Hall effect sticks
Gamepad Flydigi Direwolf 4

Flydigi Direwolf 4

Top contributors
monoruJohn PunchLJ Lee캡틴아담Eythavon
Test Status:Verified (07 January 2026)
LatScore : Wired A, Wireless A
Compatible: AndroidiOSSwitchWindows
Interfaces: CableDongleBluetooth
Price: $39.99, find on: Amazon

Flydigi Direwolf 4 Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
Cable PRIMARYXInput
🔘5.23
🕹️10.2
997.01
🔘1.02
🕹️0.88
Win 11
10.0.26100
7.2.3.8
5.2.3.6
monoru
🔘
Button LatencyP82
✓ Selected
3.17 ms
5.23 ms
7.73 ms
1.02 ms
997.01 Hz
#7669 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • XInput
7.2.3.8
International Version
🕹️
Stick LatencyP82
✓ Selected
8.55 ms
10.19 ms
12.78 ms
0.88 ms
997.01 Hz
#7668 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • XInput
7.2.3.8
International Version
2
Dongle PRIMARYXInput
🔘6.70
🕹️9.76
994.04
🔘1.38
🕹️0.89
Win 11
10.0.26100
7.2.3.8
5.2.3.6
monoru
🔘
Button LatencyP82
✓ Selected
4.32 ms
6.7 ms
10.62 ms
1.38 ms
994.04 Hz
#7670 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Dongle • XInput
7.2.3.8
🕹️
Stick LatencyP82
✓ Selected
8.02 ms
9.76 ms
12.09 ms
0.89 ms
994.04 Hz
#7671 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Dongle • XInput
7.2.3.8
3
Bluetooth PRIMARYXInput
🔘20.4
🕹️33.0
97.59
🔘5.57
🕹️5.70
Win 11
10.0.26100
7.2.3.5
5.2.3.6
monoru
🔘
Button LatencyP82
✓ Selected
9.17 ms
20.4 ms
31.24 ms
5.57 ms
97.59 Hz
#7345 • 2025-11-26
Prometheus 82 v5.2.3.4
Win 11 Build 10.0.26100
monoru
Bluetooth • XInput
7.2.3.5
🕹️
Stick LatencyP82
✓ Selected
20.73 ms
32.99 ms
43.75 ms
5.7 ms
97.59 Hz
#7346 • 2025-11-26
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Bluetooth • XInput
7.2.3.5
4
BluetoothSwitch
🔘27.2
🕹️38.8
65.79
🔘6.24
🕹️5.46
Win 11
10.0.26100
7.2.3.5
5.2.3.6
monoru
🔘
Button LatencyP82
12.13 ms
27.16 ms
40.61 ms
6.24 ms
65.79 Hz
#7347 • 2025-11-26
Prometheus 82 v5.2.3.4
Win 11 Build 10.0.26100
monoru
Bluetooth • Switch
7.2.3.5
🕹️
Stick LatencyP82
23.17 ms
38.81 ms
50.33 ms
5.46 ms
65.79 Hz
#7348 • 2025-11-26
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Bluetooth • Switch
7.2.3.5
More information

Latency

Our visualization focuses on Average Latency, presented as vertical bars to make comparing performance across different connection modes (Wired, Bluetooth, Dongle) instant and intuitive.

The chart differentiates between:

  • Button Latency: How quickly the game registers a physical button press.
  • Stick Latency: The delay in registering joystick movement (tested at 99% deflection).

Visualizing Stability (Jitter)

You may notice that the top portion of some bars is semi-transparent or "faded". This represents Jitter (instability):

  • Solid Bar: Represents the stable, consistent average latency.
  • Faded Top: Indicates the variance. A larger transparent area means higher jitter, implying the controller's response time fluctuates. A solid bar with little to no fading indicates a highly stable connection.

Deep Dive: Click the arrow to reveal Probability Distribution Charts. These show the exact breakdown of every input tested, displaying Probability (%) on the Y-axis and Latency (ms) on the X-axis.

Polling Rate vs. Latency

It is crucial to understand that Polling Rate and Latency are measured using two entirely different methodologies on our site:

  • Latency (ms) is measured by the Prometheus 82 hardware. It captures the physical movement of the stick or button via hardware interrupts with microsecond precision. This is the "real-world" delay.
  • Polling Rate (Hz) is measured via a Software Tool. It shows how often the OS receives reports from the USB stack.

