Stick circularity test
Rotate each thumbstick slowly around its outer edge. We trace the shape, measure how far it strays from a perfect circle, and show where the stick rests when you let go.
Controller check
Step 2 of 3 · Buttons, stick drift, stick circularity and rumble motors.
About the stick circularity test
Updated
The stick circularity test reads both thumbsticks through the browser's Gamepad API and traces each one on a canvas against an ideal unit circle. It splits the circle into 5° slices, keeps the outermost point you reach in each, and reports the average percentage gap from the circle once 90% of it has been traced. When a stick sits still near the centre it records the resting position, so a resting offset shows up as a percentage of full travel.
How to use it
- Connect your controller and press any button so the browser detects it.
- Push the left stick to its edge and rotate it slowly through a few full circles.
- Let go of the stick and read the offset at rest.
- Repeat with the right stick, and press Reset to start a fresh measurement.
Frequently asked questions
What is a good circularity error?
Lower is better. A stick that reaches the circle evenly in every direction reads close to 0%. Sticks with square gates or outward deadzone tuning read higher on the diagonals, which is not always a fault.
How do I check for stick drift?
Let go of the stick and wait a moment. The offset at rest should be at or very near 0%. A steady reading of several percent means the stick does not return to centre.
Why does the error show a dash?
The error is only reported once at least 90% of the circle has been traced. Keep rotating the stick slowly at its outer edge until the coverage reaches 90%.
Guides
Explainers and fixes that use this test.
- Controller vibration not working? How to test and fix itRun a controller vibration test in your browser to see if the rumble motors work, then fix PS5 and Xbox rumble on PC: game settings, Steam Input, cables.
- Stick circularity error explainedWhat a joystick circularity test measures, what a good result looks like, how it differs from deadzone and drift, and how to get rounder thumbstick output.
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