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Gamepad & Controller Tester

Plug in or pair a controller and see exactly what it reports: each button, trigger pressure and stick position, plus a check for drift.

Free, no sign-up. Runs in your browser: nothing is uploaded.

How to use Gamepad & Controller Tester

  1. Connect the controller and press any button.
  2. Press buttons and move the sticks to see them respond.
  3. Run the vibration and stick-drift tests.

Features

  • Xbox, PlayStation, Switch and generic controllers named correctly
  • Buttons, analogue triggers and both sticks
  • Stick drift measurement with a suggested dead zone
  • Vibration test where the browser allows it
  • Several controllers at once

Supported formats

Input

  • Controller

You get

  • Readings

Private by design

Everything you enter is processed by your browser on this device. Nothing is sent to openWorkstand or anyone else, so the Gamepad & Controller Tester is safe for private and work data. After you have used it once while online, it also works without an internet connection. How local processing works

Good to know

  • Browsers hide a controller until a button is pressed.
  • Vibration works only on controllers and browsers that allow it.

Guide

Testing a game controller: buttons, triggers, stick drift and vibration

A controller has dozens of parts that can wear: buttons that stick or fail, triggers that never reach full, thumbsticks that rest slightly off centre and make a character creep across the screen. Before blaming the game or the console, check the controller. This page shows its raw input, button by button, and measures stick drift.

Connecting a controller

Plug the controller in by USB or pair it by Bluetooth, then press a button while the page is open. Browsers hide controllers until one has been used, so the page says No controller found until then. Each controller appears in its own section with its name, slot number, mapping and the counts of buttons and axes. A mapping of standard means the browser knows the layout, so the buttons carry their names, such as A, B, X and Y.

A worked example

Press Sample to see a demonstration with an Xbox-style controller: 17 buttons and 4 axes. The left and right stick are drawn as dots in a square that move with the axes. The button grid shows each button lit while pressed, with its name when you hover. Under it, Pressed now lists the pressed buttons, and Triggers shows the left and right analogue triggers as two percentages. Back to real controllers leaves the demonstration.

Reading buttons and triggers

Each button reports a value from 0 to 1. Face buttons are on or off, while the triggers are analogue and report how far they are pressed, so a trigger that stops at 80% or never returns to 0% is worn. The grid lights a button above 10% and fades it in proportion to the value. If a button never lights, or lights when untouched, it is faulty or dirty.

Testing stick drift

Put the controller down, leave both sticks untouched and press Test stick drift. For three seconds the page records the position of each stick and then reports, for the left and right, how far off centre it rests, how much it wobbles and the dead zone that would hide the movement. A healthy stick rests within a couple of percent of centre. The larger the off-centre figure, the more likely a game is to register movement, and games vary in how large a dead zone they use, so compare the dead zone suggested here with what your game offers.

Vibration

Test vibration plays a 600 millisecond dual-rumble effect through the controller’s motors. It works only on controllers and browsers that allow it, and not at all over some Bluetooth connections. If nothing happens, try a wired connection or a different browser before concluding the motors are broken.

Edge cases

Triggers on some pads are reported as axes rather than buttons, so the percentage reading may show 0. A controller with a non-standard layout shows numbered buttons, which you can compare with a manual. Two controllers appear as separate slots; the drift test uses the first.

Limits

The tester reads what the browser reports; it cannot see how a game reads the controller or what the console does. It cannot repair drift. Nothing is stored or uploaded.

Reading the numbers

Each stick axis reports a value between -1 and 1, where 0 is the centre. The drift test shows these as percentages of full deflection, so a reading of 0.05 appears as 5.0 percent. The off-centre figure is the average resting position, and the wobble is the largest distance of any single reading from the centre during the three seconds. Repeat the test two or three times, with the controller lying still on a table, since a thumb resting lightly on a stick will give a different result from a stick left alone.

Checked against the current version of the Gamepad & Controller Tester on .

Frequently asked questions

Why does my controller not show up?

Browsers hide controllers until you press a button, to stop pages from fingerprinting devices. Connect the controller by USB or Bluetooth, press any button while this page is open, and it should appear. Make sure no other program has taken exclusive use of it.

What is a dead zone?

A dead zone is a small area near the centre of a stick where the game ignores movement. Sticks never rest at exactly zero, so games use a dead zone of a few percent to stop the character creeping. When drift exceeds the dead zone, the character moves on its own.

Why is my controller not detected?

Browsers hide controllers until a button is pressed. Press one, check that the cable or Bluetooth link is working, and close other apps or game launchers that may have claimed it.

How much stick drift is normal?

A resting stick should read within a few percent of centre. Games hide small readings with a dead zone; a stick that rests further from centre than the game’s dead zone will move the cursor or camera by itself.

Keep working with the result

openWorkstand also includes a free workspace with documents, spreadsheets, tasks, projects and a calendar that save to a folder on your computer.