Gamepad Gulikit TT Max
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Gulikit TT Max

Top contributors
John PunchLJ LeemonoruPatrick Burton
Test Status:Verified (15 January 2026)
LatScore : Wired A+, Wireless A+
Compatible: AndroidiOSLinuxSwitchWindows
Interfaces: CableDongleBluetooth
Price: $82.34, find on: Amazon
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Gulikit TT Max Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘2.54
🕹️2.03
1001
🔘0.56
🕹️0.53
Win 11
10.0.26200
5.8
5.2.4.2
🔘
Button LatencyP82
✓ Selected
1.55 ms
2.54 ms
3.91 ms
0.56 ms
1001 Hz (see 📊)
#7794 • 2026-01-15
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
5.8
🕹️
Stick LatencyP82
✓ Selected
1.08 ms
2.03 ms
3.75 ms
0.53 ms
1001 Hz (see 📊)
#7784 • 2026-01-14
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Cable • XInput
5.8
📊
Polling Rate
0.65 ms
1 ms
2.13 ms
0.18 ms
1001 Hz
973.47 Hz
#7780 • 2026-01-14
Polling v2.0.1.9
Win 11 Build 10.0.26200
John Punch
Cable • XInput
5.8
Note: This test are based on polling rate and do not represent actual input-lag.
2
DongleXInput
🔘3.51
🕹️3.54
981.35
🔘0.85
🕹️1.48
Win 11
10.0.26200
5.8
5.2.4.2
🔘
Button LatencyP82
✓ Selected
2.13 ms
3.51 ms
6.16 ms
0.85 ms
981.35 Hz (see 📊)
#7795 • 2026-01-15
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
5.8
HyperLink 2 v1.7
🕹️
Stick LatencyP82
✓ Selected
1.68 ms
3.54 ms
10.39 ms
1.48 ms
981.35 Hz (see 📊)
#7797 • 2026-01-15
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
5.8
HyperLink 2 v1.7
📊
Polling Rate
0.66 ms
1.02 ms
4 ms
0.64 ms
981.35 Hz
719.01 Hz
#7796 • 2026-01-15
Polling v2.0.1.9
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
5.8
HyperLink 2 v1.7
Note: This test are based on polling rate and do not represent actual input-lag.
3
DongleXInput
🔘3.20
🕹️4.25
790.51
🔘0.45
🕹️0.53
Win 11
10.0.26100
6.3
5.2.3.6
🔘
Button LatencyP82
2.26 ms
3.2 ms
4.16 ms
0.45 ms
790.51 Hz
#7923 • 2026-01-27
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26100
monoru
Dongle • XInput
6.3
🕹️
Stick LatencyP82
3.21 ms
4.25 ms
5.75 ms
0.53 ms
790.51 Hz
#7930 • 2026-01-27
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Dongle • XInput
6.3
4
CableXInput
🔘2.33
🕹️2.30
993.05
🔘0.43
🕹️0.44
Win 11
10.0.26200
2.7
5.2.3.6
🔘
Button LatencyP82
1.48 ms
2.33 ms
3.22 ms
0.43 ms
993.05 Hz
#7716 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Cable • XInput
2.7
🕹️
Stick LatencyP82
1.33 ms
2.3 ms
3.19 ms
0.44 ms
993.05 Hz
#7713 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Cable • XInput
2.7
5
CableXInput
🔘2.46
🕹️3.24
928.51
🔘0.38
🕹️0.42
Win 11
10.0.26100
6.3
5.2.3.6
🔘
Button LatencyP82
1.57 ms
2.46 ms
3.32 ms
0.38 ms
928.51 Hz
#7925 • 2026-01-27
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26100
monoru
Cable • XInput
6.3
🕹️
Stick LatencyP82
2.34 ms
3.24 ms
4.14 ms
0.42 ms
928.51 Hz
#7928 • 2026-01-27
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • XInput
6.3
6
BluetoothXInput
🔘3.22
🕹️2.41
799.36
🔘1.26
🕹️1.33
Win 11
10.0.26200
5.8
5.2.4.2
🔘
Button LatencyP82
✓ Selected
2.08 ms
3.22 ms
12.87 ms
1.26 ms
799.36 Hz (see 📊)
#7800 • 2026-01-15
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Bluetooth • XInput
5.8
🕹️
Stick LatencyP82
✓ Selected
1.18 ms
2.41 ms
11.82 ms
1.33 ms
799.36 Hz (see 📊)
#7798 • 2026-01-15
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Bluetooth • XInput
5.8
📊
Polling Rate
0.64 ms
1.25 ms
6.27 ms
0.38 ms
799.36 Hz
762.66 Hz
#7799 • 2026-01-15
Polling v2.0.1.9
Win 11 Build 10.0.26200
John Punch
Bluetooth • XInput
5.8
Note: This test are based on polling rate and do not represent actual input-lag.
7
BluetoothXInput
🔘3.24
🕹️2.85
970.87
🔘0.55
🕹️0.72
Win 11
10.0.26200
2.7
5.2.3.6
🔘
Button LatencyP82
2.22 ms
3.24 ms
4.74 ms
0.55 ms
970.87 Hz
#7715 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Bluetooth • XInput
2.7
