TMR sticks
Gamepad ROG Raikiri II
User rating

ROG Raikiri II

Top contributors
LJ LeeEythavonJohn PunchИван НазаровRoman Koval
Test Status:User Verification (02 February 2026)
LatScore : Wired A, Wireless B
Compatible: AndroidWindowsXbox OneXbox S/X
Interfaces: CableDongleBluetooth
Price: $189.99, find on: Amazon

ROG Raikiri II Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘2.38
🕹️11.0
999
🔘0.34
🕹️0.54
Win 11
10.0.26200
3.14.03.12
5.2.3.6
LJ Lee
🔘
Button LatencyP82
✓ Selected
1.7 ms
2.38 ms
3.34 ms
0.34 ms
999 Hz
#7530 • 2025-12-18
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Cable • XInput
3.14.03.12
🕹️
Stick LatencyP82
✓ Selected
9.98 ms
10.96 ms
12.56 ms
0.54 ms
999 Hz
#7535 • 2025-12-18
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Cable • XInput
3.14.03.12
2
CableXInput
🔘2.24
🕹️22.4
1000
🔘0.42
🕹️0.59
Win 11
10.0.26200
3.22.03.19
5.2.3.6
Eythavon
🔘
Button LatencyP82
1.34 ms
2.24 ms
3.14 ms
0.42 ms
1000 Hz
#7986 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Cable • XInput
3.22.03.19
🕹️
Stick LatencyP82
21.25 ms
22.39 ms
23.89 ms
0.59 ms
1000 Hz
#7983 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Cable • XInput
3.22.03.19
3
DongleXInput
🔘4.21
🕹️13.6
994.04
🔘0.58
🕹️0.82
Win 11
10.0.26200
3.14.03.12
5.2.3.6
LJ Lee
🔘
Button LatencyP82
✓ Selected
3.37 ms
4.21 ms
6.15 ms
0.58 ms
994.04 Hz
#7531 • 2025-12-18
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Dongle • XInput
3.14.03.12
🕹️
Stick LatencyP82
✓ Selected
12.12 ms
13.59 ms
15.79 ms
0.82 ms
994.04 Hz
#7534 • 2025-12-18
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Dongle • XInput
3.14.03.12
4
DongleXInput
🔘4.61
🕹️25.1
1000
🔘0.44
🕹️0.86
Win 11
10.0.26200
3.00.07.00
5.2.3.6
Eythavon
🔘
Button LatencyP82
3.59 ms
4.61 ms
6.01 ms
0.44 ms
1000 Hz
#7989 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Dongle • XInput
3.00.07.00
🕹️
Stick LatencyP82
23.38 ms
25.06 ms
27.52 ms
0.86 ms
1000 Hz
#7988 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Dongle • XInput
3.00.07.00
5
CableXInput
🔘7.58
🕹️27.4
250
🔘3.13
🕹️1.47
Win 11
10.0.26200
3.22.03.19
5.2.3.6
Eythavon
🔘
Button LatencyP82
2.45 ms
7.58 ms
12.91 ms
3.13 ms
250 Hz
#7985 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Cable • XInput
3.22.03.19
🕹️
Stick LatencyP82
24.24 ms
27.38 ms
30.59 ms
1.47 ms
250 Hz
#7984 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Cable • XInput
3.22.03.19
6
DongleXInput
🔘10.3
🕹️27.1
250
🔘3.46
🕹️1.87
Win 11
10.0.26200
3.00.07.00
5.2.3.6
Eythavon
🔘
Button LatencyP82
3.52 ms
10.28 ms
16.6 ms
3.46 ms
250 Hz
#7990 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Dongle • XInput
3.00.07.00
🕹️
Stick LatencyP82
24.24 ms
27.12 ms
31.76 ms
1.87 ms
250 Hz
#7987 • 2026-02-02
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
Eythavon
Dongle • XInput
3.00.07.00
7
BluetoothXInput
🔘14.1
🕹️23.3
133.23
🔘3.08
🕹️3.04
Win 11
10.0.26200
3.14.03.12
5.2.3.6
LJ Lee
🔘
Button LatencyP82
✓ Selected
7.6 ms
14.06 ms
21.49 ms
3.08 ms
133.23 Hz
#7532 • 2025-12-18
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Bluetooth • XInput
3.14.03.12
🕹️
Stick LatencyP82
✓ Selected
17.13 ms
23.28 ms
29.58 ms
3.04 ms
133.23 Hz
#7533 • 2025-12-18
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
LJ Lee
Bluetooth • XInput
3.14.03.12
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 ROG Raikiri II

