TMR sticks
Gamepad GameSir Tarantula 8K

GameSir Tarantula 8K

Top contributors
John PunchplusminuseqDark_OzJhonatan MontesPadlaGuy
Test Status:Verified (14 July 2026)
LatScore : Wired A+
Compatible: Windows
Interfaces: Cable
Price: $69.99

GameSir Tarantula 8K Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
Cable PRIMARYXInput
🔘1.04
🕹️0.49
8000
🔘0.10
🕹️0.06
Win 11
10.0.26200
2.2.9
5.3.0.2
John Punch
🔘
Button LatencyP82
✓ Selected
0.84 ms
1.04 ms
1.28 ms
0.1 ms
8000 Hz (see 📊)
#9564 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
🕹️
Stick LatencyP82
✓ Selected
0.35 ms
0.49 ms
0.69 ms
0.06 ms
8000 Hz (see 📊)
#9563 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
📊
Polling Rate
0.06 ms
0.12 ms
0.5 ms
0.04 ms
8000 Hz
7866.36 Hz
#9562 • 2026-07-14
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
Note: This test are based on polling rate and do not represent actual input-lag.
2
CableXInput
🔘1.12
🕹️0.56
4016.06
🔘0.12
🕹️0.09
Win 11
10.0.26200
2.2.9
5.3.0.2
John Punch
🔘
Button LatencyP82
0.9 ms
1.12 ms
1.4 ms
0.12 ms
4016.06 Hz (see 📊)
#9558 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
🕹️
Stick LatencyP82
0.41 ms
0.56 ms
0.74 ms
0.09 ms
4016.06 Hz (see 📊)
#9556 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
📊
Polling Rate
0.15 ms
0.25 ms
0.58 ms
0.04 ms
4016.06 Hz
4004.07 Hz
#9557 • 2026-07-14
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
Note: This test are based on polling rate and do not represent actual input-lag.
3
CableXInput
🔘1.00
🕹️0.62
7936.51
🔘0.10
🕹️0.07
Win 11
10.0.26200
2.2.9
5.3.0.2
John Punch
🔘
Button LatencyP82
0.84 ms
1 ms
1.21 ms
0.1 ms
7936.51 Hz (see 📊)
#9567 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Circle Stick Mode (Default) / 12bit
🕹️
Stick LatencyP82
0.48 ms
0.62 ms
0.81 ms
0.07 ms
7936.51 Hz (see 📊)
#9566 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Circle Stick Mode (Default) / 12bit
📊
Polling Rate
0.06 ms
0.13 ms
0.61 ms
0.05 ms
7936.51 Hz
7649.37 Hz
#9565 • 2026-07-14
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Circle Stick Mode (Default) / 12bit
Note: This test are based on polling rate and do not represent actual input-lag.
4
CableXInput
🔘1.85
🕹️1.36
1001
🔘0.27
🕹️0.28
Win 11
10.0.26200
2.2.9
5.3.0.2
John Punch
🔘
Button LatencyP82
1.25 ms
1.85 ms
2.36 ms
0.27 ms
1001 Hz (see 📊)
#9555 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
🕹️
Stick LatencyP82
0.8 ms
1.36 ms
1.84 ms
0.28 ms
1001 Hz (see 📊)
#9554 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
📊
Polling Rate
0.79 ms
1 ms
1.97 ms
0.07 ms
1001 Hz
1009.19 Hz
#9553 • 2026-07-14
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
Note: This test are based on polling rate and do not represent actual input-lag.
5
CableXInput
🔘1.85
🕹️1.42
1001
🔘0.27
🕹️0.30
Win 11
10.0.26200
2.2.9
5.3.0.2
John Punch
🔘
Button LatencyP82
1.26 ms
1.85 ms
2.41 ms
0.27 ms
1001 Hz (see 📊)
#9561 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Circle Stick Mode (Default) / 12bit
🕹️
Stick LatencyP82
0.88 ms
1.42 ms
1.98 ms
0.3 ms
1001 Hz (see 📊)
#9560 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Circle Stick Mode (Default) / 12bit
📊
Polling Rate
0.79 ms
1 ms
1.94 ms
0.07 ms
1001 Hz
1008.59 Hz
#9559 • 2026-07-14
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Circle Stick Mode (Default) / 12bit
Note: This test are based on polling rate and do not represent actual input-lag.
6
CableXInput
🔘5.01
🕹️4.63
250.06
🔘3.00
🕹️3.28
Win 11
10.0.26200
2.2.9
5.3.0.2
John Punch
🔘
Button LatencyP82
1.41 ms
5.01 ms
9.22 ms
3 ms
250.06 Hz (see 📊)
#9570 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
🕹️
Stick LatencyP82
0.76 ms
4.63 ms
11.38 ms
3.28 ms
250.06 Hz (see 📊)
#9568 • 2026-07-14
Prometheus 82 v5.3.0.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
📊
Polling Rate
3.61 ms
4 ms
5.74 ms
0.14 ms
250.06 Hz
251.19 Hz
#9569 • 2026-07-14
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • XInput
2.2.9
Raw Stick Mode / 12bit
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 Tarantula 8K

