Gamepad Google Stadia Controller

Google Stadia Controller

Test Status:Verified (14 April 2025)
LatScore : Wired A, Wireless D (Experimental)
Compatible: AndroidLinuxPC
Interfaces: BluetoothCable
Price: $69.99 Discontinued
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Google Stadia Controller Input lag comparison

#ConnectionMode
Min.Latency
AverageLatency (ms)
Max.Latency
Polling rate (Hz) Jitter
OSBuild ver.
FWTester ver.
Sticks Latency (Prometheus 82) [α]
1
CableDinput9.7312.6717.79124.96 2.51
Win 11
10.0.26100
---
5.0.9.2
2
BluetoothDinput27.3831.5835.83124.34 2.31
Win 11
10.0.26100
---
5.0.9.2
Button Latency (Prometheus 82) [α]
3
CableDinput1.32.994.8124.96 1.06
Win 11
10.0.26100
---
5.0.9.2
4
BluetoothDinput23.7927.7931.79124.34 2.3
Win 11
10.0.26100
---
5.0.9.2
More information

Latency

This chart shows how quickly your gamepad responds to button presses as well as joystick deviation. Each point on the graph represents a test result.

  • The horizontal axis (X-axis) measures the time elapsed from the button press or stick deflection to the game's response. This time is called “latency”.
  • The vertical axis (Y-axis) shows how often we got such a result, in percentages.

If you hover over a point on the graph, you'll see how long the latency was and how often it occurred.

The lower the latency, the better. In a perfect world, as soon as you press a button or move the joystick on a gamepad, the action in the game happens instantly. If there is a long delay, you can press the button, but the action will take some time. In fast-paced games where every second counts, a long delay can be a problem.

If stick latency measurements are available, they are taken by instantly moving the stick from the center to the edge, and the latency is recorded at the deflection point of 99%.

You can switch the graph view to Average Latency, where the latency is displayed as horizontal bars.

Use this chart to figure out how fast your gamepad reacts.

Polling rate

The polling rate (also known as the Refresh intervals) in gamepads refers to how often the controller sends input information to the console or computer. It's measured in Hertz (Hz), which translates to the number of times per second the device reports its status to the computer.

For example, a gamepad with a polling rate of 125 Hz sends its status to the computer 125 times per second, or every 8 milliseconds.

The polling rate is essential in gaming for two reasons:

  1. Responsiveness: A higher polling rate means the controller communicates its state to the computer more frequently, resulting in faster and more responsive gameplay. In fast-paced or competitive games, even a slight increase in responsiveness can give players an advantage.

  2. Accuracy: A higher polling rate can also increase the accuracy of the controller. This is particularly important for devices like gaming mice, where precise movements can be critical, but it can also impact gamepads, especially in games that require accurate inputs.

However, it's important to note that a higher polling rate can also put more strain on the computer's CPU, as it needs to process inputs more frequently. Moreover, beyond a certain point, increases in polling rate may not yield noticeable improvements due to limitations in human reaction time and display refresh rates.

Jitter

Jitter is a measure of how much the gamepad's latency varies during testing. It is calculated as the standard deviation of the recorded delay times. A lower jitter value indicates more consistent latency, while a higher jitter suggests unstable performance. Low jitter is important for a smooth, responsive gaming experience.

Stick test of Google Stadia Controller

Stick test results for Google Stadia Controller gamepad • Cable connection • Dinput mode, by John Punch

Inner Dead Zone

The Inner Dead Zone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the dead zone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Dead Zone based on how much you need to move the stick before it responds—the less movement required, the better.

The Google Stadia Controller has a moderate Inner Dead Zone. 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 Dead Zone, while premium controllers typically aim for a slight or no dead zone for better precision.

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

Outer Dead Zone

The Outer Dead Zone refers to the portion of the joystick’s physical range where the stick has already reached its maximum input (100% deflection) in software, but you can still physically move it further. This creates a mismatch: you might feel like you haven’t fully deflected the stick, even though you’re already at maximum speed or distance in-game. A larger Outer Dead Zone reduces the usable range of motion, making control feel less intuitive and precise.

The Google Stadia Controller has an Outer Dead Zone rated as low (0.2 mm). This is excellent! A low Outer Dead Zone means the stick’s physical range closely matches its input range, giving you intuitive and precise control. This is ideal for games where maximum deflection matters, like quick camera turns in shooters (e.g., Apex Legends) or sharp steering in racing games.

