds, because many games treat any value above zero as a partial pull. That is the cause behind a car that creeps forward on its own and a weapon that will not stop being half drawn.
The main measurement. The tool counts you down, you pull from rest to the hard stop over a fixed window, hold briefly, then release over the same window. From that one movement it works out where the value first left zero, where it topped out, how much travel sat usefully in between, whether the value stalled anywhere along the way, and whether the release retraced the pull or took a different path.
Three targets in turn at a quarter, a half and three quarters of the range. You park the trigger there and hold. The tool separates two different things: the slow drift over the four seconds, which is mostly your hand, and the fast wobble within it, which is mostly the hardware. A trigger that is quiet at rest and noisy in the middle is common, and holding an analog trigger halfway is exactly what driving games ask you to do all the time.
Ten hard pulls and quick releases. It checks that the value returns all the way to zero every time and times how long it takes. A trigger that comes back to 0.02 instead of 0.00, or that takes noticeably longer to return on the ninth cycle than the first, has a spring or a pivot problem rather than a sensor problem.
The share of your squeeze that reported nothing at all. Under ten percent is normal and desirable. Ten to twenty percent is noticeable but workable. Past twenty five percent you are losing a quarter of the trigger before the game hears anything, and it feels like a delay even though nothing is actually delayed.
How far through your pull the value first reached its maximum. Ninety five percent or higher means the trigger uses almost all of its travel. Anything under eighty five percent means a meaningful chunk of the bottom of your squeeze is doing nothing. This is the number people have never seen before, and it is often the more surprising of the two.
The gap between those two, which is the part of the trigger that actually does work. This is the single headline number on the page. Above eighty percent is healthy. Sixty five to eighty is workable. Below sixty means your finger is trying to express a full range of input through a narrow band, and precision suffers whether or not you can feel why.
What the trigger reports untouched. It should be a flat zero. Anything consistently above your zero tolerance is a real fault and it should be dealt with before you pay attention to any other number here, because a trigger resting above zero shifts every other measurement on the page.
How far apart the pull and the release are. On a clean trigger the value crosses the halfway mark at the same point in the travel whether you are squeezing or letting go. When there is slop in the linkage or wear in the sensor, those two crossing points separate, and the size of that separation is what this number reports. It is the section below if you want the full explanation, because it is the measurement people find most unfamiliar.
The finest change the trigger reported between two different values. Around 0.004 means the controller is sending eight bit values, which is roughly 256 steps across the full range and is by far the most common. Much finer than that means ten bit or better. Much coarser means the trigger is reporting in visible jumps, which feels like stepping rather than sliding when you move slowly.
Worth a section of its own, because it is real, it is common, and there is almost nothing written about it in the context of controllers.
Squeeze a trigger halfway and note the number. Now squeeze it all the way, then let it back out until it is physically in the same place as before. On a perfect trigger you get the same number. On most real triggers you do not. The number on the way down sits slightly higher or slightly lower than the number on the way up at the same physical position.
That difference comes from mechanical slop. The trigger blade, the pivot, the return spring and the sensor arm are separate parts with tiny amounts of play between them. On the way up, one set of surfaces is in contact. On the way down, the parts settle differently and everything shifts by a fraction. Add a sensor that responds slightly differently depending on the direction it is being moved and you get a measurable gap.
Why it matters in practice is modulation. Anything where you ride a trigger and adjust constantly, which is threshold braking, trigger controlled throttle, and analog aiming pressure, depends on the relationship between where your finger is and what the game receives being stable. High hysteresis makes that relationship depend on which direction you last moved, which your hand cannot compensate for because it has no way to know.
Under about three percent of travel is normal and nothing to think about. Past eight percent it is a genuine fault, and it is one of the few trigger problems that has a mechanical cause you can sometimes see when the controller is open, usually as a visibly loose pivot or a spring that has lost its tension.
One honest caveat before you read too much into your number. This tool infers position from time, so a pull and a release taken at genuinely different speeds will produce a hysteresis figure that is partly you. Run it two or three times and only believe a result that repeats.
These get treated as the same setting with the same fix and they are not remotely alike.
A stick rests in the middle of a two dimensional space and can be pushed in any direction. Its deadzone is a region around the centre, and the reason it exists is that the stick reports small values while you are not touching it. It is a threshold that ignores noise. The joystick deadzone test is about finding the smallest circle that hides that noise without dulling the stick.
A trigger rests at one end of a one dimensional journey and only goes one way. Its dead bands are not there to ignore noise, they are the parts of the travel where the sensor is not telling you anything new, one at each end. You are not choosing a threshold, you are discovering a limit.
The practical difference is what you do about it. A stick deadzone that is too large is a setting you turn down. A trigger dead band that is too large is hardware, and no setting will give the travel back to you. What software can do is remap the range you have left so that it stretches across the full output, which is a genuinely useful fix and is covered in the fixing section below.