🕹️
Stick LatencyP82
1.74 ms
2.85 ms
5.55 ms
0.72 ms
970.87 Hz
#7714 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Bluetooth • XInput
2.7
8
BluetoothXInput
🔘3.03
🕹️4.31
706.71
🔘0.99
🕹️1.25
Win 11
10.0.26100
6.3
5.2.3.6
🔘
Button LatencyP82
2.14 ms
3.03 ms
8 ms
0.99 ms
706.71 Hz
#7921 • 2026-01-27
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26100
monoru
Bluetooth • XInput
6.3
🕹️
Stick LatencyP82
3.17 ms
4.31 ms
10.86 ms
1.25 ms
706.71 Hz
#7931 • 2026-01-27
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Bluetooth • XInput
6.3
9
BluetoothSwitch
🔘5.04
🕹️4.20
799.36
🔘3.37
🕹️2.58
Win 11
10.0.26200
5.8
5.2.4.2
🔘
Button LatencyP82
3.15 ms
5.04 ms
26.09 ms
3.37 ms
799.36 Hz (see 📊)
#7789 • 2026-01-14
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
5.8
🕹️
Stick LatencyP82
2.34 ms
4.2 ms
19.63 ms
2.58 ms
799.36 Hz (see 📊)
#7786 • 2026-01-14
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
5.8
📊
Polling Rate
1.04 ms
1.25 ms
7.3 ms
0.51 ms
799.36 Hz
732.85 Hz
#7778 • 2026-01-14
Polling v2.0.1.9
Win 11 Build 10.0.26200
John Punch
Bluetooth • Switch
5.8
Note: This test are based on polling rate and do not represent actual input-lag.
10
BluetoothSwitch
🔘6.76
🕹️7.67
626.57
🔘4.71
🕹️4.69
Win 11
10.0.26200
6.3
5.2.3.6
🔘
Button LatencyP82
3.52 ms
6.76 ms
20.27 ms
4.71 ms
626.57 Hz
#7993 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Patrick Burton
Bluetooth • Switch
6.3
🕹️
Stick LatencyP82
3.74 ms
7.67 ms
21.63 ms
4.69 ms
626.57 Hz
#7994 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Patrick Burton
Bluetooth • Switch
6.3
11
CableSwitch
🔘11.6
🕹️11.5
124.94
🔘2.59
🕹️2.61
Win 11
10.0.26200
6.3
5.2.3.6
🔘
Button LatencyP82
6.39 ms
11.59 ms
17.28 ms
2.59 ms
124.94 Hz
#7992 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Patrick Burton
Cable • Switch
6.3
🕹️
Stick LatencyP82
6.1 ms
11.49 ms
17.16 ms
2.61 ms
124.94 Hz
#7991 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Patrick Burton
Cable • Switch
6.3
12
CableSwitch
🔘11.1
🕹️11.8
124.97
🔘2.51
🕹️2.46
Win 11
10.0.26200
2.7
5.2.3.6
🔘
Button LatencyP82
5.91 ms
11.11 ms
16.53 ms
2.51 ms
124.97 Hz
#7717 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Cable • Switch
2.7
🕹️
Stick LatencyP82
6.66 ms
11.77 ms
16.82 ms
2.46 ms
124.97 Hz
#7718 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Cable • Switch
2.7
13
CableSwitch
🔘11.0
🕹️13.2
125
🔘2.53
🕹️2.75
Win 11
10.0.26100
6.3
5.2.3.6
🔘
Button LatencyP82
5.76 ms
10.97 ms
16.13 ms
2.53 ms
125 Hz
#7927 • 2026-01-27
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26100
monoru
Cable • Switch
6.3
🕹️
Stick LatencyP82
7.35 ms
13.24 ms
19.86 ms
2.75 ms
125 Hz
#7929 • 2026-01-27
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • Switch
6.3
14
CableSwitch
🔘12.5
🕹️12.0
125
🔘2.28
🕹️2.33
Win 11
10.0.26200
5.8
5.2.4.2
🔘
Button LatencyP82
8.47 ms
12.5 ms
16.82 ms
2.28 ms
125 Hz (see 📊)
#7792 • 2026-01-14
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Cable • Switch
5.8
🕹️
Stick LatencyP82
7.99 ms
11.98 ms
16.07 ms
2.33 ms
125 Hz (see 📊)
#7785 • 2026-01-14
Prometheus 82 v5.2.4.2
Win 11 Build 10.0.26200
John Punch
Cable • Switch
5.8
📊
Polling Rate
7.85 ms
8 ms
8.31 ms
0.05 ms
125 Hz
124.96 Hz
#7781 • 2026-01-14
Polling v2.0.1.9
Win 11 Build 10.0.26200
John Punch
Cable • Switch
5.8
Note: This test are based on polling rate and do not represent actual input-lag.
15
BluetoothSwitch
🔘15.6
🕹️18.2
199.4
🔘2.19
🕹️5.16
Win 11
10.0.26200
2.7
5.2.3.6
🔘
Button LatencyP82
12.43 ms
15.57 ms
25.84 ms
2.19 ms
199.4 Hz
#7720 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Bluetooth • Switch
2.7
🕹️
Stick LatencyP82
12.37 ms
18.2 ms
37.76 ms
5.16 ms
199.4 Hz
#7719 • 2026-01-11
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Bluetooth • Switch
2.7
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 Gulikit TT Max

