Controller Tester

Press any button on your controller to wake it, then watch every button, stick and trigger and play the rumble.

Press any button on your controller to wake it.

Strength and length

One press plays once, for 3 seconds at most.

Left stick 0.00, 0.00
Right stick 0.00, 0.00

Left stick: rest not measured yet.Right stick: rest not measured yet.

Seen 0 of 17 buttons

  • 00.00
  • 10.00
  • 20.00
  • 30.00
  • 40.00
  • 50.00
  • 60.00
  • 70.00
  • 80.00
  • 90.00
  • 100.00
  • 110.00
  • 120.00
  • 130.00
  • 140.00
  • 150.00
  • 160.00
  • 170.00
  • 180.00
  • 190.00
  • 200.00
  • 210.00
  • 220.00
  • 230.00

Pressed now: none

No controller yet

Left trigger (button 6) 0.00, most 0.00

Right trigger (button 7) 0.00, most 0.00

More options

Your last five runs

  1. No run yet.

Nothing from this test is stored unless you tick the box. Kept runs are numbers only and never leave this browser.

How to read it

Controller

Press every button once and let go of the sticks. The numbers are what your browser hands over, before any game applies its dead zone.

The numbers are what the browser hands over, 60 times a second or so. Your game may apply its own dead zone.

  • The page reads the buttons and axes the browser hands over for up to four controllers, once per frame.
  • Measure rest samples both sticks for two seconds and gives the average distance from centre and the furthest sample, which is read against a ring you can change.
  • A rumble press plays one effect of 3 seconds at most and never repeats by itself. There is no phone vibration here.

Result

No controller yet. Press any button on it to wake it.

What this means

Buttons seen
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Furthest at rest
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Trigger maximums
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Motors
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All 30 checks

The 17 buttons of the standard mapping 17

  • Button 0: bottom of the right cluster The bottom face button, under your right thumb. It is printed A on some pads, B on others and a cross on others, which is why the standard numbers buttons by position and not by label.
  • Button 1: right of the right cluster The right face button: B, A or a circle. Confirm and cancel swap places between makers, so when a game reads the wrong one, this index tells you which physical button it means.
  • Button 2: left of the right cluster The left face button: X, Y or a square. Face buttons are plain switches on most pads, so the value reads 0.00 or 1.00 and nothing between.
  • Button 3: top of the right cluster The top face button: Y, X or a triangle. With buttons 0, 1 and 2 it completes the four-button diamond that most modern pads share.
  • Button 4: top left front The left bumper, often printed L1 or LB, under your left index finger. Bumpers are usually on or off, so expect 0.00 or 1.00.
Show all 30 checks (25 more)

The 17 buttons of the standard mapping, continued

  • Button 5: top right front The right bumper, often printed R1 or RB. Hold it for five seconds: a cell that flickers while your finger stays still suggests a switch that is not holding contact.
  • Button 6: bottom left front The left trigger, often printed L2 or LT. Triggers are usually analogue: squeeze slowly and the value should climb smoothly from 0.00 to 1.00 with no jumps.
  • Button 7: bottom right front The right trigger, often printed R2 or RT, and the accelerator in many driving games. If its value tops out below 1.00, full throttle never reaches the game.
  • Button 8: left of the centre cluster The left of the two small centre buttons. Depending on the pad's age and maker it is printed Select, Back, View, Share or a minus sign.
  • Button 9: right of the centre cluster The right small centre button: Start, Menu, Options or a plus sign. It pauses most games, so give it one press here before the moment you need it.
  • Button 10: left stick pressed Pressing the left stick straight down until it clicks, often called L3. Watch Axis 0 and Axis 1 while you click: on a worn stick the click nudges the position as well.
  • Button 11: right stick pressed Pressing the right stick down, often called R3. If this cell lights when you only tilt the stick hard against the rim, the switch under it is closing early.
  • Button 12: top of the left cluster D-pad up. Under the standard mapping the d-pad is four separate buttons and not an axis, so up and left pressed together light two cells.
  • Button 13: bottom of the left cluster D-pad down. Roll your thumb from down through left to up: each diagonal should light two neighbouring cells, never two opposite ones.
  • Button 14: left of the left cluster D-pad left. A one-piece d-pad rocks on a pivot, so left and right should not light together. If they do, press each side alone and see which one brings its opposite with it.
  • Button 15: right of the left cluster D-pad right. On a pad with a blank mapping the d-pad often arrives as a single hat-switch axis instead, and these four cells stay dark while an extra axis moves.
  • Button 16: centre of the centre cluster The centre button, usually the maker's logo. The operating system often keeps it for its own menu, so a press may open an overlay and never light this cell.

The 4 stick axes 4

  • Axis 0: left stick, left and right Reads -1.00 with the stick fully left, +1.00 fully right and close to 0.00 at rest. The specification requires every axis to be scaled to that range, whatever the hardware counts in.
  • Axis 1: left stick, up and down Negative is up: pushing the stick away from you reads -1.00 and pulling it back reads +1.00. That looks upside down on a graph, but it matches screen coordinates, where y grows downward.
  • Axis 2: right stick, left and right The camera stick in most 3D games, so a resting value here is what makes the view turn slowly by itself. Let go and read it to two decimal places.
  • Axis 3: right stick, up and down Negative is up here too. A view that creeps toward the floor or the sky with your thumb off the stick is this axis resting away from 0.00.