There is one more difference worth knowing. A stick has a spring pulling it toward the centre of its range, so the noisiest and least reliable part of its travel tends to be the middle. A trigger is held at one end by its spring and pressed hard against a stop at the other, so its least reliable region is the middle too, but for a different reason, which is that neither end is holding it steady. That is why the hold steady mode exists and why a general check of trigger travel like the trigger pressure test is worth running alongside this one.
| What the tool shows | What is happening | What to do |
|---|---|---|
| Resting value above zero | The trigger is not returning fully, or the sensor zero point has shifted. Games read it as a permanent light pull. | Work the trigger through its range a few times and remeasure. If it persists, open and check the return spring is seated. |
| Large dead band at the top of the pull | Either firmware clamping small values, or the sensor arm not engaging until the trigger has already moved. | Check the other trigger. If only one is affected it is mechanical. If both match, it is how that controller behaves. |
| Tops out well before the stop | The sensor has reached the end of its range early, usually from wear. Very common on well used controllers. | Range scaling in software restores your thresholds. A sensor replacement fixes it properly. |
| Never reaches 1.00 at all | The opposite problem. The sensor is not delivering its full swing, so full throttle is never full. | Recalibrate if your platform offers it, then scale in software. This one genuinely affects how fast you can go. |
| A stall partway through the sweep | A flat spot on the sensor track. The value stops moving while your finger keeps going. | Sweep twice more. A stall in the same place each time is real, and it means the track is worn at that point. |
| A jump partway through the sweep | The value skipped a range entirely. In use this feels like the throttle lurching. | Same cause as a stall and the same check. Confirm it repeats before opening anything. |
| High hysteresis | Mechanical play between the trigger blade, the pivot and the sensor arm. | Look for a loose pivot or a tired spring when the controller is open. Not fixable in software. |
| Slow or incomplete return | A weak spring, a sticky pivot, or debris in the mechanism. | Clean around the trigger first. A spring replacement is cheap and needs no soldering. |
| Only two values ever reported | This trigger is digital, not analog. It reports pressed or released and nothing between. | Nothing to fix. Check the section below on which controllers do this before assuming a fault. |
| Everything worse wirelessly than wired | You are measuring the radio link rather than the trigger. | Check the link with the connection stability test and the pack with the battery health test. |
| Reading | Healthy | Getting tired | Worth fixing |
|---|---|---|---|
| Resting value | 0.000 | up to 0.02 | above 0.03 |
| Dead at the top of the pull | under 10 percent | 10 to 20 percent | over 25 percent |
| Tops out at | above 95 percent | 85 to 95 percent | under 85 percent |
| Usable travel | above 80 percent | 65 to 80 percent | under 65 percent |
| Maximum value reached | 1.000 | 0.97 to 1.00 | under 0.97 |
| Hysteresis | under 3 percent | 3 to 8 percent | over 8 percent |
| Wobble while holding steady | under 0.006 | 0.006 to 0.015 | over 0.02 |
| Returns to zero | 10 of 10 | 9 of 10 | 8 or fewer |
| Gap between left and right | under 5 percent | 5 to 12 percent | over 12 percent |
Two pieces of context. These figures describe what arrives at your browser, which has already been through the controller firmware and the operating system driver, so treat comparisons far more seriously than absolutes. And the last row is the one to trust most of all, because two triggers on the same controller went through the same firmware and the same driver, so a gap between them is genuinely about the hardware rather than about anything in the chain.
Most of the time an analog trigger is being used as a button, and none of this matters. Where it matters is anywhere the game reads how hard you are pulling rather than whether you are pulling.
Throttle and brake. The obvious one. A trigger that tops out at seventy five percent means you reach full throttle earlier in the pull than you expect, and the part of the squeeze you were using to feather is gone. Threshold braking, where you sit just below lock, is the hardest thing to do on a trigger with a narrow usable band.
Analog acceleration in anything that walks or flies. Flight and space games often map thrust to a trigger. Lost travel at the top means small adjustments are impossible, because the smallest movement you can make now covers more output than it used to.
Pressure sensitive actions. A handful of games read the trigger as a continuous value for bow tension, engine revs, or grip strength. These are the ones where a stall partway through the sweep is most obvious, because the action visibly hangs and then catches up.
Digital use with an analog threshold. Even when a game only cares whether the trigger is pressed, it usually picks a value between 0.10 and 0.30 as the point where pressed becomes true. A large dead band at the top of the pull pushes that crossing point later in your physical travel, which feels exactly like input lag and is routinely mistaken for it. If you want to know whether you have actual delay as well, the latency test measures that separately.
Adaptive triggers. On a DualSense the resistance mechanism sits in the same assembly as the sensor, and a trigger that has been driven hard with strong resistance effects can wear differently from one that has not. The adaptive trigger test covers what a browser can and cannot tell you about that side of it.
Most triggers use a small potentiometer with a wiper dragging along a track as the trigger moves. The ends of that track see the most use, because every full pull ends there and every release returns there. Worn ends stop delivering their full swing, which is exactly what an early top out looks like on the sweep.
The return spring has one job, which is to bring the trigger back to exactly the same resting place every time. As it weakens the trigger returns more slowly, then stops returning quite all the way, and the resting value creeps above zero. This is the most common cause of a trigger that reads a small permanent value.
