Gamepad GameSir Cyclone 2
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GameSir Cyclone 2

Top contributors
John PunchFranek ZiemianvCudaPatrick BurtonKenny Zweibohmer
Test Status:Verified (21 April 2026)
LatScore : Wired A, Wireless B
Compatible: AndroidiOSLinuxSwitchWindows
Interfaces: CableDongleBluetooth
Price range: $39.99$55.99, find on: Amazon, Aliexpress
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GameSir Cyclone 2 Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘2.33
🕹️4.70
1002
🔘0.28
🕹️0.34
Win 11
10.0.26200
3.5.2
5.2.4.7
🔘
Button LatencyP82
1.82 ms
2.33 ms
2.91 ms
0.28 ms
1002 Hz (see 📊)
#8938 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • XInput
3.5.2
🕹️
Stick LatencyP82
4.03 ms
4.7 ms
5.43 ms
0.34 ms
1002 Hz (see 📊)
#8937 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • XInput
3.5.2
RAW Circle mode
📊
Polling Rate
0.44 ms
1 ms
2.16 ms
0.15 ms
1002 Hz
1019.96 Hz
#8936 • 2026-05-10
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • XInput
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
2
CableXInput
🔘2.40
🕹️6.51
1000
🔘0.29
🕹️0.38
Win 11
10.0.26200
3.5.2
5.2.4.5
🔘
Button LatencyP82
✓ Selected
1.83 ms
2.4 ms
3.03 ms
0.29 ms
1000 Hz (see 📊)
#8661 • 2026-04-21
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • XInput
3.5.2
🕹️
Stick LatencyP82
✓ Selected
5.7 ms
6.51 ms
7.44 ms
0.38 ms
1000 Hz (see 📊)
#8660 • 2026-04-21
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • XInput
3.5.2
📊
Polling Rate
0.78 ms
1 ms
3 ms
0.14 ms
1000 Hz
1003.17 Hz
#8659 • 2026-04-21
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • XInput
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
3
CableSwitch
🔘2.32
🕹️4.70
1000
🔘0.29
🕹️0.30
Win 11
10.0.26200
3.5.2
5.2.4.7
🔘
Button LatencyP82
1.78 ms
2.32 ms
2.88 ms
0.29 ms
1000 Hz (see 📊)
#8932 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Switch
3.5.2
🕹️
Stick LatencyP82
4.08 ms
4.7 ms
5.36 ms
0.3 ms
1000 Hz (see 📊)
#8940 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Switch
3.5.2
RAW Circle mode
📊
Polling Rate
0.9 ms
1 ms
1.3 ms
0.03 ms
1000 Hz
1005 Hz
#8939 • 2026-05-10
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • Switch
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
4
CableSwitch
🔘2.34
🕹️6.78
1000
🔘0.29
🕹️0.41
Win 11
10.0.26200
3.5.2
5.2.4.7
🔘
Button LatencyP82
1.8 ms
2.34 ms
2.89 ms
0.29 ms
1000 Hz (see 📊)
#8941 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Switch
3.5.2
🕹️
Stick LatencyP82
5.92 ms
6.78 ms
7.86 ms
0.41 ms
1000 Hz (see 📊)
#8931 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Switch
3.5.2
📊
Polling Rate
0.91 ms
1 ms
2.99 ms
0.09 ms
1000 Hz
1006.1 Hz
#8930 • 2026-05-10
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • Switch
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
5
CableSony
🔘2.29
🕹️4.44
1000
🔘0.28
🕹️0.46
Win 11
10.0.26200
3.5.2
5.2.4.7
🔘
Button LatencyP82
1.77 ms
2.29 ms
2.83 ms
0.28 ms
1000 Hz (see 📊)
#8942 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Sony
3.5.2
🕹️
Stick LatencyP82
2.22 ms
4.44 ms
5.13 ms
0.46 ms
1000 Hz (see 📊)
#8943 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Sony
3.5.2
RAW Circle mode
📊
Polling Rate
0.89 ms
1 ms
1.31 ms
0.03 ms
1000 Hz
1005.58 Hz
#8944 • 2026-05-10
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • Sony
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
6
CableSony
🔘2.31
🕹️6.65
1000
🔘0.29
🕹️0.35
Win 11
10.0.26200
3.5.2
5.2.4.7
🔘
Button LatencyP82
1.79 ms
2.31 ms
2.86 ms
0.29 ms
1000 Hz (see 📊)
#8935 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Sony
3.5.2
🕹️
Stick LatencyP82
5.89 ms
6.65 ms
7.47 ms
0.35 ms
1000 Hz (see 📊)
#8934 • 2026-05-10
Prometheus 82 v5.2.4.7
Win 11 Build 10.0.26200
John Punch
Cable • Sony
3.5.2
📊
Polling Rate
0.74 ms
1 ms
3.01 ms
0.32 ms
1000 Hz
1014.54 Hz
#8933 • 2026-05-10
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • Sony
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
7
BluetoothSwitch
🔘6.01
🕹️10.3
399.2
🔘3.85
🕹️3.75
Win 11
10.0.26200
3.5.2
5.2.4.5
🔘
Button LatencyP82
✓ Selected
2.94 ms
6.01 ms
26.39 ms
3.85 ms
399.2 Hz (see 📊)
#8667 • 2026-04-21
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
3.5.2
🕹️
Stick LatencyP82
✓ Selected
7.27 ms
10.31 ms
29.42 ms
3.75 ms
399.2 Hz (see 📊)
#8666 • 2026-04-21
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
3.5.2
📊
Polling Rate
1.06 ms
2.5 ms
20.01 ms
1.71 ms
399.2 Hz
315.29 Hz
#8665 • 2026-04-21
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
8
DongleXInput
🔘7.29
🕹️13.0
1001
🔘1.38
🕹️1.46
Win 10
10.0.19045
3.3.2
5.2.4.4
🔘
Button LatencyP82
4.98 ms
7.29 ms
10.99 ms
1.38 ms
1001 Hz
#8625 • 2026-04-18
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
3.3.2
🕹️
Stick LatencyP82
10.42 ms
13.02 ms
16.99 ms
1.46 ms
1001 Hz
#8618 • 2026-04-18
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
3.3.2
9
DongleXInput
🔘7.40
🕹️17.0
999
🔘1.40
🕹️1.46
Win 11
10.0.26200
3.5.2
5.2.4.5
🔘
Button LatencyP82
✓ Selected
4.86 ms
7.4 ms
10.85 ms
1.4 ms
999 Hz (see 📊)
#8662 • 2026-04-21
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
3.5.2
🕹️
Stick LatencyP82
✓ Selected
14.2 ms
16.97 ms
21.4 ms
1.46 ms
999 Hz (see 📊)
#8664 • 2026-04-21
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
3.5.2
📊
Polling Rate
0.81 ms
1 ms
3 ms
0.16 ms
999 Hz
1006.26 Hz
#8663 • 2026-04-21
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
3.5.2
Note: This test are based on polling rate and do not represent actual input-lag.
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 GameSir Cyclone 2

