Gamepad EasySMX S10

EasySMX S10

Test Status:Verified (28 September 2025)
LatScore : Wired A, Wireless D
Compatible: PCNintendo Switch
Interfaces: BluetoothCable
Price: $59.99, find on: Amazon
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EasySMX S10 Input lag comparison

#ConnectionMode
Min.Latency
AverageLatency (ms)
Max.Latency
Polling rate (Hz) Jitter
OSBuild ver.
FWTester ver.
Sticks Latency P82
1
CableXinput6.077.228.451005 0.55
Win 11
10.0.26100
1.14
5.2.3.1
2
CableXinput6.537.318.08994.44 0.37
Win 11
10.0.26100
1.14
5.2.3.1
3
CableSwitch39.9746.0751.5125 2.58
Win 11
10.0.26100
1.14
5.2.3.1
4
CableSwitch48.0154.2959.68124.99 2.62
Win 11
10.0.26100
1.14
5.2.3.1
5
CableDinput36.5840.1343.85321 1.82
Win 11
10.0.26100
1.14
5.2.3.1
6
CableDinput40.7244.4848.2200.98 1.55
Win 11
10.0.26100
1.14
5.2.3.1
7
BluetoothXinput41.8247.1660160 3.19
Win 11
10.0.26100
1.14
5.2.3.1
8
BluetoothXinput67.681.06121.6582.58 11.03
Win 11
10.0.26100
1.14
5.2.3.1
9
BluetoothXinput67.681.06121.6582.58 11.03
Win 11
10.0.26100
1.14
5.2.3.1
10
BluetoothSwitch49.955.4669.33160 3.58
Win 11
10.0.26100
1.14
5.2.3.1
11
BluetoothSwitch70.8181.13105.0782.12 8.06
Win 11
10.0.26100
1.14
5.2.3.1
Button Latency P82
12
CableXinput2.625.137.861005 1.46
Win 11
10.0.26100
1.14
5.2.3.1
13
CableXinput3.315.768.2994.44 1.42
Win 11
10.0.26100
1.14
5.2.3.1
14
CableSwitch13.6718.6423.87125 2.54
Win 11
10.0.26100
1.14
5.2.3.1
15
CableSwitch20.8126.531.9124.99 2.64
Win 11
10.0.26100
1.14
5.2.3.1
16
CableDinput9.3712.716.31200.98 1.66
Win 11
10.0.26100
1.14
5.2.3.1
17
CableDinput9.4213.0817.04321 1.81
Win 11
10.0.26100
1.14
5.2.3.1
18
BluetoothXinput9.9814.4820.44160 2.21
Win 11
10.0.26100
1.14
5.2.3.1
19
BluetoothXinput14.6621.8337.8182.58 4.21
Win 11
10.0.26100
1.14
5.2.3.1
20
BluetoothSwitch22.3927.9941.35160 3.8
Win 11
10.0.26100
1.14
5.2.3.1
21
BluetoothSwitch42.8157.1197.9182.12 11.97
Win 11
10.0.26100
1.14
5.2.3.1
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 EasySMX S10

Stick test of EasySMX S10

Stick test results for EasySMX S10 gamepad • Cable connection • XInput mode • FW 1.14, 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 EasySMX S10 has a moderate Inner Dead Zone. You need to push the stick a bit more to get a response, which can make micro-movements less precise. This might be noticeable in games like shooters or platformers where small adjustments are key.

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 EasySMX S10 has a moderate Outer Dead Zone. A noticeable part of the stick’s range is lost, which can make full inputs feel less precise. This might impact performance in games requiring maximum tilt, such as fast-paced action titles.

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 EasySMX S10, the Stick Asymmetry is 24.8% for the left stick and 28.0% 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 EasySMX S10, the Circle Error is 8.9% for the left stick and 8.8% for the right stick. Higher errors can lead to noticeable inconsistencies in games requiring circular motion, like steering in racing games.

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 EasySMX S10 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 EasySMX S10, the Stick Centering is 0% for the left joystick and 0.1% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the EasySMX S10 is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

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 EasySMX S10 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: 1.14) 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 EasySMX S10’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for EasySMX S10 gamepad • Bluetooth connection • XInput mode • FW 1.14, 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 EasySMX S10 has a moderate Inner Dead Zone. You need to push the stick a bit more to get a response, which can make micro-movements less precise. This might be noticeable in games like shooters or platformers where small adjustments are key.

