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cw chen
cw chen

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Is your controller drifting, or is it just the game's deadzone?

A controller that "drifts" in one game and feels fine in another usually isn't haunted — the two games apply different software deadzones on top of the raw stick values. A competitive shooter with a 0.02 deadzone exposes every bit of hardware looseness; an adventure game with a 0.15 default hides it completely.

So before you take the controller apart, read the raw numbers.

How to actually check for drift:​

  1. Open a raw-value tester (e.g. GearLint's controller test) and press a button first — browsers only expose gamepad data after user interaction, by design.
  2. Don't touch the stick and watch the resting value. 0.02–0.04 is normal electrical noise. Drift is a value that stays above ~0.05 and creeps upward — noise wiggles around zero and averages out.
  3. As a rule of thumb: persistently above 0.08 on a resting stick will be noticeable in most games. Above 0.15 is severe.

The check most people skip:​ circle calibration. Rotate the stick slowly two full laps and watch the roundness number. 1.00 is a perfect circle; above 1.3 flags travel loss or center jumps — wear that resting drift can't show.

Honest limitation:​ a browser reads what the OS reports, not the potentiometer itself. It's a behavioral measurement, not factory calibration. For deciding whether to fix, replace, or return — that's enough.

Bonus for warranty claims:​ a brand-new controller reading over 0.08 at rest is the seller's problem. Screenshot the reading, keep it dated. GearLint's result cards have a one-click copy button that formats the report for exactly this.

The same philosophy runs through the rest of the tests on the site (keyboard chatter, rollover, mouse double-click, CPS) — show the raw number, say what the method can't measure, never present a guess as a measurement.

Everything is free, runs locally in the browser, and nothing is uploaded: GearLint​

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