Stick test results for ROG Raikiri II gamepad • Cable connection • XInput mode • FW 3.20.03.17, by LJ Lee

Comment: Sticks properly calibrated before testing

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 ROG Raikiri II 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 ROG Raikiri II has a slight Outer Dead Zone (0.5 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 ROG Raikiri II, the Stick Asymmetry is 5.8% for the left stick and 16.2% 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 ROG Raikiri II, the Circle Error is 0.1% for the left stick and 0.1% 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 ROG Raikiri II has a Stick Bitness of 12.0 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 ROG Raikiri II, the Stick Centering is 4.6% for the left joystick and 3.7% 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 ROG Raikiri II 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 ROG Raikiri II recorded a Polling Rate of 985.1 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 ROG Raikiri II 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 ROG Raikiri II 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: 3.20.03.17) 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 ROG Raikiri II’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for ROG Raikiri II gamepad • Cable connection • XInput mode • FW 3.14.03.12, by LJ Lee

Comment: Left outer deadzone : 1.3mm Right outer deadzone : 2.0mm+

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 ROG Raikiri II 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 ROG Raikiri II has a large Outer Dead Zone (2.0 mm). A significant portion of the stick’s range isn’t registered, severely limiting responsiveness at full deflection. This can be a major issue in competitive games where every bit of input matters.

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 ROG Raikiri II, the Stick Asymmetry is 49.2% for the left stick and 39.1% 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 ROG Raikiri II, the Circle Error is 0.1% for the left stick and 0.1% 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 ROG Raikiri II has a Stick Bitness of 12.0 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 ROG Raikiri II, the Stick Centering is 3.2% for the left joystick and 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 ROG Raikiri II 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 ROG Raikiri II recorded a Polling Rate of 984.7 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 ROG Raikiri II 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 ROG Raikiri II 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: 3.14.03.12) 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 ROG Raikiri II’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Reviews of ROG Raikiri II

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ROG Raikiri II specifications

Internal

Battery life hours
30
D-pad buttons type
Mechanical
Main buttons type
Mechanical
Sticks type
TMR

External

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

Features

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

Connection

Charging dock
Yes
USB interface
Type-C

Software

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

Platforms

Android
Yes
iOS
No
macOS
No
Nintendo Switch
No
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Yes
Xbox One
Yes
Xbox Series
Yes
Results based on answers from 7 users. Specifications are verified by moderators and reflect actual device behavior. Found a mistake? Hover over the specification to report it. Want to contribute? Join our questions survey!
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LatScore Comparison of ROG Raikiri II

Users' opinion

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User comments

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96 days ago

Not sure how to remap the back buttons to keyboard keys, anyone figure it out yet?

1
147 days ago

It's the ROG Raikiri II all over again, checking all the right boxes except one - those extra shoulder buttons were worth my day one purchase.

3
147 days ago

idk, what's the point of extra shoulder buttons if they're just gonna get in the way of your triggers? seems like a design flaw to me.

1
126 days ago

@Hunter Jenkins 17 I'm playing FPS, those extra buttons are a lifesaver, I map one to reload and the other to switch weapons, keeps my hands on the sticks, kinda hard to explain if you're not used to it.

1
105 days ago

@Sergei R dude, you're telling me you can't even use the 4 back buttons for that? and you're asking about the extra shoulder buttons? i use the Raikiri II, btw, and it's insane - 8000Hz polling rate, no drift whatsoever.

1
93 days ago

Dude, you're still dreaming about that elite 2 paddle system, I got news for you, ROG just dropped a new model with better triggers and nothing else changed.

