TMR sticks
Gamepad Razer Raiju V3 Pro
User rating

Razer Raiju V3 Pro

Top contributors
monoruvCudaGame Tech TalkJohn PunchLJ Lee
Test Status:User Verification (07 January 2026)
LatScore : Wired A+, Wireless C
Compatible: AndroidLinuxPlaystation 5Windows
Interfaces: CableDongle
Price: $219.99

Razer Raiju V3 Pro Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘2.45
🕹️5.47
1879.7
🔘0.33
🕹️0.38
Win 11
10.0.26100
1.5.12.0
5.2.3.6
monoru
🔘
Button LatencyP82
✓ Selected
1.81 ms
2.45 ms
3.13 ms
0.33 ms
1879.7 Hz
#7673 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • XInput
1.5.12.0
🕹️
Stick LatencyP82
✓ Selected
4.57 ms
5.47 ms
6.24 ms
0.38 ms
1879.7 Hz
#7672 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • XInput
1.5.12.0
2
DongleXInput
🔘8.51
🕹️24.6
411.02
🔘0.91
🕹️0.88
Win 11
10.0.26100
1.5.12.0
5.2.3.6
monoru
🔘
Button LatencyP82
✓ Selected
6.78 ms
8.51 ms
10.73 ms
0.91 ms
411.02 Hz
#7675 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Dongle • XInput
1.5.12.0
🕹️
Stick LatencyP82
✓ Selected
22.72 ms
24.64 ms
26.48 ms
0.88 ms
411.02 Hz
#7674 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Dongle • XInput
1.5.12.0
3
CableSony
🔘11.9
🕹️46.9
218.34
🔘1.12
🕹️1.34
Win 11
10.0.26100
1.5.12.0
5.2.3.4
monoru
🔘
Button LatencyP82
9.53 ms
11.86 ms
13.98 ms
1.12 ms
218.34 Hz
#7679 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Cable • Sony
1.5.12.0
🕹️
Stick LatencyP82
44 ms
46.85 ms
49.48 ms
1.34 ms
218.34 Hz
#7678 • 2026-01-07
Prometheus 82 v5.2.3.4
Win 11 Build 10.0.26100
monoru
Cable • Sony
1.5.12.0
4
DongleSony
🔘41.6
🕹️78.2
204.12
🔘3.17
🕹️7.26
Win 11
10.0.26100
1.5.12.0
5.2.3.4
monoru
🔘
Button LatencyP82
34.1 ms
41.64 ms
47.73 ms
3.17 ms
204.12 Hz
#7677 • 2026-01-07
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26100
monoru
Dongle • Sony
1.5.12.0
🕹️
Stick LatencyP82
56.51 ms
78.21 ms
88.78 ms
7.26 ms
204.12 Hz
#7676 • 2026-01-07
Prometheus 82 v5.2.3.4
Win 11 Build 10.0.26100
monoru
Dongle • Sony
1.5.12.0
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 Razer Raiju V3 Pro

Stick test results for Razer Raiju V3 Pro gamepad, by LJ Lee

Left Stick
Circle Error:0.0%
Asymmetry:18.8%
Center Error:2.2%
Resolution:11.5 bit2,857 steps
Right Stick
Circle Error:0.9%
Asymmetry:9.9%
Center Error:6.8%
Resolution:11.3 bit2,500 steps
OSWindows 10.0.26100
Sys. nameController (Razer Raiju V3 Pro (USB))
ModeXInput
ConnectionCable
Firmware1.2.0.0
Polling rate1732.7 Hz
Tested onNovember 26, 2025, 08:13

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangeactive

Inner Deadzone

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

The Razer Raiju V3 Pro has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

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

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

Outer Deadzone

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

The Razer Raiju V3 Pro has a slight Outer Deadzone (0.4 mm). There’s a 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 Deadzones, while premium controllers strive for minimal or no deadzone to maximize control.

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

Stick Asymmetry

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

For the Razer Raiju V3 Pro, the Stick Asymmetry is 18.8% for the left stick and 9.9% 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 Razer Raiju V3 Pro, the Circle Error is 0.0% for the left stick and 0.9% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

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

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

Resolution (Stick Bitness)

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

The Razer Raiju V3 Pro has 11.5 bits (left) and 11.3 bits (right).

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00070 on the left stick and 0.00080 on the right, with about 1,429 SFC on the left stick and 1,250 SFC on the right.

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

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

Center Error (Stick Centering)

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

For the Razer Raiju V3 Pro, the Center Error is 2.2% for the left joystick and 6.8% for the right stick. This is a poor result. High center error indicates that the sticks do not reliably return to neutral, which will likely cause stick drift unless a significant inner deadzone is applied.

