TMR sticks
Gamepad GameSir G7 Pro 8K Aimlabs Edition
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GameSir G7 Pro 8K Aimlabs Edition

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John PunchvCudamonoruEythavonГеймпад Бар
Test Status:Verified (18 May 2026)
LatScore : Wired A+, Wireless A+
Compatible: AndroidiOSLinuxSwitchWindows
Interfaces: CableDongleBluetooth
Price: $89.99, find on: Amazon

GameSir G7 Pro 8K Aimlabs Edition Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘1.54
🕹️0.68
7905
🔘0.13
🕹️0.02
Win 10
10.0.19045
2.1.0
5.2.4.4
vCuda
🔘
Button LatencyP82
1.27 ms
1.54 ms
1.81 ms
0.13 ms
7905 Hz
#8849 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Cable • XInput
2.1.0
Button test to pair with "circular" thumbstick test result
🕹️
Stick LatencyP82
0.68 ms
0.68 ms
0.88 ms
0.02 ms
8000 Hz
#8847 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Cable • XInput
2.1.0
This test was done with the "circular" thumbstick setting
2
CableXInput
🔘1.39
🕹️0.69
7936.51
🔘0.13
🕹️0.10
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
✓ Selected
1.08 ms
1.39 ms
1.71 ms
0.13 ms
7936.51 Hz (see 📊)
#8984 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.1.0
🕹️
Stick LatencyP82
✓ Selected
0.46 ms
0.69 ms
0.91 ms
0.1 ms
7936.51 Hz (see 📊)
#8983 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.1.0
📊
Polling Rate
0.01 ms
0.13 ms
0.76 ms
0.05 ms
7936.51 Hz
7863.13 Hz
#8975 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
3
CableSony
🔘1.28
🕹️0.63
3906.25
🔘0.10
🕹️0.08
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
1.05 ms
1.28 ms
1.53 ms
0.1 ms
3906.25 Hz (see 📊)
#8986 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Cable • Sony
2.1.0
🕹️
Stick LatencyP82
0.46 ms
0.63 ms
0.86 ms
0.08 ms
3906.25 Hz (see 📊)
#8985 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Cable • Sony
2.1.0
📊
Polling Rate
0.12 ms
0.26 ms
1.38 ms
0.2 ms
3906.25 Hz
2931.08 Hz
#8980 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Cable • Sony
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
4
CableXInput
🔘2.13
🕹️1.74
1000
🔘0.30
🕹️0.35
Win 10
10.0.19045
2.1.0
5.2.4.4
vCuda
🔘
Button LatencyP82
1.54 ms
2.13 ms
2.77 ms
0.3 ms
1000 Hz
#8855 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Cable • XInput
2.1.0
1000hz test to compare to 8K (Wired - Buttons)
🕹️
Stick LatencyP82
1.14 ms
1.74 ms
2.33 ms
0.35 ms
1000 Hz
#8854 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Cable • XInput
2.1.0
1000hz test to compare to 8K (Wired - Sticks)
5
CableSwitch
🔘1.96
🕹️1.34
1000
🔘0.28
🕹️0.29
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
1.38 ms
1.96 ms
2.53 ms
0.28 ms
1000 Hz (see 📊)
#8988 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Cable • Switch
2.1.0
🕹️
Stick LatencyP82
0.78 ms
1.34 ms
1.91 ms
0.29 ms
1000 Hz (see 📊)
#8987 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Cable • Switch
2.1.0
📊
Polling Rate
0.93 ms
1 ms
1.37 ms
0.03 ms
1000 Hz
1003.58 Hz
#8989 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Cable • Switch
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
6
DongleXInput
🔘3.47
🕹️3.56
7936.51
🔘0.40
🕹️0.64
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
✓ Selected
2.73 ms
3.47 ms
4.82 ms
0.4 ms
7936.51 Hz (see 📊)
#8991 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
2.1.0
🕹️
Stick LatencyP82
✓ Selected
2.94 ms
3.56 ms
6.47 ms
0.64 ms
7936.51 Hz (see 📊)
#8990 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
2.1.0
📊
Polling Rate
0.07 ms
0.13 ms
0.44 ms
0.04 ms
7936.51 Hz
7701.86 Hz
#8977 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
7
DongleXInput
🔘3.74
