Hall effect sticks
Gamepad GameSir T4 Kaleid
User rating

GameSir T4 Kaleid

Top contributors
Danny89Scott CeratoMichael RiveraMelvin CAkari
Test Status:User Verification
LatScore : Wired A
Compatible: AndroidLinuxSwitchWindows
Interfaces: Cable
Price range: $34.08$41.99 Discontinued

GameSir T4 Kaleid Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘2.61
🕹️8.49
1001
🔘0.31
🕹️0.28
Win 11
10.0.26200
1.4.4
5.3.0.0
Danny89
🔘
Button LatencyP82
✓ Selected
2.03 ms
2.61 ms
3.23 ms
0.31 ms
1001 Hz
#9221 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
🕹️
Stick LatencyP82
✓ Selected
7.93 ms
8.49 ms
9.1 ms
0.28 ms
1001 Hz
#9227 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
2
CableXInput
🔘3.18
🕹️15.9
500
🔘0.59
🕹️0.58
Win 11
10.0.26200
1.4.4
5.3.0.0
Danny89
🔘
Button LatencyP82
2.12 ms
3.18 ms
4.22 ms
0.59 ms
500 Hz
#9220 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
🕹️
Stick LatencyP82
14.72 ms
15.86 ms
17.07 ms
0.58 ms
500 Hz
#9226 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
3
CableXInput
🔘4.19
🕹️30.8
250
🔘1.09
🕹️1.15
Win 11
10.0.26200
1.4.4
5.3.0.0
Danny89
🔘
Button LatencyP82
2.3 ms
4.19 ms
6.2 ms
1.09 ms
250 Hz
#9219 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
🕹️
Stick LatencyP82
28.76 ms
30.84 ms
32.96 ms
1.15 ms
250 Hz
#9225 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
4
CableSony
🔘7.13
🕹️31.6
249.94
🔘1.11
🕹️1.17
Win 11
10.0.26200
1.4.4
5.3.0.0
Danny89
🔘
Button LatencyP82
5.18 ms
7.13 ms
9.07 ms
1.11 ms
249.94 Hz
#9224 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • Sony
1.4.4
🕹️
Stick LatencyP82
29.57 ms
31.64 ms
33.87 ms
1.17 ms
249.94 Hz
#9230 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • Sony
1.4.4
5
CableSwitch
🔘11.1
🕹️38.6
124.98
🔘2.24
🕹️2.15
Win 11
10.0.26200
1.4.4
5.3.0.0
Danny89
🔘
Button LatencyP82
7.17 ms
11.12 ms
14.92 ms
2.24 ms
124.98 Hz
#9222 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • Switch
1.4.4
🕹️
Stick LatencyP82
34.36 ms
38.58 ms
42.31 ms
2.15 ms
124.98 Hz
#9228 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • Switch
1.4.4
6
CableDInput
🔘13.2
🕹️38.5
124.98
🔘2.28
🕹️2.16
Win 11
10.0.26200
1.4.4
5.3.0.0
Danny89
🔘
Button LatencyP82
9.29 ms
13.21 ms
17.18 ms
2.28 ms
124.98 Hz
#9223 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • DInput
1.4.4
🕹️
Stick LatencyP82
34.55 ms
38.51 ms
42.39 ms
2.16 ms
124.98 Hz
#9229 • 2026-06-07
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • DInput
1.4.4
Polling Rate
7
CableXInput
📊1.00
1001
📊0.04
Win 11
10.0.26200
1.4.4
2.0.2.5
Danny89
📊
Polling Rate
0.92 ms
1 ms
1.11 ms
0.04 ms
1001 Hz
999.9 Hz
#9215 • 2026-06-08
Polling v2.0.2.5
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
Note: This test are based on polling rate and do not represent actual input-lag.
8
CableXInput
📊2.00
500
📊0.04
Win 11
10.0.26200
1.4.4
2.0.2.5
Danny89
📊
Polling Rate
1.9 ms
2 ms
2.12 ms
0.04 ms
500 Hz
499.96 Hz
#9214 • 2026-06-08
Polling v2.0.2.5
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
Note: This test are based on polling rate and do not represent actual input-lag.
9
CableXInput
📊4.00
250
📊0.18
Win 11
10.0.26200
1.4.4
2.0.2.5
Danny89
📊
Polling Rate
3.94 ms
4 ms
7.97 ms
0.18 ms
250 Hz
249.99 Hz
#9213 • 2026-06-08
Polling v2.0.2.5
Win 11 Build 10.0.26200
Danny89
Cable • XInput
1.4.4
Note: This test are based on polling rate and do not represent actual input-lag.
10
CableSony
📊4.00
249.94
📊0.50
Win 11
10.0.26200
1.4.4
2.0.2.5
Danny89
📊
Polling Rate
3.97 ms
4 ms
8 ms
0.5 ms
249.94 Hz
249.99 Hz
#9218 • 2026-06-08
Polling v2.0.2.5
Win 11 Build 10.0.26200
Danny89
Cable • Sony
1.4.4
Note: This test are based on polling rate and do not represent actual input-lag.
11
CableSwitch
📊8.00
124.98
📊1.35
Win 11
10.0.26200
1.4.4
2.0.2.5
Danny89
📊
Polling Rate
7.98 ms
8 ms
16 ms
1.35 ms
124.98 Hz
125 Hz
#9216 • 2026-06-08
Polling v2.0.2.5
Win 11 Build 10.0.26200
Danny89
Cable • Switch
1.4.4
Note: This test are based on polling rate and do not represent actual input-lag.
12
CableDInput
📊8.00
124.98
📊1.29
Win 11
10.0.26200
1.4.4
2.0.2.5
Danny89
📊
Polling Rate
7.95 ms
8 ms
16 ms
1.29 ms
124.98 Hz
125 Hz
#9217 • 2026-06-08
Polling v2.0.2.5
Win 11 Build 10.0.26200
Danny89
Cable • DInput
1.4.4
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 T4 Kaleid

Stick test results for GameSir T4 Kaleid gamepad • Cable connection • XInput mode • FW 1.4.4, by Danny89

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 T4 Kaleid 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 T4 Kaleid has a moderate Outer Dead Zone (0.7 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 T4 Kaleid: the left stick measures 0.7 mm, which corresponds to a moderate 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.