Stick test results for GameSir Tarantula 8K gamepad, by John Punch

Comment: Raw Stick Mode

Left Stick
Circle Error:7.0%
Eccentricity:2.4%
Asymmetry:3.6%
Outer DZ:none
Center Error:3.8%
Resolution:14.4 bit21,619 steps
Right Stick
Circle Error:6.8%
Eccentricity:3.0%
Asymmetry:8.6%
Outer DZ:none
Center Error:3.3%
Resolution:15.0 bit32,768 steps
OSWindows 11
Sys. nameController (Xbox 360 Controller for Windows)
ModeXInput
ConnectionCable
Firmware2.2.9
Report rate1001 Hz
Tested onJuly 14, 2026, 11:30

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 Tarantula 8K has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

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

Outer Deadzone

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

The GameSir Tarantula 8K has no Outer Deadzone (< 0.4 mm). Any 'lost' range at the edges is within the margin of error, allowing you to use the full physical range of the stick. This is an ideal result for precise and predictable gameplay.

Per-stick breakdown for the GameSir Tarantula 8K: the left stick measures < 0.4 mm, which corresponds to no Outer Deadzone, while the right stick measures < 0.4 mm, which corresponds to no 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 Eccentricity & Asymmetry

Stick Eccentricity measures how close the outer stick boundary at 100% deflection is to a perfect circle. An uneven deflection in specific directions makes edge-aiming unpredictable. The more circular the boundary (lower eccentricity), the more predictable and consistent the stick movements in all directions. Lower is better.

For the GameSir Tarantula 8K, the Eccentricity is 2.4% (left) and 3.0% (right).

Stick Asymmetry is an additional test of the stick's movement path at partial deflection (~80%) using physical limiters (brackets). This reveals asymmetries that might be hidden by clamping at 100% deflection. The more uniform the movement (lower asymmetry), the more predictable the actions in games.

For the GameSir Tarantula 8K, the Asymmetry is 3.6% (left) and 8.6% (right).

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

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

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally - your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GameSir Tarantula 8K, the Circle Error is 7.0% for the left stick and 6.8% 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 Tarantula 8K, the movement-based True Bitness is 14.4 bits (left) and 15.0 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 0.00009 on the left stick and 0.00006 on the right. In practical terms, this means the gamepad can register about 10,809 individual steps from the center to the edge (SFC) on the left stick, and 16,384 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 Tarantula 8K, the Center Error is 3.8% for the left joystick and 3.3% for the right stick. This is a moderate result. Because this controller has no built-in inner deadzone to hide mechanical imperfections, its natural center error is exposed. You will likely need to configure a small deadzone within game settings (like in Apex Legends) to counteract potential 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 Tarantula 8K 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 Tarantula 8K 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 Web program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 2.2.9) 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 Tarantula 8K’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir Tarantula 8K gamepad, by John Punch

Comment: Circle Stick Mode

Left Stick
Circle Error:0.0%
Eccentricity:0.0%
Asymmetry:3.5%
Outer DZ:none
Center Error:3.5%
Resolution:14.4 bit21,619 steps
Right Stick
Circle Error:0.0%
Eccentricity:0.0%
Asymmetry:9.0%
Outer DZ:none
Center Error:2.9%
Resolution:14.4 bit21,619 steps
OSWindows 11
Sys. nameController (Xbox 360 Controller for Windows)
ModeXInput
ConnectionCable
Firmware2.2.9
Report rate997 Hz
Tested onJuly 14, 2026, 15:10

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 Tarantula 8K has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

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

Outer Deadzone

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

The GameSir Tarantula 8K has no Outer Deadzone (< 0.4 mm). Any 'lost' range at the edges is within the margin of error, allowing you to use the full physical range of the stick. This is an ideal result for precise and predictable gameplay.

Per-stick breakdown for the GameSir Tarantula 8K: the left stick measures < 0.4 mm, which corresponds to no Outer Deadzone, while the right stick measures < 0.4 mm, which corresponds to no 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 Eccentricity & Asymmetry

Stick Eccentricity measures how close the outer stick boundary at 100% deflection is to a perfect circle. An uneven deflection in specific directions makes edge-aiming unpredictable. The more circular the boundary (lower eccentricity), the more predictable and consistent the stick movements in all directions. Lower is better.

