CTRLCHK

CTRLCHK DIAGNOSTICS

Controller Calibration Test

Check whether your controller appears well centred before or after using manufacturer, Steam or hardware calibration tools.

No downloadNo accountRuns locally

Device

No controller detected

Waiting
CentreRangeCircularityResult

Waiting for controller. Connect via USB or Bluetooth, then press any controller button.

Live controller input visualization

What controller calibration changes

Manufacturer apps, Steam, and some replacement modules rewrite how the pad reports rest and outer reach. CTRLCHK cannot perform that write through the Gamepad API. Use those tools first, then measure here.

What CTRLCHK can measure

Centre is the same five-second hands-off capture as the stick drift test. Range is 8-sector outer coverage. Circularity is rest-corrected envelope error from those range samples. None of this is a firmware programmer.

Before vs after calibration testing

Run the workflow, note centre and range, calibrate in the vendor or Steam tool, then measure again on this page. If this tab is still open, the second run can show a before/after delta for P95 and range. For rest versus outer path, compare with the circularity test and the deadzone test.

FAQ

Questions people actually ask

Can CTRLCHK calibrate my controller?

No. The standard Gamepad API cannot write firmware calibration. This page checks centre, range and circularity before or after you use manufacturer, Steam, or hardware tools.

What does CTRLCHK measure here?

The same centre, range, and circularity measurements as the health check. They are composed into a calibration check, not a new scoring formula.

Why compare before and after?

If you just ran a manufacturer calibration or swapped a stick module, a second run on this page can show whether resting P95 or outer reach changed in this browser session. Nothing is stored in the cloud.

Does a good result mean the pad is correctly calibrated?

No. It means the measurements are consistent with a well-centred controller in this browser. Games still apply their own deadzones and filters.