Gamepad Sony DualSense

Sony DualSense

Top contributors
John PunchDanny89DejeroScott CeratoSkin Pixel
Test Status:Verified (21 November 2025)
LatScore : Wired B, Wireless A
Compatible: AndroidiOSLinuxPlaystation 5Windows
Interfaces: CableDongleBluetooth
Price range: $65.90$76.95, find on: Amazon, Hyperlink 2

Sony DualSense Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
Cable OCSony
🔘3.93
🕹️2.85
1000
🔘0.36
🕹️0.37
Win 11
10.0.26200
0630
5.2.4.3
Dejero
🔘
Button LatencyP82
3.07 ms
3.93 ms
4.68 ms
0.36 ms
1000 Hz
#8154 • 2026-02-23
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26200
Dejero
Cable • Sony OC
0630
🕹️
Stick LatencyP82
2.09 ms
2.85 ms
3.73 ms
0.37 ms
1000 Hz
#8153 • 2026-02-23
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26200
Dejero
Cable • Sony OC
0630
2
Cable OCSony
🔘5.46
🕹️4.37
500
🔘0.61
🕹️0.59
Win 11
10.0.26200
0630
5.2.4.3
Dejero
🔘
Button LatencyP82
4.29 ms
5.46 ms
6.69 ms
0.61 ms
500 Hz
#8151 • 2026-02-23
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26200
Dejero
Cable • Sony OC
0630
🕹️
Stick LatencyP82
3.19 ms
4.37 ms
5.57 ms
0.59 ms
500 Hz
#8152 • 2026-02-23
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26200
Dejero
Cable • Sony OC
0630
3
DongleXInput
🔘6.02
🕹️5.37
980.39
🔘1.23
🕹️0.59
Win 11
10.0.26200
0630
5.3.0.0
Danny89
🔘
Button LatencyP82
4.61 ms
6.02 ms
12.38 ms
1.23 ms
980.39 Hz
#9166 • 2026-06-06
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Dongle • XInput
0630
GuliKit Hyperlink 2
🕹️
Stick LatencyP82
4.1 ms
5.37 ms
8.01 ms
0.59 ms
980.39 Hz
#9160 • 2026-06-06
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Dongle • XInput
0630
GuliKit Hyperlink 2
4
BluetoothSony
🔘5.96
🕹️5.01
798.72
🔘2.43
🕹️1.67
Win 11
10.0.26200
0630
5.3.0.0
Danny89
🔘
Button LatencyP82
3.83 ms
5.96 ms
17.11 ms
2.43 ms
798.72 Hz
#9167 • 2026-06-06
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Bluetooth • Sony
0630
🕹️
Stick LatencyP82
3.55 ms
5.01 ms
15.71 ms
1.67 ms
798.72 Hz
#9162 • 2026-06-06
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Bluetooth • Sony
0630
5
Dongle PRIMARYXInput
🔘6.56
🕹️6.52
974.66
🔘1.44
🕹️0.88
Win 11
10.0.26200
0630
5.2.3.6
John Punch
🔘
Button LatencyP82
✓ Selected
4.44 ms
6.56 ms
10.81 ms
1.44 ms
974.66 Hz
#7278 • 2025-11-20
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
0630
Gulikit Hyperlink 2
🕹️
Stick LatencyP82
✓ Selected
5.11 ms
6.52 ms
9.21 ms
0.88 ms
974.66 Hz
#7279 • 2025-11-20
Prometheus 82 v5.2.3.6
Win 11 Build 10.0.26200
John Punch
Dongle • XInput
0630
Gulikit Hyperlink 2
6
CableSony
🔘8.27
🕹️7.41
250
🔘1.11
🕹️1.15
Win 11
10.0.26200
0630
5.2.4.3
Dejero
🔘
Button LatencyP82
6.15 ms
8.27 ms
10.32 ms
1.11 ms
250 Hz
#8150 • 2026-02-22
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26200
Dejero
Cable • Sony
0630
🕹️
Stick LatencyP82
5.27 ms
7.41 ms
9.53 ms
1.15 ms
250 Hz
#8149 • 2026-02-22
Prometheus 82 v5.2.4.3
Win 11 Build 10.0.26200
Dejero
Cable • Sony
0630
7
CableSony
🔘11.3
🕹️8.19
250
🔘3.64
🕹️1.16
Win 11
10.0.26200
0630
5.3.0.0
Danny89
🔘
Button LatencyP82
6.29 ms
11.27 ms
17.09 ms
3.64 ms
250 Hz
#9164 • 2026-06-06
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • Sony
0630
🕹️
Stick LatencyP82
5.74 ms
8.19 ms
10.26 ms
1.16 ms
250 Hz
#9158 • 2026-06-06
Prometheus 82 v5.3.0.0
Win 11 Build 10.0.26200
Danny89
Cable • Sony
0630
8
Cable PRIMARYSony
🔘7.81
🕹️12.6
249.92
🔘1.07
🕹️1.15
Win 11
10.0.26100
0520
5.0.9.2
John Punch
🔘
Button LatencyP82
✓ Selected
5.83 ms
7.81 ms
9.85 ms
1.07 ms
249.92 Hz
#4753 • 2025-03-16
Prometheus 82 v5.0.9.2
Win 11 Build 10.0.26100
John Punch
Cable • Sony
0520
🕹️
Stick LatencyP82
✓ Selected
10.18 ms
12.58 ms
14.76 ms
1.15 ms
249.92 Hz
#4750 • 2025-03-16
Prometheus 82 v5.0.9.2
Win 11 Build 10.0.26100
John Punch
Cable • Sony
0520
9
Bluetooth PRIMARYSony
🔘9.03
🕹️13.6
542.42
🔘6.82
🕹️7.37
Win 11
10.0.26100
0520
5.0.9.2
John Punch
🔘
Button LatencyP82
✓ Selected
3.81 ms
9.03 ms
27.71 ms
6.82 ms
542.42 Hz
#4752 • 2025-03-16
Prometheus 82 v5.0.9.2
Win 11 Build 10.0.26100
John Punch
Bluetooth • Sony
0520
🕹️
Stick LatencyP82
✓ Selected
8.1 ms
13.6 ms
39.35 ms
7.37 ms
542.42 Hz
#4751 • 2025-03-16
Prometheus 82 v5.0.9.2
Win 11 Build 10.0.26100
John Punch
Bluetooth • Sony
0520
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 Sony DualSense

