CTRLCHK

Release transient

Measure the twitch after you let go.

Snapback is the overshoot a stick makes past centre when a flick returns. Most testers never look at it.

After the centre capture, flick each stick to the rim and release. One clean event per stick unlocks Continue.

Device

No controller detected

Waiting
Live controller input visualization

Connect a controller over USB or Bluetooth, then press any button to begin.

Standby

Live readout

Every axis and button, measured in real time.

Nothing untouched is treated as a failure. This is a viewer, not a verdict — run a health check when you want scored measurements.

LX+0.00 
LY+0.00 
RX+0.00 
RY+0.00 
L radial0.0% 
R radial0.0% 
L2N/AUnmapped
R2N/AUnmapped
Buttons observed0 / 0

The FPS problem hiding behind a clean rest

Stick drift is famous because it happens while you are idle. Snapback happens at the worst possible moment: you flick to track, let go, and the camera keeps going the other way for a frame or two. In a plot of live position it looks like a tiny bounce. In Valorant or Apex it looks like you cannot stop on a head.

Hardware people talk about return springs, dashpots, and firmware that “adds” a snap to make the stick feel clicky. Software people talk about raw input versus a game’s own acceleration. A browser cannot see firmware, but it can see the Gamepad axes through a release. That is the measurement.

The detector, in plain language

Every sample is shifted by the rest you captured in the centre step. We wait until radius ≥ 0.7 (you actually went out), then radius ≤ 0.2 (you let go). For 250ms after that crossing we project the stick onto the opposite of the outbound direction. The maximum of that projection is overshoot. A return that settles at rest without crossing the far side scores near zero and is not flagged. A release that punches through to −0.28 on a rightward flick reports 28% overshoot and is flagged.

You need one event per stick to complete the step. Messy flicks can be repeated; we keep the events from the current capture window. Mark the stage incomplete if a broken spring will not return at all — that is also information.

What to do with a high number

Snapback is not scored, because a sloppy flick can fake a spike. If both sticks show large overshoot with slow, committed releases, the return path is the suspect: spring, tension disc, or firmware. A deadzone large enough to hide snapback will also hide fine aim, so it is a poor fix. Module replacement or a pad with a damped return is the usual hardware answer. Compare with drift and circularity before you buy anything — they fail independently.

FAQ

Questions people actually ask

What is stick snapback?

Overshoot past rest after you release a stick from a large deflection. The pad briefly reports the opposite direction. FPS players feel it as a twitch or a counter-strafe they did not ask for.

How does CTRLCHK detect a release?

Rest-relative radius rises above 0.7, then falls below 0.2. For the next 250ms we measure the component opposite the release direction. That peak is the overshoot.

Is a little bounce normal?

Yes. Springs ring. We flag detection at 8% overshoot. Below that, the event is recorded as a clean return. Above that, it is worth comparing with how the game feels.

Does snapback change the health score?

No. Snapback is easy to perform inconsistently, so it is reported, not scored. A huge overshoot still belongs on the results card.