In this sample, the left stick is worse at the edge by 0.2 mm. A larger gap can make the controller feel less consistent when switching between movement and camera control.

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 T4 Kaleid, the Stick Asymmetry is 12.0% for the left stick and 11.1% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. 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 T4 Kaleid, the Circle Error is 0.1% for the left stick and 0.1% 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 T4 Kaleid, the movement-based True Bitness is 8.5 bits for the left stick and 8.4 bits for the right. Lower bitness may cause noticeable stepping in precision-focused titles.

This corresponds to a measured Step Resolution of 0.00537 on the left stick and 0.00586 on the right, with about 186 SFC on the left stick and 171 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.

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 T4 Kaleid, the Stick Centering is 3.7% for the left joystick and 3.2% 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 T4 Kaleid 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 T4 Kaleid recorded a Polling Rate of 745.2 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 T4 Kaleid 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 T4 Kaleid 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: 1.4.4) 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 T4 Kaleid’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir T4 Kaleid gamepad • Cable connection • Sony mode • FW 1.4.4, by Danny89

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 T4 Kaleid 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 T4 Kaleid has a moderate Outer Dead Zone (0.7 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 T4 Kaleid: the left stick measures 0.7 mm, which corresponds to a moderate 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.

In this sample, the left stick is worse at the edge by 0.2 mm. A larger gap can make the controller feel less consistent when switching between movement and camera control.

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 T4 Kaleid, the Stick Asymmetry is 9.6% for the left stick and 10.6% 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 T4 Kaleid, the Circle Error is 0.2% for the left stick and 0.2% 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 T4 Kaleid, the movement-based True Bitness is 8.0 bits on both sticks. Lower bitness may cause noticeable stepping in precision-focused titles.

This corresponds to a measured Step Resolution of 0.00784 on both sticks, with about 127 SFC (Steps From Center) on each side, meaning roughly 127 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 T4 Kaleid, the Stick Centering is 2% for the left joystick and 4.3% 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 T4 Kaleid 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 T4 Kaleid recorded a Polling Rate of 251.6 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 T4 Kaleid 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 T4 Kaleid 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: 1.4.4) 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 T4 Kaleid’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir T4 Kaleid gamepad • Cable connection • DInput mode • FW 1.4.4, by Danny89

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 T4 Kaleid 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 T4 Kaleid has a moderate Outer Dead Zone (0.7 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 T4 Kaleid: the left stick measures 0.7 mm, which corresponds to a moderate outer dead zone, while the right stick measures 0.7 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 T4 Kaleid, the Stick Asymmetry is 12.2% for the left stick and 11.3% 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 T4 Kaleid, the Circle Error is 0.3% for the left stick and 0.3% 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 T4 Kaleid, the movement-based True Bitness is 8.0 bits on both sticks. Lower bitness may cause noticeable stepping in precision-focused titles.

This corresponds to a measured Step Resolution of 0.00781 on both sticks, with about 128 SFC (Steps From Center) on each side, meaning roughly 128 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 T4 Kaleid, the Stick Centering is 0.4% for the left joystick and 0.8% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the GameSir T4 Kaleid is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

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

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

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 T4 Kaleid 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 T4 Kaleid recorded a Polling Rate of 230.5 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 T4 Kaleid 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 T4 Kaleid 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: 1.4.4) 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 T4 Kaleid’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir T4 Kaleid gamepad • Cable connection • Switch mode • FW 1.4.4, by Danny89

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 T4 Kaleid 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 T4 Kaleid has a moderate Outer Dead Zone (0.7 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 T4 Kaleid: the left stick measures 0.7 mm, which corresponds to a moderate outer dead zone, while the right stick measures 0.7 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 T4 Kaleid, the Stick Asymmetry is 10.8% for the left stick and 11.2% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. 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 T4 Kaleid, the Circle Error is 0.2% for the left stick and 0.2% 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 T4 Kaleid, the movement-based True Bitness is 8.0 bits on both sticks. Lower bitness may cause noticeable stepping in precision-focused titles.

This corresponds to a measured Step Resolution of 0.00781 on both sticks, with about 128 SFC (Steps From Center) on each side, meaning roughly 128 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 T4 Kaleid, the Stick Centering is 1.1% for the left joystick and 3.5% 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 T4 Kaleid 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 T4 Kaleid recorded a Polling Rate of 126 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 T4 Kaleid 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 T4 Kaleid 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: 1.4.4) 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 T4 Kaleid’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Reviews of GameSir T4 Kaleid

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GameSir T4 Kaleid specifications

Internal

Main buttons type
Mechanical
Sticks type
Hall

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
No

Features

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

Connection

Charging dock
No
USB interface
Type-C

Software

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

Platforms

Android
Yes
iOS
No
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 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 T4 Kaleid

Users' opinion

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The USB-C slot only takes the original cable. Else it's quite perfect.
10 votes
Almost perfect
11 votes
Top for your money
18 votes

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