Hall effect sticks
Gamepad GameSir Tegenaria Lite
User rating

GameSir Tegenaria Lite

Top contributors
John PunchFoxy542monoruChristopher Kyle GarciaPulletBroof
Test Status:Verified (26 April 2026)
LatScore : Wired A+
Compatible: AndroidiOSLinuxSwitchWindows
Interfaces: Cable
Price: $19.99, find on: Amazon, Aliexpress

GameSir Tegenaria Lite Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘2.82
🕹️1.92
999
🔘0.58
🕹️0.46
Win 11
10.0.26200
1.9.3
5.2.4.5
John Punch
🔘
Button LatencyP82
✓ Selected
2.01 ms
2.82 ms
4.61 ms
0.58 ms
999 Hz (see 📊)
#8730 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • XInput
1.9.3
🕹️
Stick LatencyP82
✓ Selected
1.16 ms
1.92 ms
3.29 ms
0.46 ms
999 Hz (see 📊)
#8728 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • XInput
1.9.3
📊
Polling Rate
0.63 ms
1 ms
4.02 ms
0.34 ms
999 Hz
1010.63 Hz
#8729 • 2026-04-26
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • XInput
1.9.3
Note: This test are based on polling rate and do not represent actual input-lag.
2
CableSony
🔘2.32
🕹️1.69
1000
🔘0.29
🕹️0.36
Win 11
10.0.26200
1.9.3
5.2.4.5
John Punch
🔘
Button LatencyP82
1.76 ms
2.32 ms
2.83 ms
0.29 ms
1000 Hz (see 📊)
#8738 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • Sony
1.9.3
🕹️
Stick LatencyP82
1.02 ms
1.69 ms
2.62 ms
0.36 ms
1000 Hz (see 📊)
#8739 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • Sony
1.9.3
📊
Polling Rate
0.88 ms
1 ms
3 ms
0.24 ms
1000 Hz
1002.81 Hz
#8737 • 2026-04-26
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • Sony
1.9.3
Note: This test are based on polling rate and do not represent actual input-lag.
3
CableDInput
🔘2.42
🕹️2.06
1000
🔘0.30
🕹️0.32
Win 11
10.0.26200
1.9.3
5.2.4.5
John Punch
🔘
Button LatencyP82
1.89 ms
2.42 ms
3.04 ms
0.3 ms
1000 Hz (see 📊)
#8733 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • DInput
1.9.3
🕹️
Stick LatencyP82
1.43 ms
2.06 ms
2.85 ms
0.32 ms
1000 Hz (see 📊)
#8732 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • DInput
1.9.3
📊
Polling Rate
0.87 ms
1 ms
2.02 ms
0.17 ms
1000 Hz
1006.08 Hz
#8731 • 2026-04-26
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • DInput
1.9.3
Note: This test are based on polling rate and do not represent actual input-lag.
4
CableSwitch
🔘6.91
🕹️6.33
250
🔘1.11
🕹️1.14
Win 11
10.0.26200
1.9.3
5.2.4.5
John Punch
🔘
Button LatencyP82
4.92 ms
6.91 ms
8.85 ms
1.11 ms
250 Hz (see 📊)
#8736 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • Switch
1.9.3
🕹️
Stick LatencyP82
4.31 ms
6.33 ms
8.37 ms
1.14 ms
250 Hz (see 📊)
#8735 • 2026-04-26
Prometheus 82 v5.2.4.5
Win 11 Build 10.0.26200
John Punch
Cable • Switch
1.9.3
📊
Polling Rate
3.88 ms
4 ms
4.36 ms
0.04 ms
250 Hz
250.44 Hz
#8734 • 2026-04-26
Polling v2.0.2.1
Win 11 Build 10.0.26200
John Punch
Cable • Switch
1.9.3
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 Tegenaria Lite

Stick test results for GameSir Tegenaria Lite gamepad, by John Punch

Comment: Trigger Stick Dead Zone: Off

Left Stick
Circle Error:8.2%
Asymmetry:4.9%
Center Error:0.8%
Resolution:9.1 bit542 steps
Right Stick
Circle Error:8.2%
Asymmetry:8.5%
Center Error:1.6%
Resolution:9.3 bit612 steps
OSWindows 10.0.26200
Sys. nameController (XBOX 360 For Windows)
ModeXInput
ConnectionCable
Firmware1.9.3
Polling rate973.57 Hz
Tested onApril 26, 2026, 01:05

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

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

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

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GameSir Tegenaria Lite has a slight Outer Deadzone (0.5 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

Per-stick breakdown for the GameSir Tegenaria Lite: 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 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 Tegenaria Lite, the Stick Asymmetry is 4.9% for the left stick and 8.5% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

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

Circle Error

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

For the GameSir Tegenaria Lite, the Circle Error is 8.2% for the left stick and 8.2% for the right stick. This is a moderate result. Diagonal movement is mostly smooth, but minor speed variations or minor square-like behavior might be felt in some situations.