Stick test results for GameSir Cyclone 2 gamepad • Cable connection • XInput mode • FW 3.5.2, 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 GameSir Cyclone 2 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 GameSir Cyclone 2 has a slight Outer Dead Zone (0.5 mm). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

Per-stick breakdown for the GameSir Cyclone 2: the left stick measures 0.5 mm, which corresponds to a slight outer dead zone, while the right stick measures 0.5 mm, which corresponds to a slight outer dead zone. This helps show whether the controller loses range evenly on both sticks or if one stick is noticeably weaker near full tilt.

Both sticks show the same measured Outer Dead Zone, which suggests consistent edge behavior between movement and camera inputs.

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 GameSir Cyclone 2, the Stick Asymmetry is 5.7% for the left stick and 14.5% 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. 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 GameSir Cyclone 2, the Circle Error is 0.0% for the left stick and 0.0% 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.

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. For the GameSir Cyclone 2, the movement-based True Bitness is 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

This corresponds to a measured Step Resolution of 0.00098 on both sticks, with about 1,024 SFC (Steps From Center) on each side, meaning roughly 1,024 distinct positions from the center to one edge.

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 GameSir Cyclone 2, the Stick Centering is 3.2% for the left joystick and 1.9% 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.

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The GameSir Cyclone 2 shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The GameSir Cyclone 2 recorded a Polling Rate of 1007.2 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The GameSir Cyclone 2 shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

Want to learn more? Check out our video explanation of how Stick Skipping affects performance.

