CTRLCHK

CTRLCHK DIAGNOSTICS

Controller Deadzone Test

Measure resting stick movement and see how different deadzone settings affect your controller.

No downloadNo accountRuns locally

Device

No controller detected

Waiting

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

Live controller input visualization

What is a controller deadzone?

Most games ignore a disc around the stick origin. Inside that disc, reported movement becomes zero. Outside it, remaining travel is usually rescaled so full deflection still reaches 100%. The disc is the deadzone. It is a software setting, not a hardware specification.

Deadzone vs stick drift

Stick drift is unwanted movement the controller reports while your thumbs are off the sticks. A deadzone can contain that movement so the game does not see it. A larger deadzone hides more rest noise and also delays the start of useful aim. For the resting measurement itself, use the stick drift test. This page uses the same five-second centre capture, then lets you try radii against that sample cloud.

How CTRLCHK suggests a deadzone

After a valid hands-off capture, CTRLCHK applies the existing recommendation: P95 radial rest plus a 1.5% margin, or 0% when P95 is at or below 3%. That formula is measurement model 3.0 product guidance, not a manufacturer tolerance. Left and right are independent. If a title exposes one slider for both sticks, start with the larger suggestion and adjust for how the game feels.

Is a lower deadzone always better?

Only if the recorded rest stays inside it. The containment percentage on this page is deterministic: the share of captured samples whose radius is at or inside the selected setting. You might choose a slightly lower value for responsiveness or a slightly higher one for stability. There is no single correct deadzone.

FAQ

Questions people actually ask

What is a controller deadzone?

A software region around stick centre where input is ignored. Games use it so small resting movement does not walk your aim. CTRLCHK measures that resting movement in the browser, then lets you try radii against the recorded samples.

How does CTRLCHK suggest a deadzone?

The suggestion is resting P95 plus a 1.5% safety margin, using measurement model 3.0. If P95 is at or below 3%, the suggestion is 0%. Left and right are computed separately; if a game has one slider, start with the larger value.

Is a lower deadzone always better?

No. A lower value keeps more fine aim, but only if the selected radius actually contains the resting samples you just recorded. There is no universally correct number.

Is this the same as stick drift?

Related, not identical. Drift is the resting movement itself. A deadzone is a setting that can contain that movement. Use the stick drift test when you want a verdict on rest offset; use this page when you want to try settings.