For comparison, high-quality gamepads typically have an Outer Dead Zone of 0.6 mm or less, ensuring the physical and input ranges align well, while some budget or older models can have values exceeding 1.0 mm, leading to a less intuitive control experience.

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

Stick Resolution

The Stick Resolution measures how many distinct positions the joystick can register between its center and the outermost edge. For the Google Stadia Controller, this value is 127 positions (based on an average step size of 0.00787). Think of it like the smoothness of your control: the more positions, the more precise and fluid your movements will feel in-game.

This is an excellent result! With 127 positions, you’ll get smooth and precise control, making it ideal for games requiring fine adjustments, like aiming in shooters (e.g., Valorant) or steering in racing games.

Note: The calculation is based on an average resolution, but in practice, the resolution can vary and may not have clearly defined movement segments. Some gamepads don’t have a constant resolution (e.g., step sizes like 0.0078 or 0.0150), so the actual number of positions might differ slightly.

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

Asymmetry Index

The Asymmetry Index measures how unevenly the joystick moves in different directions (left-right vs. up-down). A higher index means the stick’s deflection is less balanced, which can lead to inconsistent movements, especially during small, precise adjustments. This parameter is particularly important for aiming or other fine movements that typically use 25-60% of the joystick’s range.

For the Google Stadia Controller, the Asymmetry Index is 0.8% for the left stick and 7.9% for the right stick. This is excellent! A low Asymmetry Index ensures balanced and consistent movements, making it ideal for precision tasks like aiming in shooters (e.g., Valorant) or making small adjustments in platformers.

For comparison, high-quality gamepads typically have an Asymmetry Index below 10%, ensuring balanced movement, while some budget or older models can exceed 20%, leading to a less consistent control experience.

Want to learn more? Check out this post to understand how the Asymmetry Index is measured.

Circle Error

The Circle Error measures how accurately the joystick moves in a circular path when you push it to its extreme diagonal positions. A high Circle Error means the stick’s movement isn’t perfectly circular, which can lead to inconsistent inputs in games. The lower the error, the better the stick’s performance.

For the Google Stadia Controller, the Circle Error is 7.3% for the left stick and 6.8% for the right stick. These are great results! Most high-quality gamepads aim for a Circle Error below 8%, so you’re unlikely to notice any issues, even in games requiring precise diagonal movements, like racing or fighting games.

For comparison, budget gamepads often have a Circle Error above 10%, while premium controllers typically aim for 5% or lower for smoother control.

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

Stick Centering

Stick Centering measures how accurately the joystick returns to its neutral (center) position after you release it. A good Stick Centering value prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the Google Stadia Controller, the Stick Centering is 0% for the left joystick and 0% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the Google Stadia Controller is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

Warning: The Stick Centering appears to be ideal (extremely low values, close to 0%), but this may be misleading due to the presence of an Inner Dead Zone (rated as 'med'). The Inner Dead Zone prevents small movements from being registered, which can mask potential drift and make the centering seem better than it actually is. This could affect micro-control in precision-heavy games, such as competitive shooters.

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

Stick Skipping

The Stick Skipping is a rare but serious issue where the joystick doesn’t move smoothly from its center position. Instead of a gradual response, the stick 'skips' and instantly jumps to a noticeable deflection (e.g., 10-20%) as soon as you start moving it. This makes small, precise adjustments extremely difficult, as the stick lacks the fine control needed for subtle movements.

The Google Stadia Controller exhibits this issue, which is a serious drawback. This skipping behavior can significantly affect your performance in games requiring precise inputs, such as aiming in shooters (e.g., Valorant) or making small adjustments in platformers. For example, when trying to fine-tune your aim, the stick might jump too far, throwing off your accuracy.

For comparison, Stick Skipping is more common in budget or older gamepads, where manufacturing tolerances may not be as tight. High-quality controllers from brands like Sony or Microsoft typically avoid this issue, ensuring smooth and gradual movement from the center.

Note: If you’re experiencing this issue, you might try recalibrating the gamepad through software (if available) or contacting the manufacturer for support, as this could indicate a hardware defect.

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

Disclaimer

We tested the Google Stadia Controller 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 Joystick Tester program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: unknown) 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 Google Stadia Controller’s performance across different units.