Disclaimer

We tested the GameSir Cyclone 2 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: 3.5.2) 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 GameSir Cyclone 2’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir Cyclone 2 gamepad • Cable connection • XInput mode • FW 3.5.2, by John Punch

Comment: RAW Circle Mode (Fresh Calibrated)

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 GameSir Cyclone 2 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 GameSir Cyclone 2 has a moderate Outer Dead Zone (0.9 mm). 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.

Per-stick breakdown for the GameSir Cyclone 2: the left stick measures 0.9 mm, which corresponds to a moderate outer dead zone, while the right stick measures 0.9 mm, which corresponds to a moderate outer dead zone. This helps show whether the controller loses range evenly on both sticks or if one stick is noticeably weaker near full tilt.

Both sticks show the same measured Outer Dead Zone, which suggests consistent edge behavior between movement and camera inputs.

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 GameSir Cyclone 2, the Stick Asymmetry is 5.2% for the left stick and 12.8% 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. 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 GameSir Cyclone 2, the Circle Error is 10.2% for the left stick and 10.2% 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.

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. For the GameSir Cyclone 2, the movement-based True Bitness is 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

This corresponds to a measured Step Resolution of 0.00098 on both sticks, with about 1,024 SFC (Steps From Center) on each side, meaning roughly 1,024 distinct positions from the center to one edge.

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 GameSir Cyclone 2, the Stick Centering is 3% for the left joystick and 1.9% 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.

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The GameSir Cyclone 2 shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The GameSir Cyclone 2 recorded a Polling Rate of 1007.1 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The GameSir Cyclone 2 shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

Want to learn more? Check out our video explanation of how Stick Skipping affects performance.

Disclaimer

We tested the GameSir Cyclone 2 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: 3.5.2) 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 GameSir Cyclone 2’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for GameSir Cyclone 2 • Firmware 3.5.2 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Input Type: Hardware Input. The stick was moved with a linear motion device during the test.

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 unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 1175 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 1067 straight points. This is an excellent result, indicating very smooth and precise stick movement. This value highlights the stick's ability to provide stable and reliable position data during smooth motion.

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 1133 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: 0.00088 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 processing that occurs between raw stick movement and the final output. It is calculated as the percentage of data points that don't follow a consistently increasing trajectory. The test measured 9.2% tremor. This indicates very stable stick movement with minimal noise in signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

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 93.6% 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. For easier interpretation, the chart includes a soft highlighted reference zone under the ideal line. It marks a typical range where a small arc-related deviation is considered normal and serves as an informational guide rather than a strict pass/fail boundary.

Test Duration

The time taken to complete the test was 3.22 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the linear motion device should move the stick smoothly and in a controlled way, typically taking between 5 and 8 seconds.

Reviews of GameSir Cyclone 2

Add your own review

GameSir Cyclone 2 specifications

Internal

Battery life hours
8
D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

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

Features

Gyroscope function
Yes
NFC support
No
Switch Wake Up
Yes
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
Yes
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 35 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 GameSir Cyclone 2

Users' opinion

Add your opinion
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The grip is good even with sweaty hands
6 votes
Sometimes the RGB lighting goes haywire.
8 votes
In test have noticeably high stick latency when using Dongle, but it doesn't feel so in gamepla
22 votes
Controller feels very premium for the price
16 votes

User comments

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18 days ago

How do you connect ds input on windows 11 using cable? i see comment on reddit it can even connect via dongle using ds input, It’s not written in the manual. no matter which connection modes, it always connected to xinput (although the first wire connection connected using switch input). It doesn’t support playstation connection as far i know

1
145 days ago

One thing to note is that the GameSir Connect software is Windows exclusive, which might be a limitation for users on other platforms like MacOS, iOS, Android, or Linux, especially when it comes to customizing RGB presets.

3
134 days ago

Dude, the GameSir Connect software emulates a Dualshock because it's what most PC gamers are used to, not because it's the default for Xbox and Switch, lol, and yeah, it's not like you can't change the preset if you wanna feel like a Xbone master.

1
121 days ago

@Thomas Evans Dude, you're right, it's not emulation, it's a switchable mode, I mean, I set it to PS mode for Gyro and analog triggers, no gyro on x-input and only digital triggers on Switch mode, pretty straightforward.

3
107 days ago

@Sage Brush Dude, how do you even access those settings? I've been trying to figure that out for ages and I've never seen anything like that on the settings menu, I'm starting to think you're messing with me.