Common Myth: A higher polling rate (like 8000 Hz) does not automatically guarantee lower latency if the controller's internal processing is slow. Conversely, a high polling rate on a chart might show fluctuations (e.g., 7800Hz instead of 8000Hz) due to OS jitter or CPU scheduling, which does not necessarily impact the hardware latency measured by the P82.

To test your own gamepad's polling rate, you can use our tool: Download Polling Rate Tester.

Testing Methods

Gamepadla ensures data integrity by combining three distinct testing methodologies:

  1. Prometheus 82 (P82): Our gold standard. A custom-built hardware device that physically actuates buttons and sticks. It uses high-speed hardware interrupts to capture events, making it independent of the controller's polling rate. It provides an error margin of only ±1ms for buttons and sticks. View on GitHub.

  2. GPDL Tester: An electrical monitoring tool for highly accurate button latency. While P82 simulates human-like mechanical movement, GPDL focuses on the electrical signal speed. View on GitHub.

  3. Software Polling Test: A pure software diagnostic to check communication frequency. We use this to verify if a controller actually reaches its advertised specs (e.g., 1000Hz or 8000Hz) at the OS level. Download Software.

Note: By comparing hardware-level latency (P82) with software-level reports (Polling Test), we can identify if a controller has "fake" high polling rates or poorly optimized firmware.

Stick test of Flydigi Direwolf 4

Stick test results for Flydigi Direwolf 4 gamepad, by John Punch

Comment: All additional stick enhancers are disabled. The asymmetry test was performed using special rings with the gamepad disassembled.

Left Stick
Circle Error:0.2%
Asymmetry:8.0%
Center Error:2.5%
Resolution:10.0 bit1,053 steps
Right Stick
Circle Error:0.2%
Asymmetry:9.8%
Center Error:1.4%
Resolution:10.0 bit1,053 steps
OSWindows 10.0.26200
Sys. nameXbox 360 Controller
ModeXInput
ConnectionCable
Firmware7.2.3.5
Polling rate1007.25 Hz
Tested onNovember 6, 2025, 18:32

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

The Inner Deadzone 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 deadzone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Deadzone based on how much you need to move the stick before it responds - the less movement required, the better.

The Flydigi Direwolf 4 has no Inner Deadzone. 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 Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

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

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick's physical range where you are still deflecting it, but the system already registers the maximum 100% input. As a result, maximum speed (e.g., camera turn) is reached before the stick hits the physical gate. This narrows the effective range for precise aiming and can make edge control feel too sharp or twitchy. The smaller this zone, the better, as it allows you to use the entire physical range of the stick for precise control.

For comparison, budget gamepads often have moderate to large Outer Deadzones, while premium controllers strive for minimal or no deadzone to maximize control.

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

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions at partial deflection (~80%) using physical limiters (brackets). This reveals asymmetries that might be hidden by clamping at 100% deflection. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent. The lower the percentage, the more predictable the stick movements. Lower is better.

For the Flydigi Direwolf 4, the Stick Asymmetry is 8.0% for the left stick and 9.8% 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 (brackets/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. You can learn how to test joystick asymmetry yourself from this video.

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 Flydigi Direwolf 4, the Circle Error is 0.2% for the left stick and 0.2% for the right stick. This is an excellent result, providing smooth, natural 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.

Resolution (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.

Unlike declared digital resolution, our True Bitness metric is derived from actual physical stick movement, reflecting the usable positions the stick can produce in practice.

The Flydigi Direwolf 4 has 10.0 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00190 on the left stick and 0.00190 on the right. In practical terms, this means the gamepad can register about 526 individual steps from the center to the edge (SFC) on the left stick, and 526 SFC on the right.

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.

Center Error (Stick Centering)

Center Error (also referred to as Stick Centering) measures how accurately the joystick returns to its neutral (center) position after you release it. A low Center Error 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 Flydigi Direwolf 4, the Center Error is 2.5% for the left joystick and 1.4% for the right stick. This is an excellent result. The sticks return almost perfectly to the center natively, without relying on an inner deadzone. This minimizes the risk of stick drift and is ideal for competitive gaming.

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 Center Error works.

Cardinal Snapping

Cardinal Snapping (sometimes referred to as Axis Magnet) is a form of stick processing where the controller's output artificially 'snaps' or clings to the cardinal (horizontal and vertical) axes when the stick passes close to them. While this can make pure horizontal or vertical movements feel perfectly straight, it distorts the natural movement path and makes diagonal aiming or fine steering less predictable.