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 EasySMX S10 has a moderate Outer Dead Zone. A noticeable part of the stick’s range is lost, which can make full inputs feel less precise. This might impact performance in games requiring maximum tilt, such as fast-paced action titles.

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 EasySMX S10, the Stick Asymmetry is 29.2% for the left stick and 27.2% 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 EasySMX S10, the Circle Error is 9.0% for the left stick and 9.0% for the right stick. Higher errors can lead to noticeable inconsistencies in games requiring circular motion, like steering in racing games.

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 EasySMX S10 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 EasySMX S10, the Stick Centering is 0% for the left joystick and 0% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the EasySMX S10 is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

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.

Warning: The Stick Centering appears to be ideal (extremely low values, close to 0%), but this may be misleading due to the presence of an Inner Dead Zone (rated as 'med'). The Inner Dead Zone prevents small movements from being registered, which can mask potential drift and make the centering seem better than it actually is. This could affect micro-control in precision-heavy games, such as competitive shooters.

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

Disclaimer

We tested the EasySMX S10 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: 1.14) 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 EasySMX S10’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for EasySMX S10 gamepad • Bluetooth connection • Switch mode • FW 1.14, by John Punch

Comment: A 20 mm clip is used for the asymmetry index; each calibration gives a different result.

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 EasySMX S10 has a moderate Inner Dead Zone. You need to push the stick a bit more to get a response, which can make micro-movements less precise. This might be noticeable in games like shooters or platformers where small adjustments are key.

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 EasySMX S10 has a moderate Outer Dead Zone. A noticeable part of the stick’s range is lost, which can make full inputs feel less precise. This might impact performance in games requiring maximum tilt, such as fast-paced action titles.

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 EasySMX S10, the Stick Asymmetry is 29.2% for the left stick and 32.7% 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 EasySMX S10, the Circle Error is 8.9% for the left stick and 8.9% for the right stick. Higher errors can lead to noticeable inconsistencies in games requiring circular motion, like steering in racing games.

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 EasySMX S10 has a Stick Bitness of 12 bits for the left stick and 12 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 EasySMX S10, the Stick Centering is 0.3% for the left joystick and 0.1% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the EasySMX S10 is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

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 EasySMX S10 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: 1.14) 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 EasySMX S10’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for EasySMX S10 gamepad • Cable connection • Switch mode • FW 1.14, 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 EasySMX S10 has a moderate Inner Dead Zone. You need to push the stick a bit more to get a response, which can make micro-movements less precise. This might be noticeable in games like shooters or platformers where small adjustments are key.

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 EasySMX S10 has a moderate Outer Dead Zone. A noticeable part of the stick’s range is lost, which can make full inputs feel less precise. This might impact performance in games requiring maximum tilt, such as fast-paced action titles.

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 EasySMX S10, the Stick Asymmetry is 20.6% for the left stick and 31.1% 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 EasySMX S10, the Circle Error is 9.0% for the left stick and 9.1% for the right stick. Higher errors can lead to noticeable inconsistencies in games requiring circular motion, like steering in racing games.

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 EasySMX S10 has a Stick Bitness of 12 bits for the left stick and 12 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 EasySMX S10, the Stick Centering is 0% for the left joystick and 0% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the EasySMX S10 is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

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.

Warning: The Stick Centering appears to be ideal (extremely low values, close to 0%), but this may be misleading due to the presence of an Inner Dead Zone (rated as 'med'). The Inner Dead Zone prevents small movements from being registered, which can mask potential drift and make the centering seem better than it actually is. This could affect micro-control in precision-heavy games, such as competitive shooters.

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

Disclaimer

We tested the EasySMX S10 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: 1.14) 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 EasySMX S10’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

EasySMX S10 specifications

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

Internal

D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

Audio port
No
Button layout
Switch
Joystick positioning
Asymmetric
M3/M4 Buttons
No
Paddles
2
Rubber handles
No
Trigger lock
No

Features

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

Connection

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

Software

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

Platforms

Android
No data
iOS
No data
Linux
No data
macOS
No data
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 1 users. Want to contribute? Join our questions survey!
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