Stick test results for Gulikit TT Max gamepad • Cable connection • XInput mode • FW 5.8, by John Punch

Comment: The asymmetry test was performed using a 1.8 mm clip, as the stick leg does not touch the outer ring (approximately 0.6 mm).

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

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

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

Outer Dead Zone

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

The Gulikit TT Max has a slight Outer Dead Zone (0.6 mm). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

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

Stick Asymmetry

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

For the Gulikit TT Max, the Stick Asymmetry is 15.6% for the left stick and 9.2% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

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

Circle Error

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

For the Gulikit TT Max, the Circle Error is 5.9% for the left stick and 7.3% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

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

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

Stick Bitness

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

The Gulikit TT Max has a Stick Bitness of 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

Note: This result was recorded with Stick Tracer version 2.5.2.8, before movement-based True Bitness was introduced. The values above represent digital bit depth only; metrics like Step Resolution are not available for this older test.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

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

For the Gulikit TT Max, the Stick Centering is 6% for the left joystick and 5.1% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

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

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

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The Gulikit TT Max shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The Gulikit TT Max recorded a Polling Rate of 987.1 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The Gulikit TT Max shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

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

Disclaimer

We tested the Gulikit TT Max 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: 5.8) 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 Gulikit TT Max’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Gulikit TT Max gamepad • Cable connection • Switch mode • FW 5.8, by John Punch

Comment: The asymmetry test was performed using a 1.8 mm clip, as the stick leg does not touch the outer ring (approximately 0.6 mm).