🕹️4.24
7930
🔘0.62
🕹️0.88
Win 10
10.0.19045
2.1.0
5.2.4.4
vCuda
🔘
Button LatencyP82
2.85 ms
3.74 ms
5.96 ms
0.62 ms
7930 Hz
#8851 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
2.1.0
🕹️
Stick LatencyP82
3.06 ms
4.24 ms
6.82 ms
0.88 ms
8000 Hz
#8850 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
2.1.0
8
DongleSwitch
🔘3.91
🕹️3.95
1000
🔘0.55
🕹️0.56
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
2.83 ms
3.91 ms
5.96 ms
0.55 ms
1000 Hz (see 📊)
#8993 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Dongle • Switch
2.1.0
🕹️
Stick LatencyP82
3.12 ms
3.95 ms
6.23 ms
0.56 ms
1000 Hz (see 📊)
#8994 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Dongle • Switch
2.1.0
📊
Polling Rate
0.94 ms
1 ms
1.99 ms
0.03 ms
1000 Hz
1003.03 Hz
#8992 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Dongle • Switch
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
9
DongleSony
🔘3.26
🕹️3.67
3816.79
🔘0.37
🕹️0.68
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
2.6 ms
3.26 ms
4.05 ms
0.37 ms
3816.79 Hz (see 📊)
#8995 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Dongle • Sony
2.1.0
🕹️
Stick LatencyP82
2.97 ms
3.67 ms
6.19 ms
0.68 ms
3816.79 Hz (see 📊)
#8996 • 2026-05-17
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Dongle • Sony
2.1.0
📊
Polling Rate
0.12 ms
0.26 ms
1.74 ms
0.23 ms
3816.79 Hz
2802.8 Hz
#8979 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Dongle • Sony
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
10
BluetoothSwitch
🔘4.90
🕹️4.40
799.36
🔘2.77
🕹️2.93
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
3.24 ms
4.9 ms
18.79 ms
2.77 ms
799.36 Hz (see 📊)
#9006 • 2026-05-18
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
2.1.0
🕹️
Stick LatencyP82
2.7 ms
4.4 ms
21.68 ms
2.93 ms
799.36 Hz (see 📊)
#9007 • 2026-05-18
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
2.1.0
📊
Polling Rate
1.05 ms
1.25 ms
12.74 ms
0.65 ms
799.36 Hz
802.77 Hz
#9008 • 2026-05-18
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
11
BluetoothSony
🔘3.58
🕹️3.45
800
🔘2.31
🕹️2.75
Win 11
10.0.26200
2.1.0
5.2.5.1
John Punch
🔘
Button LatencyP82
✓ Selected
1.95 ms
3.58 ms
17.13 ms
2.31 ms
800 Hz (see 📊)
#9010 • 2026-05-18
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Sony
2.1.0
🕹️
Stick LatencyP82
✓ Selected
1.36 ms
3.45 ms
17.39 ms
2.75 ms
800 Hz (see 📊)
#9009 • 2026-05-18
Prometheus 82 v5.2.5.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Sony
2.1.0
📊
Polling Rate
1.08 ms
1.25 ms
16.26 ms
1.11 ms
800 Hz
802.32 Hz
#8981 • 2026-05-17
Polling v2.0.2.5
Win 11 Build 10.0.26200
John Punch
Bluetooth • Sony
2.1.0
Note: This test are based on polling rate and do not represent actual input-lag.
12
BluetoothSony
🔘5.18
🕹️4.62
713
🔘3.89
🕹️3.30
Win 10
10.0.19045
2.1.0
5.2.4.4
vCuda
🔘
Button LatencyP82
2.6 ms
5.18 ms
28.17 ms
3.89 ms
713 Hz
#8853 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Bluetooth • Sony
2.1.0
🕹️
Stick LatencyP82
1.97 ms
4.62 ms
21.12 ms
3.3 ms
698 Hz
#8852 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Bluetooth • Sony
2.1.0
13
DongleXInput
🔘5.74
🕹️9.32
1000
🔘1.59
🕹️1.67
Win 10
10.0.19045
2.1.0
5.2.4.4
vCuda
🔘
Button LatencyP82
3.37 ms
5.74 ms
11.91 ms
1.59 ms
1000 Hz
#8857 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
2.1.0
1000hz test to compare to 8K (Dongle - Buttons)
🕹️
Stick LatencyP82
6.22 ms
9.32 ms
14.64 ms
1.67 ms
1000 Hz
#8856 • 2026-05-07
Prometheus 82 v5.2.4.4
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
2.1.0
1000hz test to compare to 8K (Dongle - Sticks)
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 G7 Pro 8K Aimlabs Edition