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

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

Cardinal Snapping

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

The Razer Raiju V3 Pro shows no Cardinal Snapping. This means the stick does not artificially cling to the horizontal or vertical axes, preserving your real movement path for consistent aiming and natural analog control.

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

Incomplete Range

Incomplete Range refers to a behavior where the joystick cannot reach its maximum logical value (100% deflection) in one or more directions. This can restrict the maximum movement speed in games or prevent certain actions (such as running or sprinting) from triggering correctly.

The Razer Raiju V3 Pro exhibits an Incomplete Range. The stick does not register a full 100% signal in all directions, which might affect gameplay in fast-paced games where full tilt is required for maximum speed or responsiveness.

Disclaimer

We tested the Razer Raiju V3 Pro gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 1.2.0.0) 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 Razer Raiju V3 Pro’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Razer Raiju V3 Pro gamepad, by vCuda

Comment: 2000hz, 0 deadzone enabled, prevent double deadzones "off", standard circularity

Left Stick
Circle Error:6.4%
Center Error:0.6%
Resolution:11.5 bit2,857 steps
Right Stick
Circle Error:8.7%
Center Error:0.7%
Resolution:11.5 bit2,857 steps
OSWindows 10.0.19045
Sys. nameController (Razer Raiju V3 Pro (USB))
ModeXInput
ConnectionCable
Firmware1.2.1.0
Polling rate1944.36 Hz
Tested onOctober 27, 2025, 22:30

Errors Panel

Cardinal Snappingactive
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

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

The Razer Raiju V3 Pro has no Inner Deadzone. The stick responds immediately to even the slightest movement, which is excellent for aiming accuracy and micro-control. This makes it a great choice for precision-heavy games like first-person shooters (e.g., Valorant or Apex Legends).

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

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

Outer Deadzone

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

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

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

Circle Error

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

For the Razer Raiju V3 Pro, the Circle Error is 6.4% for the left stick and 8.7% for the right stick. This is a moderate result. Diagonal movement is mostly smooth, but minor speed variations or minor square-like behavior might be felt in some situations.

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

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

Resolution (Stick Bitness)

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

The Razer Raiju V3 Pro has 11.5 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00070 on the left stick and 0.00070 on the right, with about 1,429 SFC on the left stick and 1,429 SFC on the right.

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

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

Center Error (Stick Centering)

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

For the Razer Raiju V3 Pro, the Center Error is 0.6% for the left joystick and 0.7% for the right stick. This is an excellent result. The sticks return almost perfectly to the center, which minimizes the risk of stick drift.

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

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

Cardinal Snapping

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

The Razer Raiju V3 Pro exhibits Cardinal Snapping. This is generally considered a drawback for gaming because the controller modifies your raw analog inputs instead of reporting them naturally. This can make drawing smooth circles or micro-aiming diagonally feel sticky or square-like.

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

Disclaimer

We tested the Razer Raiju V3 Pro gamepad using a single unit, so keep in mind that other units of this model might perform slightly better or worse. In most cases, these differences are minor and shouldn’t affect your experience significantly. The results were obtained with the Stick Tracer program, and some values might vary if you use different software or testing methods.

Testing conditions, such as the gamepad’s firmware version (FW: 1.2.1.0) 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 Razer Raiju V3 Pro’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for Razer Raiju V3 Pro • Firmware 1.2.1.0 • Stick Analyzer 2.3.0.2Cable connection • Other mode • Manual Input. Uploaded, by vCuda

Comment: 2000hz

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

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

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 324 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 204 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: 215 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: 0.00464 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 37.0% tremor. This higher percentage indicates more active signal processing, which is a characteristic of how this stick handles movement data. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 96.2% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality.

Test Duration

The time taken to complete the test was 3.41 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.

Linearity test for Razer Raiju V3 Pro • Firmware 1.2.1.0 • Stick Analyzer 2.0.3.0Cable connection • Xinput mode • Manual Input. Uploaded, by vCuda

Comment: 2000hz, %0 deadzone enabled, Prevent Double Deadzones "off", standard circularity mode

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

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

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 163 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 162 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: 172 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: 0.00581 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 0.6% tremor. This indicates very stable stick movement with minimal noise in 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 90.2% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality.