Stick test results for Google Stadia Controller gamepad • Bluetooth connection • Dinput mode, by John Punch

Inner Dead Zone

The Inner Dead Zone is the area around the center of the stick where small movements are not registered. This helps prevent stick drift or accidental inputs, but if the dead zone is too large, it can make aiming less precise, especially in games requiring fine control. We evaluate the Inner Dead Zone based on how much you need to move the stick before it responds—the less movement required, the better.

The Google Stadia Controller has a moderate Inner Dead Zone. 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 Dead Zone, while premium controllers typically aim for a slight or no dead zone for better precision.

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

Outer Dead Zone

The Outer Dead Zone refers to the portion of the joystick’s physical range where the stick has already reached its maximum input (100% deflection) in software, but you can still physically move it further. This creates a mismatch: you might feel like you haven’t fully deflected the stick, even though you’re already at maximum speed or distance in-game. A larger Outer Dead Zone reduces the usable range of motion, making control feel less intuitive and precise.

The Google Stadia Controller has an Outer Dead Zone rated as low (0.2 mm). This is excellent! A low Outer Dead Zone means the stick’s physical range closely matches its input range, giving you intuitive and precise control. This is ideal for games where maximum deflection matters, like quick camera turns in shooters (e.g., Apex Legends) or sharp steering in racing games.

For comparison, high-quality gamepads typically have an Outer Dead Zone of 0.6 mm or less, ensuring the physical and input ranges align well, while some budget or older models can have values exceeding 1.0 mm, leading to a less intuitive control experience.

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

Stick Resolution

The Stick Resolution measures how many distinct positions the joystick can register between its center and the outermost edge. For the Google Stadia Controller, this value is 126 positions (based on an average step size of 0.00795). Think of it like the smoothness of your control: the more positions, the more precise and fluid your movements will feel in-game.

This is an excellent result! With 126 positions, you’ll get smooth and precise control, making it ideal for games requiring fine adjustments, like aiming in shooters (e.g., Valorant) or steering in racing games.

Note: The calculation is based on an average resolution, but in practice, the resolution can vary and may not have clearly defined movement segments. Some gamepads don’t have a constant resolution (e.g., step sizes like 0.0078 or 0.0150), so the actual number of positions might differ slightly.

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

Asymmetry Index

The Asymmetry Index measures how unevenly the joystick moves in different directions (left-right vs. up-down). A higher index means the stick’s deflection is less balanced, which can lead to inconsistent movements, especially during small, precise adjustments. This parameter is particularly important for aiming or other fine movements that typically use 25-60% of the joystick’s range.

For the Google Stadia Controller, the Asymmetry Index is 1.6% for the left stick and 10.2% for the right stick. This is noticeable and may lead to slight inconsistencies in movement. You might feel this in games requiring precise control, such as shooters or platformers, where small adjustments are key.

For comparison, high-quality gamepads typically have an Asymmetry Index below 10%, ensuring balanced movement, while some budget or older models can exceed 20%, leading to a less consistent control experience.

Want to learn more? Check out this post to understand how the Asymmetry Index is measured.

Circle Error

The Circle Error measures how accurately the joystick moves in a circular path when you push it to its extreme diagonal positions. A high Circle Error means the stick’s movement isn’t perfectly circular, which can lead to inconsistent inputs in games. The lower the error, the better the stick’s performance.

For the Google Stadia Controller, the Circle Error is 6.8% for the left stick and 6.6% for the right stick. These are great results! Most high-quality gamepads aim for a Circle Error below 8%, so you’re unlikely to notice any issues, even in games requiring precise diagonal movements, like racing or fighting games.

For comparison, budget gamepads often have a Circle Error above 10%, while premium controllers typically aim for 5% or lower for smoother control.

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

Stick Centering

Stick Centering measures how accurately the joystick returns to its neutral (center) position after you release it. A good Stick Centering value prevents stick drift—a common issue where your character or camera moves slightly in a game, even when you're not touching the stick. The lower the percentage, the better the centering, and the less likely you are to experience drift.

For the Google Stadia Controller, the Stick Centering is 0% for the left joystick and 0% for the right stick. These are excellent results, as most high-quality gamepads typically have values below 2%. This means the Google Stadia Controller is unlikely to have any drift, making it a great choice for games requiring precise control, like shooters or racing titles.