The Flydigi Direwolf 4 shows no Cardinal Snapping. This means the stick does not artificially cling to the horizontal or vertical axes, preserving your real movement path for consistent aiming and natural analog control.

Want to learn more? Check out our video explanation of how Cardinal Snapping affects stick behavior.

Disclaimer

We tested the Flydigi Direwolf 4 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 Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 7.2.3.5) 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 Flydigi Direwolf 4’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for Flydigi Direwolf 4 • Firmware 7.2.3.5 • Stick Analyzer 2.3.0.0Cable connection • Xinput mode • Manual Input. Uploaded, by John Punch

Comment: Manual testing

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

This test evaluates the analog stick's ability to register unique positions during a controlled, linear motion from the center to the edge of its range. The analysis was conducted using the Line program, ensuring precise measurement of the stick's resolution, linearity, and response characteristics.

Data Points

Data Points represents the total number of coordinates captured during the stick's movement from the center to the edge. This includes both the stable analog positions and any points affected by signal jitter, noise, or active processing. In this test, we recorded 1531 data points, which is an excellent result that indicates very precise stick movement registration.

Note on variability: This count is not a fixed hardware limitation. It represents the data collected during this specific 1.86-second test. The total number of points depends heavily on:

  • Polling Rate: Controllers with higher polling rates (e.g., 1000 Hz) transmit updates more frequently, yielding more data points in the same time frame.
  • Movement Speed: Moving the stick slower increases the test duration, allowing the software to collect many more samples. For example, during specialized high-precision bit-depth tests where the stick is moved extremely slowly, the same controller might record several times more points.

To evaluate the actual physical resolution of the stick, it is essential to also look at the Straight Points metric below, which filters out signal noise and duplicates.

Straight Points

Straight Points represent the number of clean, unique positions detected after filtering out duplicates, tremor, and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, representing the true analog steps of the stick. The test registered 272 straight points. This is an excellent result, indicating very smooth and precise stick movement.

Similar to Data Points, the count of Straight Points is variable and scales with the test duration and controller polling rate. Rather than representing a fixed hardware limit, it shows how many stable, distinct coordinates the controller successfully reported during this specific movement sequence. A higher number under similar conditions indicates a smoother, more detailed transition from center to edge.

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 289 positions across the entire stick range. This number represents how many distinct positions the analog stick can detect from center to edge. This might result in somewhat stepped or less smooth movement

Step Resolution: 0.00346 per increment. This value represents the average size of each step between detected positions (smaller values indicate higher precision). It determines how smoothly the stick can transition between positions, which directly impacts precise aiming and subtle movements in games.

A high total resolution combined with a low step resolution provides the optimal experience for precise control in games requiring fine adjustments.

Tremor

Tremor percentage represents the amount of signal variation and micro-jitter that occurs between the physical movement of the stick and the final output. It is calculated as the percentage of data points that do not follow a strictly increasing trajectory. The test measured 82.2% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data.

While lower tremor indicates a cleaner raw signal, its presence does not significantly impact real-world gameplay. Different controllers have different signal processing characteristics. Notably, an artificially low tremor (0%) often indicates aggressive digital filtering or smoothing implemented by the manufacturer. While this makes the signal look clean, it can introduce response delay (input lag). Therefore, a moderate level of tremor is typical and often preferred over heavy filtering that degrades responsiveness.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 96.3% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality.

Test Duration

The time taken to complete the test was 1.86 seconds. Note that this test was completed too quickly for optimal results. A slower, more controlled movement would provide more accurate measurements. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

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Flydigi Direwolf 4 specifications

Internal

Battery life hours
15
D-pad buttons type
Mechanical
Main buttons type
Membrane
Sticks type
Hall

External

Audio port
No
Button layout
Xbox
Display
No
Joystick positioning
Asymmetric
Paddles
2
Rubber handles
No
Shoulder buttons
No
Stick tension
Yes
Trigger lock
Yes

Features

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

Connection

Charging dock
Yes
USB interface
Type-C

Software

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

Platforms

Android
Yes
iOS
Yes
Linux
No
macOS
No
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 7 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it.
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LatScore Comparison of Flydigi Direwolf 4

Users' opinion

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15 days ago

I recommend the Aolion K20-TMR over the Flydigi Direwolf 4. I own both the Nova 2 Lite and the Direwolf 4, but the Aolion is superior.

0
211 days ago

just wanted to highlight the force-adjustable lever joystick and the fine-tuned vibration algorithm - these features really stand out and make a big difference in the overall gaming experience with the direwolf 4.