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

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

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

Outer Dead Zone

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

The Gulikit TT Max has a slight Outer Dead Zone (0.6 mm). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

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

Stick Asymmetry

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

For the Gulikit TT Max, the Stick Asymmetry is 16.0% for the left stick and 8.8% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

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

Circle Error

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

For the Gulikit TT Max, the Circle Error is 6.7% for the left stick and 7.5% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

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

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

Stick Bitness

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

The Gulikit TT Max has a Stick Bitness of 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

Note: This result was recorded with Stick Tracer version 2.5.2.8, before movement-based True Bitness was introduced. The values above represent digital bit depth only; metrics like Step Resolution are not available for this older test.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

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

For the Gulikit TT Max, the Stick Centering is 5.7% for the left joystick and 5.9% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

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

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

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The Gulikit TT Max shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The Gulikit TT Max recorded a Polling Rate of 126 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The Gulikit TT Max shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

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

Disclaimer

We tested the Gulikit TT Max 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: 5.8) 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 Gulikit TT Max’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Gulikit TT Max gamepad • Dongle connection • XInput mode • FW 5.8, by John Punch

Comment: The asymmetry test was performed using a 1.8 mm clip, as the stick leg does not touch the outer ring (approximately 0.6 mm).

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

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

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

Outer Dead Zone

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

The Gulikit TT Max has a slight Outer Dead Zone (0.6 mm). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

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

Stick Asymmetry

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

For the Gulikit TT Max, the Stick Asymmetry is 15.7% for the left stick and 8.6% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

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

Circle Error

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

For the Gulikit TT Max, the Circle Error is 6.5% for the left stick and 7.5% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

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

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

Stick Bitness

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

The Gulikit TT Max has a Stick Bitness of 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

Note: This result was recorded with Stick Tracer version 2.5.2.8, before movement-based True Bitness was introduced. The values above represent digital bit depth only; metrics like Step Resolution are not available for this older test.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

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

For the Gulikit TT Max, the Stick Centering is 6% for the left joystick and 5.6% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

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

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

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The Gulikit TT Max shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The Gulikit TT Max recorded a Polling Rate of 752.8 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The Gulikit TT Max shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

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

Disclaimer

We tested the Gulikit TT Max 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: 5.8) 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 Gulikit TT Max’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Gulikit TT Max gamepad • Bluetooth connection • XInput mode • FW 5.8, by John Punch

Comment: The asymmetry test was performed using a 1.8 mm clip, as the stick leg does not touch the outer ring (approximately 0.6 mm).

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

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

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

Outer Dead Zone

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

The Gulikit TT Max has a slight Outer Dead Zone (0.6 mm). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

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

Stick Asymmetry

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

For the Gulikit TT Max, the Stick Asymmetry is 16.0% for the left stick and 9.1% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

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

Circle Error

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

For the Gulikit TT Max, the Circle Error is 6.0% for the left stick and 6.9% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

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

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

Stick Bitness

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

The Gulikit TT Max has a Stick Bitness of 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

Note: This result was recorded with Stick Tracer version 2.5.2.8, before movement-based True Bitness was introduced. The values above represent digital bit depth only; metrics like Step Resolution are not available for this older test.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

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

For the Gulikit TT Max, the Stick Centering is 11.3% for the left joystick and 7.5% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

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

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

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The Gulikit TT Max shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The Gulikit TT Max recorded a Polling Rate of 705.7 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The Gulikit TT Max shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

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

Disclaimer

We tested the Gulikit TT Max 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: 5.8) 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 Gulikit TT Max’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Gulikit TT Max gamepad • Bluetooth connection • Switch mode • FW 5.8, by John Punch

Comment: The asymmetry test was performed using a 1.8 mm clip, as the stick leg does not touch the outer ring (approximately 0.6 mm).