Stick test results for GameSir G7 Pro 8K Aimlabs Edition gamepad, by John Punch

Comment: After calibration / 12 bit mode

Left Stick
Circle Error:0.1%
Asymmetry:8.9%
Center Error:1.5%
Resolution:15.0 bit32,768 steps
Right Stick
Circle Error:0.1%
Asymmetry:11.8%
Center Error:2.7%
Resolution:14.0 bit16,384 steps
OSWindows 10.0.26200
Sys. name(Xbox 360 Controller for Windows)
ModeXInput
ConnectionDongle
Firmware2.1.0
Polling rate8000 Hz
Tested onMay 17, 2026, 13:37

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 GameSir G7 Pro 8K Aimlabs Edition 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 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 Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GameSir G7 Pro 8K Aimlabs Edition has a slight Outer Deadzone (0.3 mm). There’s a 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 G7 Pro 8K Aimlabs Edition: the left stick measures 0.3 mm, which corresponds to a slight Outer Deadzone, while the right stick measures 0.3 mm, which corresponds to a slight Outer Deadzone. 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 Deadzone, which suggests consistent edge behavior between movement and camera inputs.

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. 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 G7 Pro 8K Aimlabs Edition, the Stick Asymmetry is 8.9% for the left stick and 11.8% 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 G7 Pro 8K Aimlabs Edition, the Circle Error is 0.1% for the left stick and 0.1% 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.

For the GameSir G7 Pro 8K Aimlabs Edition, the movement-based True Bitness is 15.0 bits (left) and 14.0 bits (right). This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

This corresponds to a measured Step Resolution of 0.00006 on the left stick and 0.00012 on the right, with about 16,384 SFC on the left stick and 8,192 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 GameSir G7 Pro 8K Aimlabs Edition, the Center Error is 1.5% for the left joystick and 2.7% for the right stick. This is a moderate result. The centering is acceptable, but you might need a tiny deadzone in some sensitive games to avoid drift.

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 GameSir G7 Pro 8K Aimlabs Edition 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 GameSir G7 Pro 8K Aimlabs Edition 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: 2.1.0) 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 G7 Pro 8K Aimlabs Edition’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir G7 Pro 8K Aimlabs Edition gamepad, by vCuda

Left Stick
Circle Error:0.0%
Asymmetry:10.3%
Center Error:3.1%
Resolution:14.0 bit16,384 steps
Right Stick
Circle Error:0.0%
Asymmetry:7.8%
Center Error:2.7%
Resolution:14.0 bit16,384 steps
OSWindows 10.0.19045
Sys. name(Xbox 360 Controller for Windows)
ModeXInput
ConnectionCable
Firmware2.1.0
Polling rate8000 Hz
Tested onMay 11, 2026, 12:24

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 GameSir G7 Pro 8K Aimlabs Edition 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 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 Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GameSir G7 Pro 8K Aimlabs Edition has a slight Outer Deadzone (0.5 mm). There’s a 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 G7 Pro 8K Aimlabs Edition: the left stick measures 0.5 mm, which corresponds to a slight Outer Deadzone, while the right stick measures 0.3 mm, which corresponds to a slight Outer Deadzone. This helps show whether the controller loses range evenly on both sticks or if one stick is noticeably weaker near full tilt.