For the GameSir Tarantula 8K, the Eccentricity is 0.0% (left) and 0.0% (right).

Stick Asymmetry is an additional test of the stick's movement path at partial deflection (~80%) using physical limiters (brackets). This reveals asymmetries that might be hidden by clamping at 100% deflection. The more uniform the movement (lower asymmetry), the more predictable the actions in games.

For the GameSir Tarantula 8K, the Asymmetry is 3.5% (left) and 9.0% (right).

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

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

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally - your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GameSir Tarantula 8K, 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 Tarantula 8K, the movement-based True Bitness is 14.4 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 0.00009 on the left stick and 0.00009 on the right. In practical terms, this means the gamepad can register about 10,809 individual steps from the center to the edge (SFC) on the left stick, and 10,809 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 Tarantula 8K, the Center Error is 3.5% for the left joystick and 2.9% for the right stick. This is a moderate result. Because this controller has no built-in inner deadzone to hide mechanical imperfections, its natural center error is exposed. You will likely need to configure a small deadzone within game settings (like in Apex Legends) to counteract potential 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 Tarantula 8K 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 Tarantula 8K 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 Web program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 2.2.9) 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 Tarantula 8K’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir Tarantula 8K gamepad, by John Punch

Comment: rePad 1.0.0.8 software fix

Left Stick
Circle Error:0.0%
Eccentricity:0.0%
Asymmetry:1.8%
Outer DZ:0.5 mm
Center Error:2.8%
Resolution:15.0 bit32,768 steps
Right Stick
Circle Error:0.0%
Eccentricity:0.0%
Asymmetry:4.3%
Outer DZ:0.5 mm
Center Error:2.5%
Resolution:15.0 bit32,768 steps
OSWindows 11
Sys. nameController (XBOX 360 For Windows)
ModeXInput
ConnectionCable
Firmware2.2.9
Report rate599 Hz
Tested onJuly 14, 2026, 22:09

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 Tarantula 8K has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

For comparison, many budget gamepads often have a moderate to large Inner Deadzone, while premium controllers typically aim for a slight or no deadzone for better precision.

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

Outer Deadzone

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

The GameSir Tarantula 8K has a slight Outer Deadzone (0.5 mm). Although 100% input is reached slightly before the physical edge, this difference is minimal and unlikely to be noticeable during actual gameplay.

Per-stick breakdown for the GameSir Tarantula 8K: the left stick measures 0.5 mm, which corresponds to a slight Outer Deadzone, while the right stick measures 0.5 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 Eccentricity & Asymmetry

Stick Eccentricity measures how close the outer stick boundary at 100% deflection is to a perfect circle. An uneven deflection in specific directions makes edge-aiming unpredictable. The more circular the boundary (lower eccentricity), the more predictable and consistent the stick movements in all directions. Lower is better.

For the GameSir Tarantula 8K, the Eccentricity is 0.0% (left) and 0.0% (right).

Stick Asymmetry is an additional test of the stick's movement path at partial deflection (~80%) using physical limiters (brackets). This reveals asymmetries that might be hidden by clamping at 100% deflection. The more uniform the movement (lower asymmetry), the more predictable the actions in games.

For the GameSir Tarantula 8K, the Asymmetry is 1.8% (left) and 4.3% (right).

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

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

Learn more about how different gamepads perform in the Stick Asymmetry test and how to conduct such a test in this article. You can learn how to test joystick asymmetry yourself from this video.

Circle Error

Circle Error evaluates how closely the stick’s movement follows a perfect circle. A high Circle Error means the path is more square-like, which can cause inconsistent speeds when moving diagonally - your character might move faster or slower than expected. The lower the percentage, the better, as it ensures smooth, uniform movement in all directions.

For the GameSir Tarantula 8K, 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 Tarantula 8K, the movement-based True Bitness is 15.0 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 0.00006 on the left stick and 0.00006 on the right. In practical terms, this means the gamepad can register about 16,384 individual steps from the center to the edge (SFC) on the left stick, and 16,384 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 Tarantula 8K, the Center Error is 2.8% for the left joystick and 2.5% for the right stick. This is an excellent result. The sticks return almost perfectly to the center natively, without relying on an inner deadzone. This minimizes the risk of stick drift and is ideal for competitive gaming.

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

Want to learn more? Check out our video explanation of how Center Error works.

Cardinal Snapping

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

The GameSir Tarantula 8K 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 Tarantula 8K 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 Web program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 2.2.9) 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 Tarantula 8K’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for GameSir Tarantula 8K • Firmware 2.2.9 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: Raw Stick Mode / 1000 Hz / 12 bit

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 coordinates captured during the stick's movement from the center to the edge. This includes both the stable analog positions and any points affected by signal jitter, noise, or active processing. In this test, we recorded 6335 data points, which is an excellent result that indicates very precise stick movement registration.