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 Tegenaria Lite, the movement-based True Bitness is 9.1 bits (left) and 9.3 bits (right). This is good precision, providing adequate resolution for smooth control in most gaming scenarios.

This corresponds to a measured Step Resolution of 0.00369 on the left stick and 0.00327 on the right, with about 271 SFC on the left stick and 306 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 Tegenaria Lite, the Center Error is 0.8% for the left joystick and 1.6% for the right stick. This is a moderate result. The centering is acceptable, but you might need a tiny deadzone in some sensitive games to avoid drift.

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

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

Cardinal Snapping

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

The GameSir Tegenaria Lite 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 Tegenaria Lite 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: 1.9.3) 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 Tegenaria Lite’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir Tegenaria Lite gamepad, by Foxy542

Comment: just a little drift at 0 of dead zone

Left Stick
Circle Error:9.1%
Center Error:1.9%
Resolution:8.0 bit256 steps
Right Stick
Circle Error:9.0%
Center Error:3.2%
Resolution:8.0 bit256 steps
OSWindows 10.0.26200
Sys. namePS4 Controller
ModeXInput
ConnectionCable
Firmware1.79
Polling rate995.065 Hz
Tested onJanuary 4, 2026, 07:32

Errors Panel

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

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

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

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

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.

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 Tegenaria Lite, the Circle Error is 9.1% for the left stick and 9.0% for the right stick. This is a moderate result. Diagonal movement is mostly smooth, but minor speed variations or minor square-like behavior might be felt in some situations.

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.

The GameSir Tegenaria Lite has 8.0 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00780 on the left stick and 0.00780 on the right, with about 128 SFC on the left stick and 128 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 Tegenaria Lite, the Center Error is 1.9% for the left joystick and 3.2% for the right stick. This is a poor result. High center error indicates that the sticks do not reliably return to neutral, which will likely cause stick drift unless a significant inner deadzone is applied.

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

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

Cardinal Snapping

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

The GameSir Tegenaria Lite exhibits Cardinal Snapping. This is generally considered a drawback for gaming because the controller modifies your raw analog inputs instead of reporting them naturally. This can make drawing smooth circles or micro-aiming diagonally feel sticky or square-like.

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

Disclaimer

We tested the GameSir Tegenaria Lite 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: 1.79) 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 Tegenaria Lite’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for GameSir Tegenaria Lite gamepad, by John Punch

Comment: Trigger Stick Dead Zone: On

Left Stick
Circle Error:0.1%
Asymmetry:6.7%
Center Error:0.0%
Resolution:9.0 bit500 steps
Right Stick
Circle Error:0.1%
Asymmetry:7.7%
Center Error:0.0%
Resolution:9.1 bit560 steps
OSWindows 10.0.26200
Sys. nameController (XBOX 360 For Windows)
ModeXInput
ConnectionCable
Firmware1.9.3
Polling rate983.841 Hz
Tested onApril 26, 2026, 01:14

Errors Panel

Cardinal Snappingnone
Inner Deadzoneactive
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 Tegenaria Lite has a moderate Inner Deadzone. You need to push the stick a bit more to get a response, which can make micro-movements less precise. This might be noticeable in games like shooters or platformers where small adjustments are key.

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

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

Outer Deadzone

The Outer Deadzone is the area near the edge of the stick’s range where further movement isn’t registered. This can make the stick feel less responsive at full tilt, affecting actions like quick turns or maximum speed in games. We evaluate the Outer Deadzone based on how much 'lost' range there is—the smaller the deadzone, the better, as it allows full use of the stick’s range for more precise control.

The GameSir Tegenaria Lite has a slight Outer Deadzone (0.3 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

Per-stick breakdown for the GameSir Tegenaria Lite: the left stick measures 0.3 mm, which corresponds to a slight Outer Deadzone, while the right stick measures 0.3 mm, which corresponds to a slight Outer Deadzone. This helps show whether the controller loses range evenly on both sticks or if one stick is noticeably weaker near full tilt.