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. 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 G7 Pro 8K Aimlabs Edition, the Stick Asymmetry is 10.3% for the left stick and 7.8% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. 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 G7 Pro 8K Aimlabs Edition, the Circle Error is 0.0% for the left stick and 0.0% 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.

For the GameSir G7 Pro 8K Aimlabs Edition, the movement-based True Bitness is 14.0 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 0.00012 on the left stick and 0.00012 on the right, with about 8,192 SFC on the left stick and 8,192 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 GameSir G7 Pro 8K Aimlabs Edition, the Center Error is 3.1% for the left joystick and 2.7% for the right stick. This is a poor result. High center error indicates that the sticks do not reliably return to neutral, which will likely cause stick drift unless a significant inner deadzone is applied.

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 GameSir G7 Pro 8K Aimlabs Edition 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 GameSir G7 Pro 8K Aimlabs Edition 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: 2.1.0) 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 G7 Pro 8K Aimlabs Edition’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 8000Hz/12Bit

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 46283 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 3719 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: 3956 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: 0.00025 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 92.0% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 99.2% 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 3.44 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 8000Hz/10Bit

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 7547 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 648 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: 688 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: 0.00145 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 91.4% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 99.1% 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 3.36 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 8000Hz/8Bit

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 2905 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 170 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: 179 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: 0.00557 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 94.1% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 98.5% 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 3.36 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 4000Hz/12Bit

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 23339 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 3352 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: 3566 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: 0.00028 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 85.6% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 99.1% 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 3.34 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 1000Hz/12bit

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 6068 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 2095 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: 2227 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: 0.00045 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 65.5% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 99.2% 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 3.38 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 1000Hz/10Bit

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 2115 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 644 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: 684 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: 0.00146 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 69.6% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 99.1% 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 3.41 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 1000Hz/9Bit

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 1483 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 326 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: 346 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: 0.00289 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 78.0% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 98.9% 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 3.30 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 250Hz/12Bit

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 1567 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 814 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: 865 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: 0.00116 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 48.1% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. 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 98.9% 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 3.30 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.

Linearity test for GameSir G7 Pro 8K Aimlabs Edition • Firmware 2.1.0 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: 250Hz/10Bit

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 766 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 592 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: 628 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: 0.00159 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 22.7% tremor. This represents typical noise levels in stick 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 99.1% 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 3.33 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 G7 Pro 8K Aimlabs Edition

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    In this video we take a look at the New G7 Pro 8K controller. See whether it holds up against the previous successor the G7 Pro. We also take a look at the latency test as it is claimed to be one of the fastest controllers in the market today.

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GameSir G7 Pro 8K Aimlabs Edition specifications

Internal

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
Yes
Shoulder buttons
Yes
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
Yes
Nintendo Switch
Yes
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Yes
Xbox One
No
Xbox Series
No
Results based on answers from 10 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it. Want to contribute? Join our questions survey!
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LatScore Comparison of GameSir G7 Pro 8K Aimlabs Edition

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User comments

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edited 21 hours ago

Ive noticed this controllers 8-bit setting doesnt use true 8 bit. It is 379 steps instead of 256 with 8-bit setting on. Also, Does bit resolution play a factor in stick latency? Was this tested?

1
47 days ago

I’m confused why 8k aim labs and 8k champion edition are getting different numbers aren’t they the same with different shell? Or are they different?

3
45 days ago

They're the same thing, with different shells

1
45 days ago

@Dark_Oz that's what I was assuming just seen the conflicting stats. I guess not enough tests have been done on the champion one is my guess. all reviewers were probably sent the aimlabs one. I just wanted to be certain seeing how champion one is easier to get/order right now.

1
45 days ago

According to Monoru’s tests, they do indeed have different input lags. They are not identical models, but this requires further investigation.