Note on variability: This count is not a fixed hardware limitation. It represents the data collected during this specific 3.51-second test. The total number of points depends heavily on:

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

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

Straight Points

Straight Points represent the number of clean, unique positions detected after filtering out duplicates, tremor, and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, representing the true analog steps of the stick. The test registered 2096 straight points. This is an excellent result, indicating very smooth and precise stick movement.

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

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 2243 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 variation and micro-jitter that occurs between the physical movement of the stick and the final output. It is calculated as the percentage of data points that do not follow a strictly increasing trajectory. The test measured 66.9% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data.

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

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 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 3.51 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 Tarantula 8K • Firmware 2.2.9 • Stick Analyzer 2.3.0.4Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

Comment: Circle Stick Mode / 1000 Hz / 12 bit

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 coordinates captured during the stick's movement from the center to the edge. This includes both the stable analog positions and any points affected by signal jitter, noise, or active processing. In this test, we recorded 6449 data points, which is an excellent result that indicates very precise stick movement registration.

Note on variability: This count is not a fixed hardware limitation. It represents the data collected during this specific 3.57-second test. The total number of points depends heavily on:

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

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

Straight Points

Straight Points represent the number of clean, unique positions detected after filtering out duplicates, tremor, and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, representing the true analog steps of the stick. The test registered 2150 straight points. This is an excellent result, indicating very smooth and precise stick movement.

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

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 2306 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: 0.00043 per increment. This value represents the average size of each step between detected positions (smaller values indicate higher precision). It determines how smoothly the stick can transition between positions, which directly impacts precise aiming and subtle movements in games.

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

Tremor

Tremor percentage represents the amount of signal variation and micro-jitter that occurs between the physical movement of the stick and the final output. It is calculated as the percentage of data points that do not follow a strictly increasing trajectory. The test measured 66.7% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data.

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

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 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 3.57 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.

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GameSir Tarantula 8K specifications

Internal

Battery life hours
No battery
D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

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

Features

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

Connection

Charging dock
No
USB interface
Type-C

Software

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

Platforms

Nintendo Switch
No
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Cable
Xbox One
No
Xbox Series
No
Results based on answers from 5 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 Tarantula 8K

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User comments

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Still same center error. Bummer. Anyone able to get the center error down with the manual calibration in the new gamesir connect app version?

1
39 days ago

Curious why the stick latency does not match the g7 pro 8k

3
39 days ago

My guess firmware flaw, just like the G7 8k, fixed before release

2
10 days ago

Can't wait to see the resultat after patch for the G7 pro 8k. with the gain in latency.

1
10 days ago

what do you mean

1
10 days ago

@Sigxo There's was a flaw that acted differently than it should, it was later fix with a Fw update

1
edited 10 days ago

@John Punch my goat <3.. Linearity test?

2
10 days ago

I’m in the process of testing it

2
13 days ago

Update?

1
11 days ago

Soon

1
13 days ago

Anyone willing to update latency results?

2
13 days ago

Cant wait to see that

1
10 days ago

@RzrLy_ 4FR its time...

1
36 days ago

one of the thing i really don't like about this controller is the top paddles, i wish it had the buttons like the g7 8k. but i am waiting for the tarantula ultra 8k which is mostly likely the input labs collab.

1
39 days ago

Definitely would buy this controller if it was under 50eur

1
32 days ago

wait for the tegeneria wireless annouced during the live on tiktok from Gamesir 20th june 2026. it will have some cool feature for approximatly 50$

1
edited 24 days ago

@Musiblack I've seen a video about it now and it does look promising if the latency is similar (or better) than the tegenaria lite which i've been using for a long time now, 2k polling rate (wired usb-c and wireless), microswitch bumpers and paddles, hall-effect/microswitch triggers, unfortunately the d-pad and face buttons are still membrane (they explained that they think it's better for claw grip) but they said they "tuned" the membrane, it also seems to have adjustable tension, one thing i've noticed is that the toggle for hall-effect and micro switch is physically stopping the travel of the trigger when in analog mode and it has a very short travel which will be very bad for racing games, on the tegenaria lite you could do a mod where you remove a bit of plastic inside the shell so you have a longer trigger travel but this would no longer be possible

1

Hell nah. If this gives any insight of the ultra 8k, then it’s a pass. I’ll stick with my scuff omega.

-2
34 days ago

brother plays with straight e-waste, im crine

4
39 days ago

what the

1
40 days ago

Promising button latency results! I hope that the sticks match the quality of the G7 Pro 8k!

2