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

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

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

Stick Asymmetry

Stick Asymmetry measures the consistency of the joystick's response across different directions. Ideally, if you physically deflect the stick by 80% from the center, the software should report an 80% deflection regardless of the direction. A high asymmetry score indicates a problem where for the same physical movement, the reported coordinates are inconsistent—for example, 60% in one direction and 90% in another. This creates an uneven, often 'egg-shaped,' response zone, which negatively impacts aiming and control predictability.

For the GameSir Tegenaria Lite, the Stick Asymmetry is 6.7% for the left stick and 7.7% 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 Tegenaria Lite, the Circle Error is 0.1% for the left stick and 0.1% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

For comparison, budget gamepads often have Circle Errors above 12%, resulting in 'square' feeling sticks, while high-quality ones aim for under 8% for better smoothness.

Want to learn more? Check out our video explanation of how Circle Error impacts performance.

Resolution (Stick Bitness)

Stick Bitness measures the precision of the joystick’s analog input, similar to bit depth in audio. Higher bitness means more distinct positions the stick can register, leading to smoother and more accurate control. Lower bitness can result in 'stepping' or less fluid movement, especially noticeable in slow, precise actions like aiming.

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

For the GameSir Tegenaria Lite, the movement-based True Bitness is 9.0 bits (left) and 9.1 bits (right). This is good precision, providing adequate resolution for smooth control in most gaming scenarios.

This corresponds to a measured Step Resolution of 0.00400 on the left stick and 0.00357 on the right, with about 250 SFC on the left stick and 280 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 Tegenaria Lite, the Center Error is 0% for the left joystick and 0% for the right stick. This is an excellent result. The sticks return almost perfectly to the center, which minimizes the risk of stick 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.

Warning: These ideal centering values may be masked by an Inner Dead Zone ('med').

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 Tegenaria Lite 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 Tegenaria Lite 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: 1.9.3) 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 Tegenaria Lite’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for GameSir Tegenaria Lite • Firmware 1.7.9 • Stick Analyzer 2.0.3.0Cable connection • Xinput mode • Hardware Input. Uploaded, by John Punch

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

Stick Motion Resolution Analysis

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

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 1242 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 324 straight points. This is an excellent result, indicating very smooth and precise stick movement. This value highlights the stick's ability to provide stable and reliable position data during smooth motion.

Resolution

Resolution in this test refers to two complementary measurements:

Total Resolution: 343 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: 0.00291 per increment. This value represents the average size of each step between detected positions (smaller values indicate higher precision). It determines how smoothly the stick can transition between positions, which directly impacts precise aiming and subtle movements in games.

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

Tremor

Tremor percentage represents the amount of signal processing that occurs between raw stick movement and the final output. It is calculated as the percentage of data points that don't follow a consistently increasing trajectory. The test measured 73.9% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 88.4% 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 2.92 seconds. Note that this test was completed too quickly for optimal results. A slower, more controlled movement would provide more accurate measurements. For the most accurate results, the linear motion device should move the stick smoothly and in a controlled way, typically taking between 5 and 8 seconds.

Reviews of GameSir Tegenaria Lite

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GameSir Tegenaria Lite specifications

Internal

Battery life hours
No battery
D-pad buttons type
Membrane
Main buttons type
Membrane
Sticks type
Hall

External

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

Features

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

Connection

Charging dock
No
USB interface
Fixed Cable

Software

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

Platforms

Android
Yes
iOS
Yes
Linux
Yes
macOS
Yes
Nintendo Switch
Yes
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Yes
Xbox One
No
Xbox Series
No
Results based on answers from 9 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it.
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LatScore Comparison of GameSir Tegenaria Lite

Users' opinion

Add your opinion
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Deadzone Toggle feels like it's not actually getting applied
5 votes
remember to disable deadzone on both sticks. check the manual
3 votes
Overclocked DS4 feels faster. Tested on my site with high speed camera: DeviceLatency.
2 votes

User comments

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37 days ago

This is my favorite gamepad. Until recently, I liked the DualShock 4 the most, but now I prefer the GameSir Tegenaria Lite. By the way, does anyone know if this gamepad will work with the Xbox 360 and PlayStation 4?

1
37 days ago

Tested with 360 and PS4, but no. Would've been neat.

3
22 days ago

@Repawn Should work if you have rgh or use Bad avatar no? Some gamesir worked out of the box

1
edited 179 days ago

The button feel is kinda a major concern for me - as a rocket league player, i need fast and precise input. can you tell me if the buttons on the game sir tegenaria lite are responsive and easy to press?

