Gamepad BigBig Won Blitz 2 (TMR)

BigBig Won Blitz 2 (TMR)

Test Status:Verified (25 March 2025)
LatScore : Wired A, Wireless A
Compatible: AndroidiOSLinuxPCNintendo Switch
Interfaces: BluetoothCableDongle
Price range: $74.99$89.99, find on: aliexpress.com, amazon.com
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BigBig Won Blitz 2 (TMR) Input lag comparison

#ConnectionMode
Min.Latency
AverageLatency (ms)
Max.Latency
Polling rate (Hz) Jitter
OSBuild ver.
FWTester ver.
Sticks Latency P82
1
DongleXinput5.646.37.051964.02 0.33
Win 11
10.0.26100
313333
5.0.9.2
2
DongleSwitch7.6612.0416.28124.06 2.21
Win 11
10.0.26100
313333
5.0.9.2
3
DongleDualsense5.836.637.591582.98 0.38
Win 11
10.0.26100
313333
5.0.9.2
4
CableXinput4.495.15.621974.22 0.28
Win 11
10.0.26100
313333
5.0.9.2
5
CableSwitch5.7910.0714.22123.84 2.23
Win 11
10.0.26100
313333
5.0.9.2
6
CableDualsense4.945.616.271573.88 0.3
Win 11
10.0.26100
313333
5.0.9.2
7
BluetoothXinput12.8516.6320.98124.17 2.09
Win 11
10.0.26100
313333
5.0.9.2
8
BluetoothSwitch9.9417.1224.6582.79 3.65
Win 11
10.0.26100
313333
5.0.9.2
Button Latency P82
9
DongleXinput5.566.798.041964.02 0.63
Win 11
10.0.26100
313333
5.0.9.2
10
DongleSwitch8.2312.5916.95124.06 2.25
Win 11
10.0.26100
313333
5.0.9.2
11
DongleDualsense5.687.018.61582.98 0.69
Win 11
10.0.26100
313333
5.0.9.2
12
CableXinput4.245.196.131974.22 0.53
Win 11
10.0.26100
313333
5.0.9.2
13
CableSwitch5.529.8213.97123.84 2.21
Win 11
10.0.26100
313333
5.0.9.2
14
CableDualsense4.725.766.731573.88 0.55
Win 11
10.0.26100
313333
5.0.9.2
15
BluetoothXinput10.0514.9719.99124.17 2.48
Win 11
10.0.26100
313333
5.0.9.2
16
BluetoothSwitch10.9218.124.7982.79 3.46
Win 11
10.0.26100
313333
5.0.9.2
More information

Latency

This chart shows how quickly your gamepad responds to button presses as well as joystick deviation. Each point on the graph represents a test result.

  • The horizontal axis (X-axis) measures the time elapsed from the button press or stick deflection to the game's response. This time is called "latency".
  • The vertical axis (Y-axis) shows how often we got such a result, in percentages.

If you hover over a point on the graph, you'll see how long the latency was and how often it occurred.

The lower the latency, the better. In competitive gaming, every millisecond matters — faster response times can provide a significant advantage, especially in fast-paced games like fighting games, shooters, and racing simulations.

For stick latency measurements (when available), we test by instantly moving the stick from the center to the edge, recording the latency at 99% deflection point.

You can switch the graph view to Average Latency, where latency is displayed as horizontal bars for easier comparison between devices.

Polling Rate

Polling rate refers to how frequently a gamepad sends input information to your console or computer. It's measured in Hertz (Hz), representing the number of times per second the controller reports its status.

For example:

  • A gamepad with 125 Hz polling rate sends updates every 8 milliseconds
  • A gamepad with 1000 Hz polling rate sends updates every 1 millisecond

Polling rate directly affects input lag. When you press a button, your input waits in the controller's buffer until the next polling interval. With higher polling rates, these intervals are closer together, reducing the maximum potential wait time.

For a detailed explanation of how polling rate impacts controller latency, check our in-depth analysis on Reddit.

The polling rate impacts gaming performance in two key ways:

  1. Responsiveness: Higher polling rates result in faster, more responsive gameplay by reducing the maximum wait time between your physical input and when the computer receives it.

  2. Consistency: Higher polling rates provide more consistent input timing, which is crucial for precise timing-based actions in competitive gaming.

While higher polling rates are generally better, they may increase CPU usage slightly. For most modern systems, this impact is negligible.

To test the polling rate of your gamepad, download our specialized software at https://gamepadla.com/soft.pdl.

Jitter

Jitter measures how consistently your gamepad performs over time. It's calculated as the standard deviation of latency measurements — essentially how much the response time varies between inputs.