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

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

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

Outer Dead Zone

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

The Gulikit TT Max has a slight Outer Dead Zone (0.6 mm). There’s a small portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

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

Stick Asymmetry

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

For the Gulikit TT Max, the Stick Asymmetry is 16.1% for the left stick and 8.4% 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 Gulikit TT Max, the Circle Error is 6.7% for the left stick and 7.6% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

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

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

Stick Bitness

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

The Gulikit TT Max has a Stick Bitness of 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

Note: This result was recorded with Stick Tracer version 2.5.2.8, before movement-based True Bitness was introduced. The values above represent digital bit depth only; metrics like Step Resolution are not available for this older test.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

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

For the Gulikit TT Max, the Stick Centering is 9.5% for the left joystick and 6.8% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

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

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

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The Gulikit TT Max shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The Gulikit TT Max recorded a Polling Rate of 676.8 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The Gulikit TT Max shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

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

Disclaimer

We tested the Gulikit TT Max 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: 5.8) 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 Gulikit TT Max’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Gulikit TT Max gamepad • Cable connection • XInput mode • FW 2.7, by LJ Lee

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

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

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

Outer Dead Zone

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

The Gulikit TT Max has a moderate Outer Dead Zone (1.0 mm). A noticeable part of the stick’s range is lost, which can make full inputs feel less precise. This might impact performance in games requiring maximum tilt, such as fast-paced action titles.

For comparison, budget gamepads often have moderate to large Outer Dead Zones, while premium controllers strive for minimal or no dead zone to maximize control.

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

Stick Asymmetry

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

For the Gulikit TT Max, the Stick Asymmetry is 8.3% for the left stick and 6.3% for the right stick. Higher values can lead to noticeable inconsistencies, potentially impacting aiming or movement in games.

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

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

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

Circle Error

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

For the Gulikit TT Max, the Circle Error is 6.4% for the left stick and 7.7% for the right stick. This is a good result, providing smooth diagonal movement similar to premium controllers.

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

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

Stick Bitness

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

The Gulikit TT Max has a Stick Bitness of 11.0 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

Note: This result was recorded with Stick Tracer version 2.5.2.8, before movement-based True Bitness was introduced. The values above represent digital bit depth only; metrics like Step Resolution are not available for this older test.

For comparison, many budget gamepads have around 8 bits, while premium ones often exceed 10 bits for superior accuracy.

Want to learn more? Check out our video explanation of how Stick Bitness affects control. It is important to note that the video specifies the resolution of the stick, not the bit depth; the higher the bit depth, the higher the resolution.

Stick Centering

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

For the Gulikit TT Max, the Stick Centering is 5% for the left joystick and 5.1% for the right stick. Values above 2% may lead to noticeable drift in some scenarios, which can affect precision in games.

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

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

Axis Magnet

Axis Magnet is a form of stick processing where movement tends to 'snap' or cling to the X or Y axis when the stick passes close to it within a certain part of its travel. This can make pure horizontal or vertical movement feel cleaner, but it also alters the real stick path and can distort diagonal or subtle player input.

The Gulikit TT Max shows no Axis Magnet. That means the stick does not artificially cling to the horizontal or vertical axes, so your real movement path is preserved more accurately. This is the preferable behavior for consistent aiming and natural analog control.

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

Polling Rate

Polling Rate describes how often the controller sends stick data to the system, measured in Hertz (Hz). Higher values mean the controller reports its position more frequently, which can reduce the time between updates and make input feel more responsive.

The Gulikit TT Max recorded a Polling Rate of 914.1 Hz in this test mode. This value helps describe report frequency, but it should not be treated as a direct substitute for real latency, since response time also depends on firmware, processing, and the wireless or wired stack.

Polling Rate is measured separately from latency, so it is best used as supporting information rather than a standalone quality verdict. In addition, this reading is approximate: Stick Tracer is not a specialized tool for precise polling-rate measurement, so some margin of error is expected.

Center Skip

Center Skip, also known as Stick Skipping, is a rare behavior where the joystick does not begin moving smoothly from its neutral position. Instead of a gradual response, it suddenly jumps to a noticeable deflection as soon as movement starts, which makes fine control much harder.

The Gulikit TT Max shows no Center Skip. That means the stick begins moving gradually from neutral, which is the expected and desirable behavior for precise aiming, camera control, and micro-adjustments.