2

@John Punch wtf, really? Which is the champion one again?

1
34 days ago

@Mass Controller Buyer It was a firmware error of the first models, already updated, the 3 models of the g7 pro 8k work exactly the same, there is a video on yt of LJ Lee explaining what happened and how it was solved with an update.

3

@ElGudne Thanks homie.

2
30 days ago

@Mass Controller Buyer No problem, if you have any other questions or doubts let me know. I have a G7 Pro 8K too, so I might be able to answer them.

2

@ElGudne I’m loving mine. Should I be using 12 bit or 10/8 bit for FPS?

2
21 days ago

@Mass Controller Buyer I found 10 bit settings for me optimal, I tried 12 bit but it impacts too much on my precison on competitive games.

1
55 days ago

I want to mention a couple of things. The default 12-bit settings are terrible; I noticed my aim actually got worse, even after calibrating the software. The difference in accuracy compared to 8-bit is quite noticeable when playing FPS games.

1
edited 55 days ago

Can you recommend optimized settings for the software? This confuses me a bit because switching from 12 to 8 bit would in theory have less performance? I will be getting mine in a couple of days to test and upload results.

1
47 days ago

Were you testing with aim assist off? The higher bit should be more accurate but at the cost of less time for aim assist to take over so it should be good in games that comp doesn’t have aim assist but 8 bit has more r time between to let aim assist to do more

2
40 days ago

I understand your frustration. I've also found the 12-bit settings to be problematic, and the accuracy difference compared to 8-bit is definitely noticeable in FPS games.

1
36 days ago

Bit resolution significantly impacts sensitivity and precision in FPS games. Lowering from 12-bit to 8 or 10 may enhance your accuracy and responsiveness, so it's worth experimenting with those settings.

1
33 days ago

I experienced the same issue with the 12-bit settings; my aim actually got worse despite trying different adjustments. It’s frustrating when the controller doesn’t perform well in FPS games.

1
edited 31 days ago

@mika.h Unfortunately 12 bits don't work well with the aim assist fps usually implement. It's not a controller problem but a games problem. You can simply lower to 8 bits and enjoy the controller's many other features, the 12 bit part is mostly a gimmick

2
31 days ago

@Zachory Judd This, exactly, it's a problem with how aim assist works, sadly, it really depends on the game

2

@Enemor Today I learned I need to use 8 bit. Thank you. Is this just with 8k or also 1k controllers?

1

I have the g7 pro 8k. Asking me anything.

2
edited 48 days ago

Do u have the g7 pro 1000hz to do comparaison? If yes does the tmr stick feel better and not floaty or laggy like g7 tmr ( they upgrade it from jk Silver 16 to jk silver13 pro i think ) and Did the stick tension is stronger or same ?

2

@RzrLy_ 4FR Good question I have both. Stick centering much better as I don’t have to increase my deadzones over 2% to get a stable experience. The tension is still the same to me. Very responsive more responsive than the g7 pro 1k. Hope that helps

2

bro am tring to switch from the dual sense edge to this controller this is my first time using an xbox layout so i understand i am going to adapt really slow do you think this controller is better than the edge and i wont feel like its a downgrade?

2
20 hours ago

@Emmanuel Ogundele This is waaaaay better than the edge, coming from a PlayStation as well

1
57 days ago

The 8K polling of the GameSir G7 Pro definitely isn't just hype. I noticed a significant increase in responsiveness, particularly in FPS games, compared to the standard G7 Pro at 1000Hz. That improvement became clear to me very quickly.

4
56 days ago

Yup. For me, the smoothness and precision is very clearly better.

3
7 days ago

Was dreading the mechanical buttons, because the tactile feedback on the first mechanical ones I used (Vader 4 Pro) was utter dogshit, but this one is good. Not OG Xbox 360 controller membrane good, but good. It's not overly soft, the end of travel click exists (in contrast to Vader 4 Pro where you can only imagine it), and the spring force is just right. It was probably easier to get used to it after suffering that crap Vader (even worse because the Vader also mixes membrane that are actually good on other buttons, only the main 4 are mechanical). Sucks that the light bar on the charger stand (included) is bright as fuck during charging. "Oh, you went to sleep after playing and left it charging? LED IN YOUR FACE". I bet half the charging power is being used to light that thing. LED must die.