Lower jitter values indicate more consistent performance, which is crucial for muscle memory and precise gameplay. High jitter can make a controller feel unpredictable, even if its average latency is low.

For competitive play, both low latency and low jitter are important for reliable, predictable performance.

Testing Methods

Gamepadla employs three complementary testing methodologies to evaluate gamepad performance comprehensively:

  1. Polling Rate Test: A software-based test that measures how frequently the gamepad reports data to your system (in Hz). This test provides insight into the controller's communication frequency but doesn't directly measure real-world input lag. Download our polling rate testing software at https://gamepadla.com/soft.pdl.

  2. GPDL Tester: This hardware-based solution accurately measures button latency through direct electrical monitoring. While it also tests joystick latency, those measurements are software-based and should be considered approximate. Stick measurements are useful for comparing controllers tested on the same setup but aren't factored into our LatScore due to their limited precision. More details available at https://github.com/cakama3a/GPDL.

  3. Prometheus 82 (P82): Our most advanced testing method physically actuates both buttons and joysticks to simulate real-world usage patterns. When testing buttons, this method is almost identical to the GPDL tester, but it also allows to test gamepad joysticks with errors of up to ±3ms. More details can be found on the project's GitHub page.

Each methodology has specific strengths and limitations. By combining these approaches, we provide the most comprehensive evaluation of gamepad performance currently available.

Stick test of BigBig Won Blitz 2 (TMR)

Stick test of BigBig Won Blitz 2 (TMR)

Stick test results for BigBig Won Blitz 2 (TMR) gamepad • Cable connection • XInput mode • FW 313333, by John Punch

Inner Dead Zone

The Inner Dead Zone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the dead zone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Dead Zone based on how much you need to move the stick before it responds—the less movement required, the better.

The BigBig Won Blitz 2 (TMR) has no Inner Dead Zone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Dead Zone, while premium controllers typically aim for a slight or no dead zone for better precision.

Want to learn more? Check out our video explanation of how the Inner Dead Zone works.

Outer Dead Zone

The Outer Dead Zone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Dead Zone based on how much 'lost' range there is—the smaller the dead zone, the better, as it allows full use of the stick’s range for more precise control.

The BigBig Won Blitz 2 (TMR) has a slight Outer Dead Zone (0.5%). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

Want to learn more? Check out our video explanation of how the Outer Dead Zone works.

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the BigBig Won Blitz 2 (TMR), the Stick Asymmetry is 10.4% for the left stick and 7.8% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

Testing Methodology: It's crucial to note that this test is performed at partial stick deflection (~80%), using special physical limiters (clips). Testing at 100% deflection often hides asymmetries because the controller's output is clamped at the maximum value, artificially 'smoothing' the resulting shape. Our method reveals the true performance of the stick in the ranges most critical for gameplay. This precise approach was also utilized by Linus Tech Tips in their controller review.

For comparison, many budget gamepads show asymmetry levels above 30%, while high-end controllers typically stay below 10% for better uniformity.

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally—your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the BigBig Won Blitz 2 (TMR), the Circle Error is 1.6% for the left stick and 1.4% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Stick Bitness

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

The BigBig Won Blitz 2 (TMR) has a Stick Bitness of 11 bits for the left stick and 11 bits for the right stick. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

Stick Centering measures how accurately the joystick returns to its neutral (center) position after you release it. A good Stick Centering value prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the BigBig Won Blitz 2 (TMR), the Stick Centering is 2.3% for the left joystick and 3.9% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

This test methodology intentionally employs a more rigorous approach by implementing small-angle deflection and release, which produces the most challenging conditions for stick re-centering. This technique differs from the conventional maximum-deflection method where the stick is pulled to its full range and released, as small-angle deflection better simulates the micro-adjustments typically executed during actual gameplay scenarios, providing more representative data on potential stick drift occurrence during normal use.

Want to learn more? Check out our video explanation of how Stick Centering works.

Disclaimer

We tested the BigBig Won Blitz 2 (TMR) gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Joystick Tester program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 313333) or connection type, can also influence the results. If you have this gamepad, we’d love for you to share your own test results! This will help us build a more comprehensive picture of the BigBig Won Blitz 2 (TMR)’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

BigBig Won Blitz 2 (TMR) specifications

Note: Only parameters marked with are considered verified, all others are still under community review and may contain errors.