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

Disclaimer

We tested the Gulikit TT Max gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 2.7) 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 Gulikit TT Max’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Reviews of Gulikit TT Max

Add your own review
  • Gulikit TT Max Review - Symmetric Fantastic

    Gulikit TT Max Review - Symmetric Fantastic

    In this video, we take a look at the new Gulikit TT Max controller. Having top notch features and specs considering a switch based controller, it's quite amazing to see at this price point. With the additional help from the hyperlink 2, this TT Max takes up to the next level.

    LJ Lee

Gulikit TT Max specifications

Internal

Battery life hours
14
D-pad buttons type
Membrane
Main buttons type
Membrane
Sticks type
TMR

External

Audio port
No
Button layout
Xbox, Switch
Display
No
Joystick positioning
Symmetric
Paddles
4
Rubber handles
No
Soulder buttons
No
Stick tension
Yes
Trigger lock
Yes

Features

Gyroscope function
Yes
NFC support
No
Switch Wake Up
Yes
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
No

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 1 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it.
User avatar

LatScore Comparison of Gulikit TT Max

Users' opinion

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D-pad is amazing
1 votes
Different Bluetooth receivers give different latency results
2 votes

User comments

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7 hours ago

I saw it on Taobao. It seems intentional since they sold out and restocked multiple times before closing the order page.

1
141 days ago

I was waiting for this to drop, ended up getting the ZD O+ instead due to impatience, but I'll keep an eye on the Gulikit TT Max for now, might consider it later if it's a significant upgrade over my current setup.

2
112 days ago

Yeah, the symmetrical layout can be a turn off for some, it's not ideal for everyone. I mean, thumbs touching can be pretty annoying, I've seen a lot of ppl complain about it.

1
76 days ago

The ZD O+, never heard of it, what's so good about it?

3
edited 74 days ago

@Buzzsaw Bill Pretty much it's changeable modules, though my complain are being low polling rates and atrocious outer dead zones on the stock hall effect sticks

1
68 days ago

@Sage Brush I just received my TT Max today, and I’m happy to say that the stick spacing is great. I haven’t experienced any issues with my thumbs touching.

1
66 days ago

@Leo Fisher While the stick spacing sounds great, I'm hesitant about the absence of extra shoulder buttons. I find them more comfortable than back buttons, which I only appreciate in specific scenarios.

1
145 days ago

For the Switch Bluetooth tests, is that using the HL2 Dongle, or just standard Bluetooth?

4
144 days ago

When using a receiver, Dongle is written in the “Connection” column. In this particular case, it was “Bluetooth.”

3
144 days ago

@John Punch Thanks for the reply John! I guess a better question would be: When using a Dongle on Switch, can i expect the same polling rate as Dongle-Xinput? The numbers for Switch-Bluetooth on the TT Max are already very impressive, I just mean generally speaking.

1
144 days ago

@Michael Schoonover On Switch, everything may be completely different. I provide tests exclusively on PC, and I don't have the technical ability to check which connection method on Switch will be the best.

4
80 days ago

I'd love the TT Max if it had the Xbox layout and used the sticks from the ES Pro, which I've grown fond of on my Switch 2. The lack of back buttons is a major drawback for me, though.

3
63 days ago

There are plenty of Xbox layout controllers available already. Symmetrical designs have their own fanbase too. Let us enjoy a solid option, even if the lack of back buttons is a drawback for some.

1
58 days ago

@Leo Clark 93 I completely understand the appeal of symmetrical designs. I grew up on PlayStation, and for fighting games, the Xbox layout really strains my thumb when using the dpad for inputs.

1
147 days ago

I'm still eager to hear more about the Gulikit TT Max, but these reported issues have me questioning the initial hype. Guess I'll be waiting a bit longer to form a solid opinion on this controller.

1
147 days ago

What I fear most with Gulikit products is firmware updates.

4
146 days ago

@Pramanda Dwiputra Same thing. Once I thought my gamepad would turn into a brick.

1
61 days ago

I understand your concerns. Just keep in mind that the controller is available now, and many users are really enjoying it, particularly the d-pad, which has met my expectations.

1
59 days ago

@Piper Padpal Thanks for sharing! I heard about the review units too, but that accidental listing is unexpected. It's impressive they honored your order; it shows their dedication to getting the controller out to users!