Stick test results for Sony DualSense gamepad, by John Punch

Comment: Gulikit Hyperlink 2 Dongle

Left Stick
Circle Error:9.1%
Asymmetry:6.4%
Center Error:2.7%
Resolution:8.0 bit256 steps
Right Stick
Circle Error:7.9%
Asymmetry:4.8%
Center Error:2.1%
Resolution:8.0 bit256 steps
OSWindows 10.0.26200
Sys. nameXbox 360 Controller
ModeXInput
ConnectionDongle
Firmware0630
Polling rate738.778 Hz
Tested onNovember 20, 2025, 12:38

Errors Panel

Cardinal Snappingnone
Inner Deadzonenone
Center Skipnone
Low Resolutionnone
Incomplete Rangenone

Inner Deadzone

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

The Sony DualSense 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 Sony DualSense 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 Sony DualSense, the Stick Asymmetry is 6.4% for the left stick and 4.8% 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 Sony DualSense, the Circle Error is 9.1% for the left stick and 7.9% 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 Sony DualSense has 8.0 bits on both sticks.

Note: Recorded with an older version before True Bitness.

This corresponds to a measured Step Resolution of 0.00780 on the left stick and 0.00780 on the right, with about 128 SFC on the left stick and 128 SFC on the right.

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

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

Center Error (Stick Centering)

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

For the Sony DualSense, the Center Error is 2.7% for the left joystick and 2.1% for the right stick. This is a moderate result. The centering is acceptable, but you might need a tiny deadzone in some sensitive games to avoid drift.

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

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

Cardinal Snapping

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

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

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

Disclaimer

We tested the Sony DualSense 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: 0630) 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 Sony DualSense’s performance across different units.

Full test results can be viewed on the test page.

Stick test results for Sony DualSense gamepad, by Skin Pixel

Comment: TMR Pro7 - Icon Blue Test 1

Left Stick
Circle Error:6.0%
Asymmetry:6.2%
Center Error:1.2%
Resolution:8.0 bit255 steps
Right Stick
Circle Error:6.3%
Asymmetry:7.3%
Center Error:1.2%
Resolution:8.0 bit255 steps
OSWindows 10.0.26200
Sys. nameDualSense Wireless Controller
ModeSony
ConnectionCable
Polling rate250 Hz
Tested onJune 11, 2026, 00:45

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 Sony DualSense 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 Sony DualSense has a large Outer Deadzone (3.1 mm). There’s a portion of the stick’s range that isn’t registered, but it’s minimal and unlikely to affect gameplay noticeably.

Per-stick breakdown for the Sony DualSense: the left stick measures 3.1 mm, which corresponds to a large Outer Deadzone, while the right stick measures 3.1 mm, which corresponds to a large Outer Deadzone. This helps show whether the controller loses range evenly on both sticks or if one stick is noticeably weaker near full tilt.

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

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

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

Stick Asymmetry

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

For the Sony DualSense, the Stick Asymmetry is 6.2% for the left stick and 7.3% 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 Sony DualSense, the Circle Error is 6.0% for the left stick and 6.3% for the right stick. This is an excellent result, providing smooth, natural diagonal movement similar to premium controllers.