3
207 days ago

I think the stiffness adjustment of the stick is still not perfect, for example my stick always drifts during gaming sessions.

2
205 days ago

@Lucas Roth Friend, you still haven't seen the Vader 5. There, the sensitivity regulators of the sticks are even more movable due to plastic.

1
251 days ago

Firmware 7.2.3.5 (and earlier versions) has a bug that causes the polling rate to drop sharply from 1000 Hz to 500 Hz for a certain period of time. As a result, latency readings may vary from test to test.

5
136 days ago

I'm still a bit skeptical about the paddle comfort on the Flydigi Direwolf 4, they claim it's improved but it looks like it hasn't changed much to me, and I only see Switch test results from an older firmware version on the page.

3
160 days ago

It does work on Linux. How can I suggest a change to this page?

3
17 days ago

I purchased the Direwolf 4 with the dock bundle for $40 on Ali, and I've had no issues over the last two months. It's full of features I didn't expect to enjoy, especially the tension ring, which has been a pleasant surprise.

1
20 days ago

The Direwolf 4 is currently priced at $32 on Amazon, but it doesn't come with a case.

2
31 days ago

I have the Flydigi Direwolf 4, and the quality is excellent. However, I feel the battery life could be better. A gamepad should last longer than what I've heard, which makes me think they might have skimped in that area.

1
48 days ago

The Flydigi Direwolf 4 has its strengths, but the Bluetooth performance falls short compared to the Cyclone 2 Pro. Improving the Bluetooth connection would really enhance the gaming experience.

1
59 days ago

I’m on board with the Direwolf 4; the plastic feels sturdy, the weight is just right, and the battery lasts about 15 hours on a full charge, which is sufficient. The extra back buttons are handy, but the D-pad may lack precision for certain games.

1
93 days ago

Is the build quality really solid on the Direwolf 4? I’ve heard some mixed reviews about durability. If it's as good as it sounds, it might be worth the investment. Just don’t want to end up with a fragile controller.

1
127 days ago

I've been eyeing the adjustable tension on the Flydigi Direwolf 4, but the price was always a barrier. If this one's more affordable and comes with TMR sticks, I might finally take the plunge.

1
150 days ago

I'm having trouble updating to the latest firmware, it says I'm on 7.2.3.5 and checking for updates just tells me it's up to date, but I know there's a newer version available.

2
edited 151 days ago

IMO Direwolf 4 is probably the best PC controller you can get for under $50. The adjustable tension rings is a fantastic feature. The overall quality and feel of the controller is better than controllers that cost much more. It doesn't come with a dock, but you can get one cheap at AliExpress.

1
158 days ago

I Like Flydigi brand, i have Direwolf 3 & 4...overall its good controller for the price from Temu....but the issue with right ring throughout game session, the ring goes to minimum on its own. Quality of matirial is better than official xbox but i think the tension ring is unnecessary in this model, especially with these rubber material.

2
185 days ago

Ordered the Direwolf 4 yesterday and it's good to see they've made progress on the latency. Not sure if it's been significantly improved, though - I'll have to play some actual games to tell.

1
188 days ago

Does anyone know if this controller will work fine on PS4 with the Magic Ns-2?

2
189 days ago

I've been having issues with the Flydigi Direwolf 4 on my Mac mini M4, it connects initially but drops after a reboot. It works seamlessly on my MacBook Air and iPhone, so I'm wondering if it's just a compatibility problem with the M4.

2
196 days ago

Thank you @monoru for updating the tests. It's nice to see when manufacturers reduce latency with firmware.

3
218 days ago

I only recently discovered the Flydigi Direwolf 4 and I'm surprised I hadn't considered it sooner, as its performance has been impressive so far.

2
219 days ago

I've been using the Direwolf 4 for a while now, and I'm impressed with its adjustable joystick and fine-tuned vibration system, which seem to offer a high level of customization.

1
256 days ago

Hello! Do any of the thumbstick test results across this site provide clues as to whether or not a controller is likely to have snapback? My GameSir G7 SE has no snapback, while my Cyclone 2 has a ton. Since I'm moving away from Windows I don't really have a controller that performs well in the games I play that I can easily tinker with in software anymore.

1
258 days ago

Due to the unique design of Flydigi sticks, testing their asymmetry requires a very specific method, but I took apart the gamepad and conducted the appropriate test, albeit in only one mode. However, as practice shows, the asymmetry is the same in all modes.

1