TMR sticks
Gamepad Steam Controller 2.0
User rating

Steam Controller 2.0

Top contributors
John PunchvCudaTyler MillerMichael SantosKoen W
Test Status:Verified (08 June 2026)
LatScore : Wired A, Wireless B
Compatible: LinuxWindows
Interfaces: CableDongleBluetooth
Price: $99.00

Steam Controller 2.0 Input lag comparison

#ConnectionMode
LatencyAverage (ms)
Polling RateMedian (Hz)
Jitter
OSBuild ver.
FWTester ver.
Latency P82
1
CableXInput
🔘6.60
🕹️4.07
256
🔘1.95
🕹️1.32
Win 10
10.0.19045
---
5.2.4.6
vCuda
🔘
Button LatencyP82
3.47 ms
6.6 ms
12.92 ms
1.95 ms
256 Hz
#8901 • 2026-05-08
Prometheus 82 v5.2.4.6
Win 10 Build 10.0.19045
vCuda
Cable • XInput
🕹️
Stick LatencyP82
1.51 ms
4.07 ms
6.81 ms
1.32 ms
253 Hz
#8899 • 2026-05-08
Prometheus 82 v5.2.4.6
Win 10 Build 10.0.19045
vCuda
Cable • XInput
Wired, stock settings, newest firmware (no given fw number)
2
CableSteam
🔘4.12
🕹️5.08
241.49
🔘1.11
🕹️3.10
Win 11
10.0.26200
---
5.3.0.1
John Punch
🔘
Button LatencyP82
✓ Selected
1.78 ms
4.12 ms
6.09 ms
1.11 ms
241.49 Hz (see 📊)
#9196 • 2026-06-06
Prometheus 82 v5.3.0.1
Win 11 Build 10.0.26200
John Punch
Cable • Steam
🕹️
Stick LatencyP82
✓ Selected
1.11 ms
5.08 ms
9.32 ms
3.1 ms
241.49 Hz (see 📊)
#9199 • 2026-06-06
Prometheus 82 v5.3.0.1
Win 11 Build 10.0.26200
John Punch
Cable • Steam
📊
Polling Rate
3.6 ms
4.14 ms
5.39 ms
0.31 ms
241.49 Hz
248.95 Hz
#9231 • 2026-06-08
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Cable • Steam
Note: This test are based on polling rate and do not represent actual input-lag.
3
DongleSteam
🔘6.25
🕹️7.75
258.46
🔘1.15
🕹️3.19
Win 11
10.0.26200
---
5.3.0.1
John Punch
🔘
Button LatencyP82
✓ Selected
4.15 ms
6.25 ms
8.71 ms
1.15 ms
258.46 Hz (see 📊)
#9195 • 2026-06-06
Prometheus 82 v5.3.0.1
Win 11 Build 10.0.26200
John Punch
Dongle • Steam
🕹️
Stick LatencyP82
✓ Selected
3.94 ms
7.75 ms
14.9 ms
3.19 ms
258.46 Hz (see 📊)
#9198 • 2026-06-06
Prometheus 82 v5.3.0.1
Win 11 Build 10.0.26200
John Punch
Dongle • Steam
📊
Polling Rate
1.61 ms
3.87 ms
4.76 ms
0.69 ms
258.46 Hz
269.14 Hz
#9232 • 2026-06-08
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Dongle • Steam
Note: This test are based on polling rate and do not represent actual input-lag.
4
DongleXInput
🔘9.14
🕹️7.35
271
🔘1.77
🕹️1.33
Win 10
10.0.19045
---
5.2.4.6
vCuda
🔘
Button LatencyP82
5.87 ms
9.14 ms
15.33 ms
1.77 ms
271 Hz
#8900 • 2026-05-08
Prometheus 82 v5.2.4.6
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
🕹️
Stick LatencyP82
4.53 ms
7.35 ms
10.12 ms
1.33 ms
272 Hz
#8886 • 2026-05-08
Prometheus 82 v5.2.4.6
Win 10 Build 10.0.19045
vCuda
Dongle • XInput
2.4ghz Puck test @272hz. Stock settings, newest firmware (no given fw number)
5
BluetoothXInput
🔘9.76
🕹️8.04
129
🔘2.37
🕹️2.14
Win 10
10.0.19045
---
5.2.4.6
vCuda
🔘
Button LatencyP82
5.18 ms
9.76 ms
16.35 ms
2.37 ms
129 Hz
#8904 • 2026-05-08
Prometheus 82 v5.2.4.6
Win 10 Build 10.0.19045
vCuda
Bluetooth • XInput
🕹️
Stick LatencyP82
3.87 ms
8.04 ms
13.66 ms
2.14 ms
131 Hz
#8905 • 2026-05-08
Prometheus 82 v5.2.4.6
Win 10 Build 10.0.19045
vCuda
Bluetooth • XInput
6
BluetoothSteam
🔘7.26
🕹️10.2
134.23
🔘2.07
🕹️4.31
Win 11
10.0.26200
---
5.3.0.1
John Punch
🔘
Button LatencyP82
✓ Selected
3.57 ms
7.26 ms
10.87 ms
2.07 ms
134.23 Hz (see 📊)
#9197 • 2026-06-06
Prometheus 82 v5.3.0.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Steam
🕹️
Stick LatencyP82
✓ Selected
3.17 ms
10.21 ms
16.09 ms
4.31 ms
134.23 Hz (see 📊)
#9200 • 2026-06-06
Prometheus 82 v5.3.0.1
Win 11 Build 10.0.26200
John Punch
Bluetooth • Steam
📊
Polling Rate
6.87 ms
7.45 ms
9.11 ms
0.27 ms
134.23 Hz
133.42 Hz
#9233 • 2026-06-08
Polling v2.0.2.6
Win 11 Build 10.0.26200
John Punch
Bluetooth • Steam
Note: This test are based on polling rate and do not represent actual input-lag.
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 Steam Controller 2.0