1
78 days ago

I see your point; those extra shoulder buttons really do make a difference. The Raikiri II has many strengths, but lacking those buttons leaves it feeling less complete compared to competitors with better features.

2
66 days ago

I agree, those extra shoulder buttons are definitely a standout feature. For me, though, adjustable stick tension is just as important. It’s disappointing when they overlook that key aspect.

2
37 days ago

@Hunter Jenkins 17 Extra shoulder buttons can be a hassle if they interfere with triggers. Have you had issues with button placement affecting your gameplay?

1
35 days ago

@Michael Santos I haven't had issues with button placement affecting my gameplay. The extra shoulder buttons actually feel more premium and enhance the experience once you get used to them.

1
26 days ago

@Michael Santos I haven't had any issues with the extra buttons interfering with my triggers; their placement allows for smooth gameplay without any problems.

1
10 days ago

@Hunter Jenkins 17 I agree! The button placement is well designed and doesn't interfere with gameplay, allowing for a smooth experience.

1
174 days ago

do the paddles on this thing affect grip at all? also, can you disable 'em for certain games or would you need to swap 'em out? for example, i'd want 'em on for fps but off for something like rocket league

5
170 days ago

coming from the elite series 2 it's def an adjustment but you can program the paddles to whatever you want and make different profiles for games that don't use 'em, like rocket league

2
162 days ago

the paddles don't really affect grip, it's fine. you can disable 'em in the software, so you can turn 'em off for games like rocket league. it's not a hard swap like some other controllers.

2
44 days ago

@Seven T I had similar issues with my previous controller, so I'm looking forward to the Raikiri II and its customizable paddles and profiles for different games.

1
33 days ago

@Friendly Fran I don't have advice on replacing bumpers for the Elite 2, but I understand the frustration. The Raikiri II's customizable features should help enhance your gaming experience.

1
15 days ago

@Friendly Fran The paddles are comfortable once you get used to them, and customizing them for different games definitely enhances gameplay. You’ll likely enjoy that feature!

1
173 days ago

Bugged out here too, tried to adjust deadzone to 0 or 1 but it's still at the default 10. Anyone else experience this or found a workaround?

2
160 days ago

You think the deadzone issue is bad? I'm stuck on the website, it won't even recognize my controller. Great job, ROG, you managed to mess up the firmware update.

3
158 days ago

Nah, still at default deadzone for me too, been messing with it for hours. I tried reinstalling drivers, but nope. I'm starting to think this pad's got some legit issues tbh.

1
135 days ago

Yeah same here, deadzone's useless. I've tried adjusting it to 0, 1, 5, you name it, still stuck on 10. Rog's marketing said it'd be super precise, guess that's just a lie.

1
131 days ago

@Leo Clark 93 yeah same here, tried it on a friend's PC and the software still won't change the deadzone. I'm fully updated and I've tried everything, so it's probably a software issue on Asus's end.

2
101 days ago

@Seven T yeah no way I'm buying it tbh, I need zero deadzone, can't even consider it if I can't adjust it myself, you're still gonna be the guinea pig and let us know if Asus fixes it?

1
95 days ago

@wheresMyDongle Yea same issue here, played some Battlefield and it felt like I had a delay, thought it was the game at first, but I guess it's just the controller, glad to hear they're fixing it with the next software update.

1
60 days ago

@Leo Clark 93 The deadzone issue is confirmed, and a fix is coming soon. I'll keep you posted on whether Asus addresses it.

1
45 days ago

@Peter Gregory It's frustrating that changing settings requires connecting to a PC, and the website is poorly optimized and often fails to save changes. I hope Asus addresses these issues soon.

1
174 days ago

Does anyone else experience problems with the library and armory crate buttons not registering on their Xbox Ally x setup?

3
171 days ago

yeah same here, it's like they're just ghosting those buttons, I've tried resetting the pad and reinstalling the drivers, but still no go, anyone else have this issue or am I just being extra paranoid?

2
169 days ago

yeah it's not just you dude, i've had issues with the library and armory crate buttons not registering on my Xbox Ally X too, super annoying, thought they'd iron out the kinks by now.

1
141 days ago

@Ocean Breeze Dude, did you try updating the firmware or is that even an option with this pad?