8
166 days ago

i play rocket league as well, the input itself is really responsive, similar to an overclocked ds4, but the buttons frequently double click causing me to accidentally double jump about twice a game on average. Although I'm not sure if it's a defective controller I've received or whether it's an issue with the model as a whole

3
32 days ago

@Darthrai I've had the exact same issue on two separate versions of this controller. It's really frustrating. It seems like its a problem with the model as a whole.

1
edited 178 days ago

Dudes, I'm still trying to wrap my head around these specs - 3ms response time... that's some pretty big claims. Is that even possible in a device this cheap?

4
edited 177 days ago

Dude, response time is literally how fast it reacts to an input, not polling rate. 3ms is pretty sweet, I mean if it actually performs that way.

5
176 days ago

@dontMapThat Dude, like what exactly does the 3ms response time mean if the actual polling rate is like, 1000Hz or something? You can't just pick one spec and expect people to believe it's the only thing that matters.

2
162 days ago

@Julian Pierce Look, it's about trade-offs. Less complex design means fewer components, hence the lower response time. No USB-C, dedicated wire, it's all part of making it cheaper and lighter.

1
75 days ago

@Tyler Martin 08 I see your point about trade-offs, but can fewer components truly ensure lower latency? It seems like the Tarantula might have latency issues. I hope the G7 Pro performs better in that regard.

1
189 days ago

I appreciate the in-depth review, but could you provide more information on the GameSir allegedly suppressing complaints about the controller? It seems there might be some miscommunication that we'd be happy to clear up.

7
18 days ago

Where can I find these alleged coverups? I wanna know if this controller really is as impressive as everyone says. If so, I might buy this or G7 SE

1
166 days ago

Swapped the face buttons' rubber membranes for some that are a bit more responsive, which was a good move. The rest of the GameSir Tegenaria Lite has been solid for me, especially considering I only paid $18 for it.

2
160 days ago

Yeah, swapped mine too, got them from Amazon, didn't even have to search that hard. Dunno if the membrane's generic, but it's a decent fix. Noise's actually gone down, so that's a win.

2
78 days ago

How did you swap the rubber membranes? I'm curious about that. Also, does the overall build quality feel solid for you, especially at that price?

1
75 days ago

Where did you get those replacement rubber membranes? They sound like a great improvement, especially for such a low price!

1
57 days ago

Thank you so much for fulfilling my request on reddit to retest this little guy! I can’t wait for mine to arrive so I can ruin some 9 to 5 day in fps games. heheh

2
56 days ago

You're welcome

2
91 days ago

I use this in Rocket League, can confirm it is hella snappy and responsive, only downsides are crappy triggers that rattle and squidge after a while

3
95 days ago

I'm hoping the hall effect sticks on this GameSir Tegenaria Lite won't let me down, especially considering I got it for a steal at 9€, fingers crossed it'll be solid.

1
107 days ago

My GameSir Tegenaria Lite is completely unplayable, the latency with the joysticks is way too high, over 200ms. My Xbox controller works fine, I'm starting to think this thing is a lemon.

1
18 days ago

I think GameSir has 1 year warranty. Try that. Just make sure to use their legit website (top of this page) and not one of the copycat websites.

1
109 days ago

This thing looks super sleek, I'm loving the design.

1
110 days ago

I'm really glad to see Gamesir releasing a PlayStation style controller, it's a nice touch. For $15, I might actually give the Tegenaria Lite a try, especially since I didn't even know it existed.

3
86 days ago

I understand your excitement, but just a heads up—GameSir's budget controllers sometimes have latency and battery life issues. It might be worth considering those factors before making a decision on the Tegenaria Lite.

1
78 days ago

@ProgogyBoy I appreciate the heads up about latency and battery life. I was initially excited about the G7 Pro but ended up with a DualSense Edge, which has been disappointing in terms of battery performance.

2
111 days ago

I'm curious about the stick tension on the GameSir Tegenaria Lite, as I'm after a controller with minimal resistance. The sticks feel a bit too loose for competitive gaming, but might be suitable for casual play.

1
111 days ago

I'm not sure if they nailed the Xbox layout on the GameSir Tegenaria Lite, but the paddles feel awkward with the D-pad right below them, which kinda throws off the overall feel.

1
118 days ago

I've had a blast using the GameSir Tegenaria Lite as my main desktop controller, especially for games like The Last of Us 2 where the smooth performance and symmetrical joysticks really shine.

1
119 days ago

I'm assuming it's a Windows exclusive since it's not mentioned, but I'd love to be proven wrong.