1
16 days ago

any word on if gamesir has improved their dpads? Used to have the t4 cyclone but Theyre dpads were always a sore spot. Stiff, wobbly, hard to actuate diagonals precisely. Like electrics, wavedashes and so on. Hope im not crowding the section with the question.

2
7 days ago

Massive improvement over the og g7 pro

1
18 days ago

how can i use it on ps5? any recomendations or its better my ds edge?

2
13 days ago

FGC VX or P5 with a non beta firmware, outperforms the edge

1
33 days ago

como quido el modo sony? ys no quiso reconoser mi mando

2
31 days ago

I believe the user guide explains how to activate and change the modes.

2
34 days ago

how do you enable sony mode tho?

1
34 days ago

Press Start + Select button for 3 sec

0
33 days ago

@John Punch como quito el modo sony

1
29 days ago

@daniel rodriguez Lee la guia

1
36 days ago

Verification is almost complete; there are just a few more tests to go, along with a few retests.

2
35 days ago

fantastic tests, thank you! Based of off your post in the r/gamesir sub, I'm curious what curve adjustment setting in the gamesir connect software would best mimic the cyclone 2/ g7 pro output curve. based on pure "Feel" I think 55 is fairly close, but if you have the capacity to test that I'd be very much appreciative!

1
37 days ago

Does this controller have D-input for a better Steam input experience? In the futurevI'd love to see a section going over which connection methods controllers have. Like X-input, D-input, Playstation input, and Switch input

2
13 days ago

Steam input is coming soon

1
44 days ago

If you’re planning to use this controller on PC via Bluetooth instead of the 2.4 GHz dongle, I’d avoid it. The controller does not work properly in some games. I tested it with Alan Wake Remastered and Rise of the Ronin, and it did not work, but it worked fine with The Last of Us Part II Remastered. Meanwhile, the GameSir G7 Pro works on PC via Bluetooth with all of the games I mentioned without any issues.

1
44 days ago

How this controller compares to V5P? Software wise being too buggy on flydigi

1
51 days ago

Is the headphone jack functional after enabling 8000Hz? If it ceases to work at that setting, it creates a significant inconvenience for gamers who rely on audio. Performance shouldn't come at the cost of essential features like sound.

1
45 days ago

8k is a pc controller and on pc you would be connecting jack to pc not controller for audio.

1
52 days ago

@John Punch are you going to fundraise getting one of these for yourself? With bitness settings ranging from 8-12, polling rate up to 8k, and now the addition of an RC filter that allows you to either smooth or instead add jitter, I truly feel the community would benefit greatly from your analysis. What's really missing from the analysis above is good linearity tests, latency with increased smoothing/increased jitter at different polling rates. I've had this controller from release, and I am struggling to truly understand all the permutations. Your insight has always been spectacular, and I would value it greatly here. If you start the fundraiser I'll cover the cost of the controller for you! Thanks!

1
51 days ago

Hi @yomodave1 Thanks for the support and the generous offer. I’ve just launched the fundraiser on gamepadla.com! I’ll use Prometheus 82 to test exactly what you mentioned: RC filters, bitness, and how different algorithms impact latency.

1
53 days ago

The GameSir G7 Pro's sticks feel a bit off, especially when returning to center. I've noticed inconsistencies that could throw off precision in competitive play. Hope there's a fix or calibration tool soon!

3

Same. But only notice it in the gamesir app. Not gamepad tester or in game.

1
edited 59 days ago

The tests on the wireless connection are quite controversial. I think this is due to different revisions of the gamepads. I'm really looking forward to verification from @John Punch.