Internal

Battery life hours
No data
D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

Audio port
No
Button layout
Xbox
Joystick positioning
Asymmetric
M3/M4 Buttons
Yes
Paddles
4
Rubber handles
Yes
Trigger lock
No

Features

Gyroscope function
Yes
NFC support
No
Switch Wake Up
No
Trigger vibration
No
Triggers pressing
Digital

Connection

Dongle
Xinput, Switch, Dualsense
Cable
Xinput, Switch, Dualsense
Bluetooth
Xinput, Switch
Charging dock
No
USB interface
Type-C

Software

Firmware support
Yes
Macros option
Yes
Mobile software
Yes
No Dead Zone
Yes
PC softwre
Yes

Platforms

Android
Yes
iOS
Yes
Linux
Yes
macOS
Yes
Nintendo Switch
Yes
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Yes
Xbox One
No
Xbox Series
No
Results based on answers from 10 users. Want to contribute? Join our questions survey!
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LatScore Comparison of BigBig Won Blitz 2 (TMR)

Users' opinion

Add your opinion
To add an opinion, you need to be !
Rubber membrane for ABXY button can easily break. No way to purchase replacement part for this.
2 votes
Mode is DualSense Edge, NOT DualSense, therefore additional buttons are mappable with reWASD/Steam
6 votes

User comments

You must to submit comment.

  • 2
  • Mohsin KhanMohsin Khan
  • 115 days ago

Been using this controller since I preordered and received it. Best controller I have used after Duelsense Edge. It’s very responsive and accurate. I never used controller with 2 extra shoulder buttons. But after using them on Blitz 2 now I can’t use controller without them.

  • 0
  • John PunchJohn Punch
  • 107 days ago

This is rightfully one of the best controllers you can buy for this price at the moment.

  • 0
  • Mohsin KhanMohsin Khan
  • 106 days ago

@John Punch could you please help with stick linearity? Thanks

  • 0
  • John PunchJohn Punch
  • 93 days ago

@Mohsin Khan How exactly?

  • 0
  • Marc HaeringerMarc Haeringer
  • 91 days ago

Please let me know if step precision “accuracy” is variable or a certain value-if so which? Any idea why this is the default? I read Xbox controllers are 128 and ps5 are 256. I’d be grateful if you could confirm this.

  • 0
  • Mario WaynerMario Wayner
  • 76 days ago

You can Set 32, 64, 128, 256 or arcurat

  • 0
  • DylanDylan
  • 6 days ago

From what I can tell accuracy is variable and ive seen different results from stick analyzer. 32 Looks to be about 1250 stick resolution making it the highest stick resolution setting available. I think it is recommended to re-calibrate the sticks after changing the step accuracy. and right now I have the edge deadzone set to 5% as I cannot cover the full range via gamepad tester with stick edge deadzone set to 0. Also the default sensitivity curve seems to be pretty close to linear on the most recent app/firmware.

  • 0
  • mage manmage man
  • 49 days ago

I noticed that there was "No Data" in the switch 2 functionality, this does work on switch 2 in the normal switch bluetooth connection method, but you need to jump through hoops to get it to properly connect every single time you want to connect. You first have to go into the switch 2 change grip/order screen, then turn on the controller by holding the middle button (change to switch mode if you havent already), then hold the sync button until it connects. The controller will not remember the switch connection, so if you let the controller disconnect, then you will have to follow this process again. Another potential problem is that some games' rumble will make the controller's rumble go insane- this controller really needs a firmware update

  • 0
  • mage manmage man
  • 49 days ago

Not sure what went wrong with the quotation marks and hyphen, sorry about the imporper formatting on the comment

  • 0
  • Paul BrickPaul Brick
  • 41 days ago

I use mine on Series X with the Brook Wingman XB3.. confirmed working. Is the most accurate and responsive controller I've ever owned.

  • 0
  • AntipikaAntipika
  • 37 days ago

The button (A B X Y) albeit using mechanical switches still rely on a rubber membrane between the button and the switch. Today, after ~9 months of use, the rubber membrane for the A button broke (blame Silksong I guess). https://imgur.com/a/d6U4VXX > Photo here to show the defect. This will eventually happen to everyone using the controller. It's not like I pressed the A button any differently than an average user. I sent an email to bigbigwon support with a photo of the defect and they have been unhelpful so far, despite me being in the 1 year warranty window. I didn't even ask for a full replacement, I just need the rubber part (possibly a bunch of them) so I can fix it myself. There's no point in having TMR Sticks that last and don't drift if other part of the controller breaks beforehand.

  • 1
  • Nick JonesNick Jones
  • 15 days ago

Does anyone know how to use the DualSense mode on Linux (Bazzite)? It says Windows only but I figured there was a way to get Steam Input to hook into it