1
121 days ago

I was blown away by how well this wired controller handles competitive smash bros, it's finally replaced my gamecube controller. The hall effect sticks and reliable back buttons are a huge step up, and the price is unbeatable.

1
84 days ago

I had issues with a wireless GameSir controller where my character wouldn’t run unless I double-tapped the stick. Have you encountered that problem with this wired version?

1
126 days ago

It looks like stick latency got worse with the 1.91 update Monoru did? Anyone else have issues after updating?

2
130 days ago

I'm a bit disappointed with the stick's looseness, considering the price point. Do you use any kind of linearizing mechanism for the hall effect sticks, like an actuator, to ensure smooth movement?

2
86 days ago

I’ve tested the stick's movement by pushing it, but I realize that might not be the best approach. The game developer likely fine-tunes linearity in a more sophisticated manner, considering the curvature of the stick's axis.

1
56 days ago

@Logan White The curvature definitely plays a significant role in how the stick performs, so just pushing it won't provide a complete understanding of its movement.

1
133 days ago

I'd love to see a retest of the GameSir Tegenaria Lite with the latest firmwares, as I've heard they've improved the stick latency, which would be a great update for this popular controller that's one of my favorites.

1
134 days ago

Can someone explain how to set up the back buttons, because the manual just says press M+R4 then A, which doesn't seem like programming to me.

1
109 days ago

dude, just mash M and R4 together, the L will flash white, press the button combo, then R4 again, done. It's not rocket science.

1
78 days ago

Are you sure you're following the steps correctly? Hold M, tap a back button once while still holding M until you feel a rumble, then release M. The LED will blink; tap the button you want to assign and confirm.

1
137 days ago

I've been through a bunch of Gamesir controllers and this Tegenaria Lite is my current go-to, really digging the minimalist retro aesthetic.

3
142 days ago

I'm really craving a wireless version of the GameSir Tegenaria Lite, it would be a great fit for my retro gaming sessions, but I'm not sure if they'd ever release one.

2
18 days ago

With hall effect triggers and better back paddles cuz I heard those are meh

1
145 days ago

I've been using it with Wuchang and FF12, also tested it with SF6, and it's a surprisingly great controller. If GameSir releases a wireless version, I'll definitely consider getting that too.

4
156 days ago

Does fw v1.9.1 double the stick latency?If so, would also like to see test of v1.9.3

2
158 days ago

Can you only remap the two back buttons to other controller buttons, or is it limited to keyboard keys as well?

4
141 days ago

yup, you're right, it's only the two back buttons, can't remap to keyboard keys, kinda a letdown if you ask me, especially for the price.

1
165 days ago

it's a shame they didn't include software to customize the controls, that would've taken this controller to the next level for me, especially with games that require precise button mapping.

3
166 days ago

Can someone explain what stick tremor is and how it impacts gameplay with the GameSir Tegenaria Lite controller? I've seen some reviews mention it but I'm not sure what it entails or how it affects gaming performance.

5
169 days ago

I've been spoiled by this GameSir Tegenaria Lite - it's left my trusty PS5 Edge in the dust. The accuracy and smoothness are unmatched, even with the Edge overclocked to 8000. I'm not sure I can go back to using it now.

3
167 days ago

dude that's a good question, but u didn't mention price, how much u think this thing's gonna run me, i'm on a tight budget for my FC26 setup.

1
177 days ago

I've got a GameSir Tegenaria Lite and the ergonomics are straight fire, it's like it was made for my hands, and I'm still loving the price I got it for, if they charged double I'd still be stoked.

2
178 days ago

As a fighting game enthusiast, the GameSir Tegenaria Lite's D-pad falls short, especially with movements like quarter circle motions and diagonals, which can be crucial in games like Street Fighter 6.

2
37 days ago

For me, it's the opposite. It's the best d-pad I've ever used, both in platforming games and in fighting games. In Street Fighter 6, I have no problems with performing special attacks.

1
185 days ago

Glad to hear GameSir's got some experience with decent dpads, but it's hard to get a clear sense of this controller's features beyond casual praise. Own a G8 Plus myself, and that dpad is pretty great.

4
179 days ago

TBH, that's a major bummer. The split D-pad being the same as the PS5 controller might not be what some folks are looking for, especially if they're used to the G8 Plus's dpad.

3
193 days ago

Si funciona para PS3 pero no para todos los juegos, algunos juegos no lo detectan y tienes que iniciar el juego con un ds3 y cambiarlo de lugar con el gamesir en el juego y ahí si lo detecta, y en otros no hay forma de hacerlo funcionar.

4