Warning: The Stick Centering appears to be ideal (extremely low values, close to 0%), but this may be misleading due to the presence of an Inner Dead Zone (rated as 'med'). The Inner Dead Zone prevents small movements from being registered, which can mask potential drift and make the centering seem better than it actually is. This could affect micro-control in precision-heavy games, such as competitive shooters.

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

Stick Skipping

The Stick Skipping is a rare but serious issue where the joystick doesn’t move smoothly from its center position. Instead of a gradual response, the stick 'skips' and instantly jumps to a noticeable deflection (e.g., 10-20%) as soon as you start moving it. This makes small, precise adjustments extremely difficult, as the stick lacks the fine control needed for subtle movements.

The Google Stadia Controller exhibits this issue, which is a serious drawback. This skipping behavior can significantly affect your performance in games requiring precise inputs, such as aiming in shooters (e.g., Valorant) or making small adjustments in platformers. For example, when trying to fine-tune your aim, the stick might jump too far, throwing off your accuracy.

For comparison, Stick Skipping is more common in budget or older gamepads, where manufacturing tolerances may not be as tight. High-quality controllers from brands like Sony or Microsoft typically avoid this issue, ensuring smooth and gradual movement from the center.

Note: If you’re experiencing this issue, you might try recalibrating the gamepad through software (if available) or contacting the manufacturer for support, as this could indicate a hardware defect.

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

Disclaimer

We tested the Google Stadia Controller 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 Joystick Tester program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: unknown) 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 Google Stadia Controller’s performance across different units.

Stick Movement Linearity Test

Resolution test for Google Stadia Controller • Firmware Not Supported • Stick Analyzer 2.0.3.0Cable connection • Dinput mode. Uploaded, by John Punch

Important Disclaimer: All tests are performed manually, and stick movement measurements may include minor variations due to natural hand tremors of the test operator. Results should be interpreted with this in mind.

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 Stick Analyzer 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 149 data points, which is a good result that ensures comfortable gameplay. 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 111 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: 127 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: 0.00787 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 25.5% tremor. This represents typical noise levels in stick signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 90.9% linearity. This indicates excellent stick linearity, providing consistent and predictable movement. High linearity ensures that stick movement translates predictably to in-game actions, which is crucial for precise control.

Test Duration

The time taken to complete the test was 7.24 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Resolution test for Google Stadia Controller • Firmware Not Supported • Stick Analyzer 2.0.3.0Bluetooth connection • Dinput mode. Uploaded, by John Punch

Important Disclaimer: All tests are performed manually, and stick movement measurements may include minor variations due to natural hand tremors of the test operator. Results should be interpreted with this in mind.

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 Stick Analyzer 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 150 data points, which is a good result that ensures comfortable gameplay. 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 110 straight points. This is an acceptable result that should provide adequate control in most games. 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: 125 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: 0.00795 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 26.7% tremor. This represents typical noise levels in stick signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 91.0% linearity. This indicates excellent stick linearity, providing consistent and predictable movement. High linearity ensures that stick movement translates predictably to in-game actions, which is crucial for precise control.

Test Duration

The time taken to complete the test was 6.75 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Google Stadia Controller specifications

Internal

Battery life
No data
D-pad buttons type
Mechanical
(100%)
Main buttons type
Membrane
(100%)
Sticks type
Standard
(100%)

External

Audio port
Yes
(100%)
Back buttons
None
(50%)
Button layout
Xbox
(100%)
Joystick positioning
Symmetrically
(50%)
Rubberized handles
No
(100%)
Swappable layout
No
(100%)
Trigger lock
No
(100%)

Features

Gyroscope function
No
(100%)
NFC support
No
(100%)
Switch Wake Up
No
(100%)
Trigger vibration
No
(100%)
Triggers pressing
Analog
(100%)

Connection

Cable
Dinput
Bluetooth
Dinput
USB interface
Type-C
(100%)

Software

Firmware support
No
(100%)
Macros option
No
(100%)
Mobile software
No
(100%)
No dead zone mode
No
PC softwre
No

Platforms

Android
Yes
(100%)
iOS
No data
Linux
Yes
(100%)
macOS
Yes
(100%)
Nintendo Switch
No
(100%)
Playstation 3
No
(100%)
Playstation 5
No
(100%)
Playstaton 4
No
(100%)
Windows
Yes
(100%)
Xbox One
No
(100%)
Xbox Series
No
(100%)
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