1
7 days ago

What’s the D-pad like? I’m considering this for fighting games, but I’ve had mixed experiences with controllers in this price range. If it doesn’t perform well for fighters, I won’t be getting it. That’s a dealbreaker for me.

1
10 days ago

I’m not affiliated with Gulikit, but I wanted to share my thoughts. I don’t engage in Esports or competitive gaming, so keep that in mind. The build quality feels very solid with a nice weight, though it’s not overly heavy.

1
3 days ago

I agree about the solid build quality. But what's the price? If it's not budget-friendly, that nice weight might not justify the cost for casual gaming.

1
15 days ago

I'm excited to try the Gulikit TT Max on PC, as mine is arriving today. Just wanted to say that the controller seems absolutely fantastic.

1
17 days ago

does it have Dinput?

1
27 days ago

Does anyone else find the build quality a bit concerning? It looks good on paper, but I can't shake the feeling that it might not hold up over time. Just seems like a risky investment for something meant to last.

1
96 days ago

I got this hoping the low latencey would involve continuous fast inputs but i Just cant edit with this controller (I mainly play fortnite) on the duelsense edge it works perfect same as duelsense and duelshock, but on this controller I dont think it can handle the amount of inputs for fast gameplay. I use L3 to edit but also attempted using a rear paddle and niether work u cant even double edit consistantly on this

1
100 days ago

back buttons on this thing are basically disposable, it's a shame they can't last longer than a year.

1
104 days ago

I'm curious to see how the latency holds up on the TT Max, considering Gulikit's mixed track record with their sensors. Hopefully, they've made some improvements this time around.

2
116 days ago

damn that centering though...almost perfect

2
119 days ago

Still waiting for the embargo to lift, I've got a photo to share, but I'm curious - have people found the paddles to be as loose as some reviewers mentioned?

1
77 days ago

i bought it so idk what u're waiting for, lol. yeah the paddles are kinda loose, but it's not that bad. they're still usable, just not as solid as i'd like.

1
142 days ago

what the diffrance between max and pro

2
86 days ago

The max allows up to 10 min macros, latter being 10 secs max

1
143 days ago

Amazon's got the Gulikit TT Max in stock right now, which is a plus for those waiting to get their hands on it.

2
edited 146 days ago

Not the best centering sadly, but Gulikit has a calibration tool on their website, right? Is it enough to recalibrate the sticks for better centering? I've tried their tool for the DS(PS5)/DS4 and it worked, although it's the same thing as that other github calibration page, but I wonder if they have the same for their own controllers. Also, the stick's stems don't hit the outer edges of the socket? What is the physical limit then? Also, is there a meaningful difference between the Max and the Pro when it comes to these things? Does the Pro have higher latency, lower res sticks, anything like that?

2
145 days ago

Regarding calibration, you can actually use an on-board combination: press LT + RT + D-pad Left + A. After entering this mode, just rotate the sticks, and the controller will recalibrate itself. However, keep in mind that even after this process, the centering isn't perfect—it can still be off by up to 6%. As for the physical limit, the stick stems indeed do not hit the outer rings (those are stylized mainly for the lighting). It seems to use an internal limiting system, likely similar to how Flydigi handles it, though I haven't disassembled the gamepad yet to confirm the exact mechanism. Regarding the differences between the Max and Pro models (latency, resolution, etc.), I can't say for sure just yet. I have only tested the Max version so far, so I'll need to wait until I can test the Pro to make a proper comparison.

3
148 days ago

Release date seems like it was still in the future, how quickly you have the opportunity to do these tests?

2
148 days ago

Tell me how this gamepad feels, I'm talking about the premium feel. Is it more like a plastic toy?

3
edited 147 days ago

It feels exactly the same as the GKK 3, in terms of material. The body material is slightly better for less fingerprints. The dpad feels different because it's moved using a lever, but it feels soft and quite responsive. Some people say the response is quite poor, but mine is fine. The analog feels very typical of "gulikit" products. The response is adjustable. iam forget something, if push the LB triger, the right analog going crazy, not much but it respond it.

1