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

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

Resolution (Stick Bitness)

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

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

For the Sony DualSense, the movement-based True Bitness is 8.0 bits on both sticks. This is moderate precision. You might notice slight stepping or unevenness during slow, fine aiming adjustments.

This corresponds to a measured Step Resolution of 0.00784 on the left stick and 0.00784 on the right, with about 127 SFC on the left stick and 127 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 Sony DualSense, the Center Error is 1.2% for the left joystick and 1.2% for the right stick. This is a moderate result. The centering is acceptable, but you might need a tiny deadzone in some sensitive games to avoid drift.

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

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

Cardinal Snapping

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

The Sony DualSense 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 Sony DualSense 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: ) 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 Sony DualSense’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

User experience surveys
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Sony DualSense specifications

Internal

Battery life hours
8
D-pad buttons type
Membrane
Main buttons type
Membrane
Sticks type
Potentiometers

External

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

Features

Gyroscope function
Yes
NFC support
No
Switch Wake Up
No
Trigger vibration
Yes
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
Yes
Linux
Yes
macOS
Yes
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 48 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 Sony DualSense

Users' opinion

Add your opinion
To add an opinion, you need to be !
Haptics are great.
9 votes
Shoulder buttons are terribly heavy; face buttons develop creaking quickly.
8 votes
Xbox Series is the best in quality
19 votes
Analog sticks are prone to drift over time
16 votes
Holds a charge for less than 8 hours
9 votes
The best controller ever made. Still king in latency at 8000hz.
8 votes
Top tier build quality and most features compared to other 1st company controllers (mic,mic togg but
8 votes

User comments

You must to submit comment.

89 days ago

It's impressive that the DualSense is the fastest in Bluetooth mode, but I'm still facing issues with feature support across different games. Some titles fully utilize it, while others require a wired connection to get basic functionality.

1

So funny that wireless is somehow better than wired

1
220 days ago

No wonder, the standard polling rate there is only 250. If you speed it up, it will be faster over the wire.

1
217 days ago

@John Punch Does that mean overclocking DualSense to 1000Hz Cable will lead us to best result without too much input latency or jittering?

0
edited 215 days ago

@John Yes, of course, but there are already many fast gamepads that don't need to be overclocked https://gamepadla.com/#cable_st

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214 days ago

@John Punch Thank you, but at this moment i only have DualSense. But... i'm already bought some from the list. Thanks for your work. You are really doing good thing.

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119 days ago

@John Punch Wait so if someone overcloks it using a pc does that transfer to console?

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119 days ago

@Gregorys3 No, because it is recorded at the driver level, not the gamepad level.

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198 days ago

Sony's consistency in improving their controllers is quite impressive, each iteration seems to bring noticeable enhancements over the previous model.

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195 days ago

I'm loving the DualSense's performance, especially since I was able to pair two of them with my Steam Deck yesterday, the seamless experience was a major win in my book.

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97 days ago

I don't understand why my polling rate test, with Hyperling gen 2 dongle, shows me only max 500 Hz while others have recorder almost 1000 Hz... Has someone else had been the same experience? Some tip to reach 900-1000 Hz?. Furthermore, Gulikit states it could arrive to 750 Hz with their dongle

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96 days ago

Let me know which firmware version you're currently running – perhaps it's time for an update?

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134 days ago

@vCuda I see that the latest update has improved the gamepad's performance. Thank you for testing it.

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149 days ago

I'm hesitant to update from the old one because I rely on the guide button with face buttons, especially when holding them down. Does switching devices still mess with the guide button combo?

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149 days ago

Finally, a DualSense update that addresses my main concern - Bluetooth speed. Now if they'd just fix that stick drift issue, I'd be a happy gamer.

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154 days ago

it's great that they've managed to make it super fast, but the real test is how well it holds up over time - for me, the biggest concern is still that drift issue.

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171 days ago

Hi! I noticed that the DualSense shows three connection types on the site (wired, Bluetooth, and dongle), and the dongle option has the lowest latency. Could you please clarify what exactly “dongle” means for the DualSense and how (or if) users can actually use this connection on PC or console?

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178 days ago

It's a bit baffling that they didn't upgrade the PSVR2 controllers to match this feature - it feels like a missed chance to make them more seamless with the DualSense.

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184 days ago

I've stuck with the DualSense on Steam Deck because it lacks a sync button, making it a hassle to reconnect, unlike the Xbox, which has multi pair. A simple cable's the only way to get it working again with my PS5.

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180 days ago

Just to let you know on the new dualsense fw you can pair 4 different devices, using ps button and one of the symbol buttons

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187 days ago

I'm surprised they can finally keep up with my old 8 year old gamepad. But seriously, is it really worth the cash? 250hz is still pretty low, needs to step up the polling rate if they wanna stay on top.

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188 days ago

Fastest in Bluetooth? that's cool, but it's gotta be faster than my 8year old controller, i mean what's next gonna be the fastest in wired mode?

1