1
119 days ago

same here dude, AC and Library are both dead on mine, been having this issue since day one, hoping Asus sorts it out with a patch soon, or we'll be stuck with this crap forever.

1
104 days ago

One thing that's bugging me about this ROG Raikiri II is the lack of a volume control button, it's a small thing but it's something I'd love to see added.

1
117 days ago

I just updated my ROG Raikiri II to 3.0.20 and it fixed the dead zone and power button issues. I had to reset my thumbsticks in gear link and adjust the dead zone to 0% for optimal performance.

1
115 days ago

Yeah, dead zones work now but still weird about recalibrating. I set mine to 0% too and it just does its own thing. Anyone else get this? Gear link tool doesn't work like it should.

2
66 days ago

@Michel Dupont It seems like a bug to me as well. Recalibrating definitely affects the deadzone, especially at 0%. I've tested it multiple times, and it doesn't maintain the setting. Gear link really needs some fixes.

1
129 days ago

I got my ROG Raikiri II yesterday and I'm having trouble getting it to turn on my Xbox without manually switching it on or using another controller. Works fine otherwise, though.

2
18 days ago

Try updating the firmware of your controller using Armoury Crate on your PC. This may resolve the issue with it not turning on your Xbox automatically.

1
149 days ago

Just got my ROG Raikiri II and I'm already experiencing crazy stick drift out of the box. Played for 8 hours before the update, no issues. Update and now both sticks are drifting. Recalibrating doesn't help, this is insane.

3
152 days ago

Still having deadzone issues, been trying to tweak it for ages, can't believe it's this hard to get right. Firmware update is supposed to fix some bugs, but I'm having trouble even updating it, need to get in touch with ASUS support.

1
69 days ago

You need to register your device on the ASUS website and then file a support ticket. That should help you with the update issues.

1
159 days ago

Will I need a dongle to use this thing wirelessly on Xbox, or is it plug-and-play?

2
158 days ago

Dude, if it's got the Xbox logo on it, it should be plug-and-play, period. Officially licensed, not some adapter crap. Don't quote me wrong on this, I'm pretty sure it's native connection.

1
81 days ago

@Roman B Not all controllers with the Xbox logo are truly plug-and-play. I have Razer and Victrix controllers that also require a dongle for wireless, so the logo doesn't guarantee a native connection.

1
171 days ago

This is a must-have for my gaming setup. Been eyeing the Raikiri Pro for ages, glad I'm upgrading to the Raikiri II with all the new features, and the charging dock is a great touch, especially considering the price.

3
170 days ago

So for your $190, is a normal price for a controller with input delays of 10+ ms?

2
173 days ago

The dpad on this gamepad is a bit too small for my taste, reminds me of the one on the Ally X, but it's an improvement over that one since it has microswitches.

2
168 days ago

yeah its pretty similar to the genesis one, tbh it's not a huge deal for me but i can see how it might be a bummer if you're used to bigger d-pads.

3
173 days ago

Considering the G7 Pro Wireless has gyro for PC and additional top bumper buttons, does this mean it's a more practical choice for PC gamers compared to the Raikiri II?

2
165 days ago

Dude, yeah, the extra buttons are cool and all, but if you're already having issues with the G7 Pro's right stick, I'd say that's a major red flag for me. Would you trust it for competitive play?

3
151 days ago

@igor.r Yeah, good point about the right stick issues, but you're acting like the Raikiri II's extra buttons are a problem, not a feature. Unless you're super paranoid about accidental presses, I don't see the issue.

1
edited 174 days ago

Does the wireless mode on this thing mess up the latency on xbox?

2
174 days ago

Not sure what's holding it back from being a top-tier controller, but the overall design is really well done, still trying to wrap my head around a few minor quirks though.

3
175 days ago

One thing that would make this gamepad perfect is if it could handle complex button combos, like registering Up and RT as a single press instead of requiring a separate input for each.

2

Wtf are those stick assymetry????

2
179 days ago

It seems that Asus has not yet fully mastered TMR technology.

2
172 days ago

The author updated the firmware and calibrated the sticks, and now everything is acceptable.

7