How to measure
- Connect the controller and press any button so the page can see it.
- Disconnect Coda or any other remapping tool first, unless you want to see its output: with one running, the browser reads the virtual controller after its processing, circular output and max zone included.
- Start the left stick, push it all the way out and turn it slowly along its edge, two or three times round. The bar fills as the edge is covered.
- When the whole edge is covered, let the stick go back to the middle — that finishes the stick. Then do the right one.
How to read the result
The gold outline is the furthest reading in each 5° sector. The grey circle is full deflection, 1.0 in every direction; the dashed square is what a stick reports when each axis is limited to 1.0 on its own, which puts the corners at 1.41.
- Average reach, shortest and furthest are measured over the covered sectors, with the direction of the extremes (0° is right, 90° is up).
- Diagonals ÷ axes compares the reach within 10° of the four diagonals with the reach within 10° of the four straight directions. 1.00 means they match.
- Off the circle is the average of |reach − 1|: how far the outline sits from a perfect circle of full deflection, inwards or outwards.
The shape names follow fixed rules:
- Square-ish — all four diagonals reach at least 8% further than the straight directions.
- Short diagonals — all four fall at least 5% short of them.
- Uneven — otherwise, if the shortest and furthest reach differ by more than 15% of the average: one part of the edge falls short, not the whole shape.
- Round — none of these.
- Not enough of the edge — less than 90% of the sectors were reached at 0.7 or more.
What it cannot tell you
- Whether a controller is calibrated correctly. A round gate, a square output and a range that stops short of 1.0 can each be a design choice; the browser shows the result of all of them together, and this page describes it without grading it.
- How a game will feel. Games process the stick again — their own deadzones, curves and limits — before it moves anything on screen.
- Precision finer than the controller reports. An 8-bit axis moves in steps of about 0.008, so differences smaller than that are noise, not shape.
In Coda
Coda can make diagonals as fast as straight directions — Sticks → Force circular output, off by default — and its Max Zone lets a stick that stops short of full deflection still reach the full value. What Coda does.
Deadzone, anti-deadzone and max zone · Stick Drift Analyzer · Response Curve Editor · All Controller Lab tools