Test Duration

The time taken to complete the test was 11.79 seconds. The test duration was longer than necessary, but this shouldn't significantly affect the results. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Linearity test for Razer Raiju V3 Pro • Firmware 1.2.1.0 • Stick Analyzer 2.0.3.0Cable connection • Xinput mode • Manual Input. Uploaded, by vCuda

Comment: 2000hz, %0 deadzone enabled, Prevent Double Deadzones "off", standard circularity mode (Left stick)

Input Type: Manual Input. The stick was moved by hand during the test, so the measurements may include minor variations caused by natural hand tremor.

Stick Motion Resolution Analysis

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

Data Points

Data Points represents the total number of unique positions registered during the smooth movement of the stick from center to edge. This includes both the stable analog values and positions affected by signal processing or jitter. In this test, we recorded 201 data points, which is an excellent result that indicates very precise stick movement registration. For a more accurate assessment of stick precision, it's important to also consider the Straight Points metric, which filters out noise and signal processing artifacts.

Straight Points

Straight Points represent the number of unique positions detected after filtering out tremor and signal processing artifacts during stick movement. This filtering process identifies points that follow a consistently increasing trajectory, showing the true analog values without noise. The test registered 200 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: 211 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: 0.00472 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 0.5% tremor. This indicates very stable stick movement with minimal noise in 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 93.3% linearity. This indicates excellent stick linearity, providing consistent and predictable movement.

At the same time, a gamepad stick is not a perfectly linear mechanical system. The stick rotates around a pivot, the cap travels along an arc, and the sensor reads that rotational movement rather than a truly straight physical path. Because of this, a graph that bends slightly below the ideal straight line is often normal. In many cases, that lower arc-like bow reflects the real mechanics of the stick more faithfully than a response that was tuned mainly to look perfectly straight in this specific test.

What matters most is that the movement remains smooth, progressive, and predictable. A mild, even downward curve can be acceptable or even technically more natural, while sharp dips, waviness, uneven acceleration, or asymmetry still indicate worse response quality.

Test Duration

The time taken to complete the test was 13.56 seconds. The test duration was longer than necessary, but this shouldn't significantly affect the results. For the most accurate results, the stick movement should be smooth and controlled, typically taking between 5 and 8 seconds.

Reviews of Razer Raiju V3 Pro

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Razer Raiju V3 Pro specifications

Internal

Battery life hours
36
D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

Audio port
Yes
Button layout
Sony
Display
No
Joystick positioning
Symmetric
Paddles
4
Rubber handles
Yes
Shoulder buttons
Yes
Stick tension
No
Trigger lock
Yes

Features

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

Connection

Charging dock
No
USB interface
Type-C

Software

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

Platforms

Android
Yes
iOS
No
Linux
Yes
macOS
No
Nintendo Switch
No
Playstation 3
No
Playstation 5
Yes
Playstaton 4
No
Windows
Yes
Xbox One
No
Xbox Series
No
Results based on answers from 13 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it.
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LatScore Comparison of Razer Raiju V3 Pro

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User comments

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6 days ago

Has anyone tested xinput latency since most recent April update to see if it is any lower?

1
107 days ago

I'm curious about the D-pad on the Razer Raiju V3 Pro, as I mostly play fighting games and the extra shoulder buttons were a major draw for me, but I'm still deciding if it's worth switching from my DualSense Edge.

1
86 days ago

The D-pad on the Razer Raiju V3 Pro is not suitable for fighting games. I bought it, realized this quickly, and returned it. While it's ergonomic for other uses, you might want to think twice if fighting games are your focus.

2
69 days ago

If you're mainly into fighting games, the Victrix Pro BFG Reloaded might be a better choice than the Razer Raiju V3 Pro. The D-pad is crucial for combos, and it’s designed for that purpose.

1
60 days ago

@Paul Gray 95 That’s unfortunate. The D-pad not feeling precise enough for combos makes sense. I understand why you returned it.

1
39 days ago

@Paul Gray 95 The D-pad does feel mushy, which makes it less than ideal for fighting games. If that's your main focus, you might want to consider other options.

1
37 days ago

@Paul Gray 95 I completely agree! The D-pad is indeed not suitable for fighting games. It's frustrating when reviewers don't acknowledge such important aspects. Thanks for sharing your experience!

1
20 days ago

@Klaas P I mentioned in the video that the D-pad may not be suitable for fighting games, but it performs well for FPS titles.

1

no dock, no adaptive trigger(for marketed as a ps controller), no switch connectivity kinda shame for that price

3
183 days ago

This controller seems geared towards competitive players, probably why Razer had Hydra testing it at HQ. Now I'm tempted to try it out, curious how it stacks up against my TMR BattleBeaver.

3
227 days ago

I want to know how to connect this controller with DInput for PC

3
6 days ago

This or Dualsense Edge on ps5, wich one its better for competitive cod ?

