About this tool
Test any game controller online: live buttons and trigger pressure, stick drift and circularity, vibration, raw axes and update rate.
This gamepad tester reads your controller through the browser's Gamepad API on every screen refresh and draws it live: every button with its analogue pressure, both triggers as a percentage, and each stick on its own plot. Leave the sticks alone and it measures the resting offset to reveal drift; rotate them around the edge and it traces the outer limit to compute a circularity error. You can try deadzone settings, run rumble and trigger-rumble effects, read the raw axis and button values, and see how often the browser receives new input. Several controllers can be tested at once, and nothing is uploaded.
Open Gamepad Tester on AltFTool — it loads instantly in your browser.
Connect your controller by USB or Bluetooth and press any button: it appears under Controller tester with its name, layout, button count and axes.
Press each button and pull both triggers: the diagram fills with pressure, Buttons tested counts up, and the Buttons (pressure 0–1) grid shows exact values.
Leave the sticks untouched for a second to read Resting offset, then rotate each stick slowly around its edge to get Circularity error in %; adjust the Deadzone slider to compare.
Open Vibration test to try Weak motor, Strong motor or Pulse ×3, then press Copy report to save the results.
The resting offset of each stick is averaged while it is untouched and compared with your chosen deadzone, so “it drifts a bit” becomes a number you can act on.
Rotating a stick traces its outer edge in 72 segments and reports the average deviation from a perfect circle, the same check enthusiasts use to judge stick modules and gates.
A controller diagram adapts to Xbox, PlayStation and Nintendo labels, while raw tables show all axes and buttons — useful for non-standard pads, flight sticks and wheels.
Test the weak and strong motors, pulse patterns and trigger rumble where supported, and switch between several connected controllers with tabs.
| Index | Xbox | PlayStation | Nintendo Switch |
|---|---|---|---|
| 0 | A | Cross | B |
| 1 | B | Circle | A |
| 2 | X | Square | Y |
| 3 | Y | Triangle | X |
| 4 / 5 | LB / RB | L1 / R1 | L / R |
| 6 / 7 | LT / RT (analogue) | L2 / R2 (analogue) | ZL / ZR |
| 8 / 9 | View / Menu | Create / Options | − / + |
| 10 / 11 | LS / RS click | L3 / R3 | Stick clicks |
| 12–15 | D-pad up, down, left, right | D-pad | D-pad |
| 16 | Xbox button | PS button | Home |
Axes 0 and 1 are the left stick (X, Y) and axes 2 and 3 the right stick; up and left are negative values.
Connect it to your computer or phone, open this page and press any button — browsers only reveal a controller after a button press. The diagram, stick plots and raw tables then update live. Press every button, pull the triggers, rotate the sticks and try the vibration presets to check each part.
Press a button after the page has loaded; browsers hide controllers until then for privacy. If it still does not appear, reconnect the cable or re-pair Bluetooth, close apps that grab the controller exclusively, and try Chrome or Edge. Some controllers need a mode switch, such as XInput mode on third-party pads.
Put the controller down and do not touch the sticks for a second. The Resting offset under each stick plot shows how far from centre it sits; below 0.03 is normal. If the value is larger than your deadzone, the game will register movement, which is what drift feels like. Rotate and release the stick a few times to confirm.
Use the smallest deadzone that hides your stick's resting offset. Many games default to about 10–20%. A healthy stick may need only 5%, while a worn one can need 15% or more. Move the Deadzone slider and watch the blue dot: it should stay centred at rest and still reach the edge at full tilt.
It traces the furthest point your stick reaches in each direction. A perfect stick would trace a circle with radius 1. The circularity error is the average gap between your trace and that circle; under about 10% is typical. Higher values mean diagonals overshoot or fall short, which affects aiming and movement speed.
Yes. DualSense and DualShock 4 controllers work over USB or Bluetooth in Chrome, Edge and Firefox, and the diagram switches to Cross, Circle, Square and Triangle labels. Rumble is supported in Chromium browsers. Adaptive trigger resistance and the light bar are not exposed by the Gamepad API.
Vibration works where the browser exposes it — Chrome and Edge support rumble on most Xbox and PlayStation controllers, and trigger rumble on Xbox controllers in recent versions. Firefox and Safari have limited support. If the panel says vibration is not exposed, the controller may still rumble in games.
It counts how often the browser receives a new input report while you move a stick. Browsers sample controllers on their own schedule and timers here resolve to about 4 ms, so the figure is capped at roughly 250 Hz and can sit below your controller's true USB polling rate. Use it to compare connections, not as a lab measurement.
The diagram follows the W3C standard gamepad layout. If the browser cannot map your controller to it, the mapping shows as non-standard and buttons may appear in odd positions. The raw Buttons and Axes tables always show the real indices, which is what a game or emulator would see.
Yes. Connect each controller and press a button on it; a tab appears for every one, showing its own diagram, sticks and results. The connection log lists when each controller was connected or disconnected. Results such as buttons tested, drift and circularity are kept separately for each controller, so you can compare two pads side by side.