Triggers sit on the shoulder of the controller with an opening straight into the shell, which makes them very good at collecting dust and crumbs. Contamination in the mechanism produces sticky returns and occasional stalls, and it is by far the most fixable cause on this list.
The trigger rotates on a post, and that post and its bearing surface wear. Play at the pivot is the main source of hysteresis, and it also lets the trigger sit at a slightly different angle each time, which shows up as inconsistent readings between runs.
Specific to controllers with adaptive triggers. The mechanism applies real physical force against your finger many times a second, and that force is transmitted through the same parts that carry the sensor. It is not a defect, but it is more mechanical work than a plain trigger does, and it is worth measuring both triggers on those controllers rather than assuming they have aged together.
Worth ruling out before you blame any hardware. Steam Input, vendor software and remapping tools all offer trigger range and threshold settings, and a profile configured months ago can be quietly clipping your output right now. Close everything and remeasure. The gamepad viewer is a quick way to watch the raw value move while you toggle a setting on and off.
If your trigger genuinely tops out at eighty percent, scaling stretches the range you have left across the full output, so the point where your travel ends reports as 1.00 again. Steam Input can do this and so can most remapping tools, usually described as trigger range or output range. It is a legitimate fix and it restores your thresholds rather than hiding the problem.
It has one cost worth knowing about. Scaling multiplies everything, including any noise the trigger has developed, so measure the wobble in the hold steady mode before you lean on it. A quiet trigger scales beautifully and a noisy one gets noisier.
Raising it hides a resting value that is above zero, at the cost of pushing your actuation point even later in an already shortened travel. Lowering it recovers responsiveness but lets any resting value through. The cost table in the results section runs both against your own measurement so you can see the trade rather than guess at it.
A weak spring and a debris blocked mechanism are both approachable repairs. The spring is a cheap part and needs no soldering, and cleaning needs nothing but isopropyl alcohol and patience. A worn potentiometer means replacing the trigger sensor module, which does need soldering. The teardown steps and the safety notes in the controller repair guide apply directly, since getting to the triggers means the same shell removal.
Usable travel above eighty percent with a clean zero at rest is a healthy trigger and there is nothing to gain from chasing the last few percent. A modest dead band at the top of the pull that is identical on both triggers is how that controller was built rather than a fault. And if you only ever use the triggers as buttons, none of this will ever reach you.
Worth checking before you spend time hunting a fault that cannot exist.
Fully analog. Every Xbox controller since the original, every PlayStation controller from the DualShock 3 onward including the DualShock 4 and the DualSense, and most third party pads built for those platforms. These report a continuous value and everything on this page applies.
Digital only. Nintendo controllers. The Switch Pro Controller and both Joy Con units report their shoulder inputs as simple pressed or released, with nothing in between. The tool will detect this during a sweep and say so rather than reporting a meaningless deadzone. There is no fault and nothing to fix, and if you want to confirm those inputs are registering cleanly, the button test is the right page for a digital input.
Analog with a mechanical stop. Some enthusiast controllers, including several Xbox Elite style pads, have a physical switch that shortens the trigger travel for faster firing. With the stop engaged the trigger becomes effectively digital and the sweep will report a very narrow usable band, which is correct rather than a fault. Turn the stop off before measuring.
Analog reported as an axis. Older pads and many generic USB controllers put the triggers on axes rather than buttons, sometimes both on a single axis where one trigger reads negative and the other positive. That is what the source option in the setup panel is for, and the combined axis case is worth knowing about because on those pads pulling both triggers together cancels them out, which is a hardware limitation rather than anything this page can measure around.
The most important limit on the page, so it is worth stating plainly. Nothing tells a browser how far your trigger has physically moved. All it receives is a number. So when this tool says fifteen percent of your pull was dead, what it actually measured is that the value stayed at zero for the first fifteen percent of the time between the pull cue and the moment you reached the stop. That maps onto physical travel only as well as your pacing does. Pull unevenly and you will produce a dead band figure that is partly about your hand. Run each sweep two or three times and trust the number that repeats.
A reading of 1.00 means the reported value has saturated. It does not prove the trigger reached its mechanical stop, and a trigger reporting 0.90 at the stop is not necessarily ten percent short mechanically, because the firmware and the driver both normalise the value before you see it. This is another reason to weight the comparison between your two triggers more heavily than any single figure.
Readings arrive in step with your display refresh, so a 60Hz screen gives about sixty a second. Across a three second sweep that is around 180 readings, which is plenty for finding dead bands and stalls. A faster display gives a smoother curve. If you want to know how often the pad reports underneath that, the polling rate test shows it.
A dropped packet during a sweep looks exactly like a stall in the trigger. Measure wired for anything you plan to keep, and if your readings differ between sessions, check the link and the battery before concluding anything about the hardware.
Trigger wear is gradual and it is almost impossible to notice as it happens. A reading today is worth a great deal more when there is a reading from six months ago sitting next to it, which is what the export is for.
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