Rumble presets 4

  • Both motors at full strength, 2 seconds The strongest preset on the page. One press plays one effect and then stops. The page caps a press at 3 seconds, and the specification advises browsers to allow no more than 5.
  • Strong motor alone, 1 second Drives only the low-frequency motor at full strength: a slow, heavy shudder. The specification describes a spinning off-centre weight in each handle, and this is the one tuned for deep rumble.
  • Trigger motors, 1 second Plays the trigger-rumble effect, which uses a motor behind each of Button 6 and Button 7. It needs a pad built with those motors and a browser that lists the effect, so the preset is hidden when either is missing.
  • Weak motor alone, 1 second Drives only the high-frequency motor: a lighter, faster buzz. Either motor can shake the whole pad, so tell them apart by the pitch of the shake and not by which hand feels it.

Controller readings worth a second look 5

  • A rumble press with no shake Either the browser offered no vibration actuator for this pad, which the panel states in words, or the effect played and the motors stayed still. Try a second browser first: support for rumble is patchier than support for buttons and sticks.
  • A stick that rests away from 0.00 Few sticks rest at exactly zero, which is why games ignore a small dead zone round the centre. Measure rest reports how far off each stick sits and how much it wanders. Set the ring to your game's dead zone: a rest value outside it is what moves the character by itself.
  • A trigger that stops short of 1.00 Squeeze to the stop and read the highest value reached. A figure such as 0.92 means the game never sees a full pull. A value that jumps straight from 0.00 to 1.00 is a digital trigger, which is a design choice.
  • Mapping shown as blank The browser did not recognise the pad's layout, so buttons and axes arrive in the pad's own raw order and the position names in this table will not line up. Every input still lights a cell. Another browser may recognise the same pad.
  • No controller listed after plugging in Browsers hide every pad until a button is pressed or a stick is moved, so that pages cannot count your devices unseen. Press any button. If nothing appears, check that the operating system sees the pad, then try another cable or port.

How this list was compiled: Table written for this page. Button and axis numbers and their positions follow the Standard Gamepad layout in the W3C Gamepad specification at https://w3c.github.io/gamepad/ (read 2026-09-19): buttons 0 to 16, axes 0 to 3, button values scaled from 0 to 1, axis values scaled from -1 to 1 with negative meaning left or up, a blank mapping when the browser does not recognise the layout, and no controller shown to a page until a button is pressed or a stick is moved. The same document defines the dual-rumble effect (a spinning off-centre weight in each handle, strongMagnitude for the low-frequency motor, weakMagnitude for the high-frequency motor, either motor able to shake the whole pad), the trigger-rumble effect (a motor behind each of buttons 6 and 7) and the advice that browsers cap one effect at 5 seconds; the 3 second cap on this page is this site's own choice. Browser support was read on 2026-09-19 from the compatibility data at https://github.com/mdn/browser-compat-data (file api/GamepadHapticActuator.json, entries api.GamepadHapticActuator.playEffect and api.GamepadHapticActuator.playEffect.type_trigger-rumble, and file api/Gamepad.json, entry api.Gamepad.vibrationActuator): playEffect is in Chrome from version 68, in Edge (recorded from version 15, under its own entry) and in Safari on the Mac from 16.4; it is not in Firefox, which has only the older pulse method, and not in Safari on iPhone or iPad; trigger-rumble is in Chrome and Edge from version 126 only. The interface is described at https://developer.mozilla.org/en-US/docs/Web/API/GamepadHapticActuator. That bumpers are usually on or off and triggers usually analogue, that a diamond of four face buttons is the layout most pads have imitated, and the definition of stick drift as movement registered with no input, are from https://en.wikipedia.org/wiki/Gamepad (read 2026-09-19). The labels quoted for each position (A, B, X, Y, the four shapes, L1, LB and so on) are examples of what common pads print there, with no source cited for them, and the dead-zone ring of 0.10 is this site's starting value, not a standard. Licence: own work

How it works

This controller tester shows every button, trigger and stick of a gamepad live, plays one short rumble on each motor and measures where a released stick rests. It runs in the browser of a PC or laptop.

Read the full guide

Controller input test: press everything

The standard mapping numbers 17 buttons and 4 axes by position. Button 0: bottom of the right cluster is the bottom face button whatever is printed on it. Each cell keeps a mark once pressed, so a button that never marks is the one to check.

Controller vibration test: one motor at a time

A rumble pad carries a spinning off-centre weight in each handle. Strong motor alone, 1 second drives the low one, a heavy shudder. Weak motor alone, 1 second drives the other, a finer buzz. Either can shake the whole pad, so judge by pitch, not by which hand feels it.

  • For stick drift, release both sticks and press Measure rest. The dead-zone ring starts at our 0.10 default.
  • Squeeze triggers slowly: an analogue one climbs through decimals to 1.00, while a plain switch jumps from 0 to 1.

Questions and answers

Is a gamepad tester the same as a controller tester?

Yes. Gamepad is the name browsers use for a game controller, so the two words mean one test. This page reads any pad the browser lists, up to four at once.

How do I run a controller test on a PC?

Plug the controller in or pair it, open this page and press any button on the pad. Browsers hide a controller from a page until a button is pressed, so an idle pad looks absent.

Why does my pad not shake in the vibration controller test?

Try another browser first: not all pass rumble to a page. Chrome, Edge and, from 16.4, Safari on Mac play the two-motor effect. Chrome and Edge add trigger motors from version 126. Firefox lacks both, and Safari on an iPhone or iPad offers neither.

What do the numbers in the controller button test mean?

Positions in the W3C Gamepad standard layout: 0 to 3 the right-hand diamond, 4 and 5 the bumpers, 6 and 7 the triggers, 8 and 9 the centre pair, 10 and 11 the stick clicks, 12 to 15 the d-pad and 16 the centre button.

Does a resting value mean my stick is drifting?

Not by itself. The page reports how far from centre each released stick sits. A game moves only once the value passes its dead zone, so 0.05 is invisible in one game and a slow crawl in another.