2
2 days ago

Edge, Avoid this one, latency is a joke

1
51 days ago

I've been eagerly anticipating the PS5 V3. Razer controllers tend to be pricey, but their recent models have impressed me. A V3 with gyro, back buttons, TMR sticks, and a touchpad sounded perfect... but no gyro? That's a hard pass for me.

1
60 days ago

A new firmware update dropped (April 22, v1.06.01_r1). Is it possible to do a test to see if the controller is playable on SONY, due to the 217891ms inputdelay ?

1
58 days ago

I don’t have any testing equipment to confirm. After seeing your comment i updated to latest firmware. It feels better on ps5 in the firing range on apex legends. The horrible stick latency previously felt like there was a deadzone, couldn’t make micro adjustments at all. It feels much smoother, responsive and can make micro adjustments in my aim. Even the button presses felt better. This is on ps5 @ 120fps. Hope this helps.

1
58 days ago

@Ben Thanks for your answer ! I think the main problem is the 250hz, it feels so slow compared to my Edge, even after the update. I can't tell if it's just the frequency difference or input latency, as we can see in results

2
52 days ago

@Jolan Bertrand I believe razer has a stick curve added natively, slowing down the overall feel of the stick. The previous latency issues made it worse. Edge is very linear and responsive Well i have tested using the brook wingman fgc2 with the raiju. With raiju set to 2000hz in synapse, controller switches set to pc/wired, fgc2 stick translation on and set to 1. It feels very responsive. It’s not perfect though, high ping or poor connection to game servers makes that adapter feel unstable.

1
115 days ago

Switched from the Skuf Envision Pro to the Razer Raiju V3 Pro and I'm loving it, super responsive and snappy, only thing I'd miss from the Skuf is the rubber grips, but overall it's a huge upgrade.

1
140 days ago

Someone checked the latency after the firmware update from Jan 28 (v1.05.12_r4), that I can't install i don't know why...

2
143 days ago

I've had my fair share of Razer controllers, but the Raiju V3 Pro is a different story. None of my previous ones lasted a year, plagued by drift and broken triggers. I'm skeptical about this one, but I'll give it a shot.

2
135 days ago

dude, tmr sticks aren't magic, drift still happens if you're not using them right, just saying, i've seen plenty of people with drift on tmr sticks, don't get too hyped just yet.

1
158 days ago

I'm surprised they didn't include interchangeable paddles, that's a major drawback for me. The extra bumper buttons are a nice touch, but I still think the grip layout could be more spacious, it feels a bit cramped.

1
120 days ago

I get it, you prefer asymmetrical, but Razer went symmetrical this time, straight up response to fan demand, especially since it's a PS controller, not Xbox.

2
32 days ago

I really wish they had included interchangeable paddles. It would have been a great addition, especially since the grip layout feels a bit cramped.

1
172 days ago

Hi, there is a new Firmware update for controller and dongle, that should solve some issues. Does anybody can try to check the latency and joystick after that, espacially on wireless mode and ps5 mode ? Thnk you in advance

2
166 days ago

This was done by the esteemed @monoru. Thank you!

2
153 days ago

@John Punch Indeed, I mentioned it to him on X, and he said he'd check the firmware update results. =) But it seems the results are still just as bad for the dongle. But I had a question: the latency is recorded in PS5 mode on PC with the PG82, so we're certain to have that same latency on PS5? The wired latency isn't crazy in PS5 mode either, but players don't seem to notice its effects that much.

3
152 days ago

@Musiblack The latency on PC and console may be different. All tests on Gamepadla are only for PC, and unfortunately, it is not yet possible to test how these gamepads will behave on console with the current software.

1
178 days ago

A heads up for anyone considering this controller: it appears that button remapping is not an option, at least not in the way some users might be expecting.

1
132 days ago

uh, dude, I just watched a yt review that says you can rebind the back buttons, like, on the fly, so maybe it's not as bad as you're making it out to be. still, battery life is pretty meh.

1
67 days ago

@Eli Moss Queen You can rebind the back buttons on the fly, but that's the only option. You can't change other button assignments or save profiles like you can with the Edge or Xbox Elite, which is disappointing.

1
212 days ago

Does anyone know if PS5 kontrolfreeks fit on this? I also wonder if the touchpad works as a minimap in cod/warzone. Thanks!

2
238 days ago

I am testing the comment system on the website in order to improve it. Please write something in reply so that I can check whether I will receive notifications.

2
238 days ago

No problem, here is my response

1
212 days ago

do you know if PS5 kontrolfreeks fit on this?

1