2
43 days ago

I tested the GameSir Cyclone 2 on the updated 3.5.2 firmware and noticed a certain inconsistency in the LatScore rating, which does not take signal stability into account. Because of this, the wired connection received an A rating, even though the Bluetooth signal is unstable in places. That is why, in the next stage, I will refine LatScore so that it takes into account stability and jitter.

1
43 days ago

Would like to see tests in PS4 mode also (wired, bt, 2.4ghz)

1
43 days ago

@Puneet Kaushik OK, I'll do it later

3
25 days ago

@John Punch Any chance you could add more data for playstation mode?

2
25 days ago

@Patrick Tunney Yeah, I've been a little busy these days, plus I got sick. I remember the promise.

1
24 days ago

@Patrick Tunney @Puneet Kaushik I’ve added some new RAW mode tests for wired connections, as well as an additional RAW stick test. In my view, the slight reduction in latency isn’t worth such a significant impact on the external dead zone.

3
24 days ago

@John Punch Thank you! You are a modern hero! Currently weighing up RAW mode with an 88% outer dead zone in their software

1
156 days ago

I've got two Xbox elite series 2 controllers and one of them's shoulder buttons are super glitchy, but I love those controllers, they're the best I've ever owned. The Cyclone 2 does the job, it's a quality controller, just a bit light for my taste.

5
205 days ago

Best controller, highly recommended

5
25 days ago

The Cyclone 2 accommodates PS4/5 KFs, but be cautious with the dpad.

1
29 days ago

I just got my Cyclone 2, and the build feels off. The right trigger's noticeably stiffer than the left, which messes with my aim. Reached out to GameSir, but they brushed me off like it’s no big deal. Not cool.

1
29 days ago

I switched from an Xbox One controller to the GameSir Cyclone 2 a few months back. It's great not having to change out rechargeable batteries during gameplay. I haven't drained a full charge even after a gaming season or two without charging.

1
30 days ago

This controller is fantastic. At its price point, you definitely won't regret purchasing it, trust me.

2
19 days ago

Yes, the GameSir Cyclone 2 works with PlayStation 5. It's a solid choice for multiplatform gaming.

1
42 days ago

Is the GameSir Cyclone 2 really worth the hype? I'm loving the feel, but why does it mess with Steam's recognition? It’s annoying when the home button keeps acting up and opening my browser instead!

1
43 days ago

The GameSir Cyclone 2 might have solid specs, but I'm concerned about durability. If it can't withstand regular use, all those features won’t matter much. A controller should last through intense gaming sessions without issue.

1
6 days ago

Durability is indeed a concern with GameSir controllers. If they can't withstand regular use, then all those features won't matter much, as a controller should endure intense gaming sessions without issues.

1
43 days ago

I see that new tests for the sticks and linearity have appeared. I wonder if latency tests will be coming soon?

1
88 days ago

Fingers crossed you get a good one, hope it's a smooth experience.

1
99 days ago

I've spent a small fortune on my gaming setup, but it seems like the GameSir Cyclone 2 is out of reach for me, a girl who's not made of money. Guess I'll just have to keep dreaming of wireless gaming bliss.

1
101 days ago

It's a great controller but I've had issues with stability at anything above 250Hz, no idea what's causing it.

2
104 days ago

Getting used to the TMR analog sticks takes some time, especially with deadzones and triggers. I learned that the hard way with my G7 SE, which had hall effect sensors - not a huge improvement.

1
147 days ago

Got the white GameSir Cyclone 2 from Amazon, first one had a broken right thumbstick, had to return it, now the wireless connection is dropping constantly, Bluetooth and the dongle barely stay connected, complete disaster.

1
143 days ago

Dude, sorry to hear that, that's two broken units, Amazon must've sent you a lemon. Try resetting the pad and the receiver, also check for interference, it's a common issue with Bluetooth.

2
121 days ago

@Ruby Pulse Dude, I've been brutal on my joysticks, bullet hell games are no joke, but these ones are solid, no drift so far, just the triggers feel weird at first, now I'm used to it.

3
160 days ago

Got a Switch 2 from my girlfriend and now I'm wondering if this gamepad would've paired well with it.

1
171 days ago

I'm a bit confused, the gamepad doesn't have any haptic feedback or rumble, how do they plan to compete with other high-end controllers that already have this feature?

1
153 days ago

are you dumb?! this does have rumble.. if fact you can change the intensity of vibration with PC Software.

2