3
59 days ago

The cable latency is impressive and likely sets a new standard. While the dongle latency is also good, I wonder if there's potential for improvement. I expected a latency of 2.5 ms or less, but it came in at 3.5 ms instead.

1
60 days ago

Which games actually support an 8K polling rate? Are there three, four, or more titles, or is this just something to showcase in benchmarks with the GameSir G7 Pro?

1
68 days ago

I'm not convinced with the recentering at all. I'm receiving my preorder tomorrow, I'll test and comment the result. 0.0 centering at (presumably) no deadzones would be extremely impressive.

2

It’s more like 0.002 without deadzones from what I tested so far. I would say I needed to at least put on .5% deadzones for it to not affect my movement in FPS because it was minusculely moving to the left with my right stick.

3
69 days ago

The G7 Pro 8K sounds impressive, but I can't help but wonder why they kept the same price point as the regular G7. Seems a bit off for those who just bought the earlier model.

2
69 days ago

The price is puzzling, especially for those who just bought the G7. If they’re keeping the same cost, what’s really new? Also, do you know if the tallest stick cap is concave or dome for compatibility?

1
47 days ago

I imagine cause it’s marketed for pc and you need other things to use it on console unlike the other models that connect to everything

1
69 days ago

Monoru measured the G7 Pro 8K on "Sony mode" for test #8514 • 2026-04-07. What is "Sony mode"?

1
70 days ago

Is the vibration good?

2
54 days ago

bump

2

Yes it is.

1
71 days ago

is the centering really that good? 0.2/0.0? seems a bit too good...

3
90 days ago

The new results have button latency being quite similar, but the joystick latency is far worse on wireless. Is this possibly a firmware issue or a bait-and-switch with cheaper MCU's? Because if the new results are the norm, there are better performing controllers (for wireless) that are currently available at a cheaper price

1
85 days ago

The new tests are at lower poling rate. 1k and 4k and one at 6-7k. As most other controllers are around 1-2k its best to compare results at same pollling rate. This does make the 8k look bad if you dont plan to use it on 8k as most ppl probably wont. Flydigi with new FW seems the better option purely from latency point but they have other negatives

1
66 days ago

@Deyan Denchev Which Flydigi controller are you referring to?

5
95 days ago

I still haven't received any shipping information for my pre-order from February 18; I hope to receive it before April 30 ;). By the way, have there been any reviews of the joysticks for this model yet?

2
99 days ago

Not sure if the 8K upgrade makes a noticeable difference in real-world gaming, especially with fast-paced games. Does it improve the overall feel of the paddles or sticks in a way that's worth the upgrade?

1
104 days ago

What's the typical latency for the non-pro version of the GameSir G7 Pro 8K?

1
104 days ago

What? There is no "non pro 8K".....

-2
85 days ago

@Chris Khas He's referring to the normal g7

1
111 days ago

Glad I held out for the 8K version, preordered it instead of the standard G7 Pro.

1
115 days ago

I'm really hoping it supports DS4 and Switch mode, that's the main reason I'm considering this gamepad, but I'm still waiting to see if it delivers on that feature.

2
119 days ago

When did the GameSir G7 Pro 8K drop? I preordered it a month ago, still waiting to get my hands on it.

1
119 days ago

This gamepad is currently only available on the Chinese market.

2
107 days ago

@John Punch and russia :) 5 days and its in my hands

2
77 days ago

The GameSir G7 Pro 8K was released around March-April. I understand the wait can be tough, but it should be worth it when you finally get your hands on it.

1
125 days ago

Does the tallest stick cap on the GameSir G7 Pro 8K have a concave or dome shape? Also, will PS5 KontrolFreek sticks still fit on this controller?

3
85 days ago

Should fit just like the normal g7

1
129 days ago

What’s the stick resolution?

1
124 days ago

I haven't seen any tests like this yet.

1
130 days ago

Would love to see stick analysis after calibration to see what the worst center is, as well as linearity.

1
130 days ago

wow 0.6 on joystick ? crazy work by gamesir. if the polling rate is stable it is amazing.

6