Stick test results for Steam Controller 2.0 gamepad • Cable connection • Other mode • FW Box, by John Punch

Inner Dead Zone

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

The Steam Controller 2.0 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 Steam Controller 2.0 has a slight Outer Dead Zone (0.3 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.

Per-stick breakdown for the Steam Controller 2.0: the left stick measures 0.3 mm, which corresponds to a slight outer dead zone, while the right stick measures 0.3 mm, which corresponds to a slight outer dead zone. 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 Dead Zone, which suggests consistent edge behavior between movement and camera inputs.

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 Steam Controller 2.0, the Stick Asymmetry is 15.1% for the left stick and 1.9% 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 Steam Controller 2.0, the Circle Error is 8.2% for the left stick and 9.1% for the right stick. Higher errors can lead to noticeable inconsistencies in games requiring circular motion, like steering in racing games.

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.

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 Steam Controller 2.0, the movement-based True Bitness is 11.4 bits on both sticks. This is excellent precision, comparable to high-end controllers, ensuring smooth inputs in demanding games.

This corresponds to a measured Step Resolution of 0.00073 on both sticks, with about 1,365 SFC (Steps From Center) on each side, meaning roughly 1,365 distinct positions from the center to one edge.

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 Steam Controller 2.0, the Stick Centering is 2.9% for the left joystick and 1.7% 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 Steam Controller 2.0 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 Steam Controller 2.0 recorded a Polling Rate of 120.7 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 Steam Controller 2.0 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 Steam Controller 2.0 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: 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 Steam Controller 2.0’s performance across different units.

Full test results can be viewed on the test page.

Stick Movement Linearity Test

Linearity test for Steam Controller 2.0 • Firmware Not Supported • Stick Analyzer 2.3.0.5Dongle connection • Steam mode • Hardware Input. Uploaded, by John Punch

Input Type: Hardware Input. The stick was moved with a linear motion device during the test.

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 794 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 563 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: 599 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: 0.00167 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 29.1% tremor. This represents typical noise levels in stick signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 97.4% 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 3.01 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the linear motion device should move the stick smoothly and in a controlled way, typically taking between 5 and 8 seconds.

Linearity test for Steam Controller 2.0 • Firmware Not Supported • Stick Analyzer 2.3.0.5Cable connection • Steam mode • Hardware Input. Uploaded, by John Punch

Input Type: Hardware Input. The stick was moved with a linear motion device during the test.

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 731 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 532 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: 568 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: 0.00176 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 27.2% tremor. This represents typical noise levels in stick signal processing. Different controllers have different signal processing characteristics, and lower tremor values typically indicate more direct translation of physical movement.

Linearity

Linearity represents how closely the stick movement follows an ideal linear path. It's calculated as 100% minus the nonlinearity percentage, where nonlinearity measures deviations from a perfectly straight line. The test measured 97.6% 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 3.02 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the linear motion device should move the stick smoothly and in a controlled way, typically taking between 5 and 8 seconds.

Linearity test for Steam Controller 2.0 • Firmware Not Supported • Stick Analyzer 2.3.0.5Bluetooth connection • Steam mode • Hardware Input. Uploaded, by John Punch

Input Type: Hardware Input. The stick was moved with a linear motion device during the test.

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 398 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 369 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: 393 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: 0.00254 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 7.3% 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 97.7% 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 3.04 seconds. This is an optimal test duration, providing reliable results. For the most accurate results, the linear motion device should move the stick smoothly and in a controlled way, typically taking between 5 and 8 seconds.

Linearity test for Steam Controller 2.0 • Firmware Not Supported • Stick Analyzer 2.3.0.3Dongle connection • Xinput mode • Manual Input. Uploaded, by vCuda

Comment: 274hz, Stock settings

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 1362 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 542 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: 600 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: 0.00166 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 60.2% 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 94.5% 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 3.10 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.

Reviews of Steam Controller 2.0

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Steam Controller 2.0 specifications

Internal

Battery life hours
35
D-pad buttons type
Membrane
Main buttons type
Membrane
Sticks type
TMR

External

Audio port
No
Button layout
Xbox
Display
No
Joystick positioning
Symmetric
Paddles
4
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
No
Triggers pressing
Analog

Connection

Charging dock
Yes
USB interface
Type-C

Software

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

Platforms

Linux
Cable, Receiver, Bluetooth
macOS
Cable, Receiver, Bluetooth
Nintendo Switch
No
Playstation 3
No
Playstation 5
No
Playstaton 4
No
Windows
Cable, Receiver, Bluetooth
Xbox One
No
Xbox Series
No
Results based on answers from 15 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 Steam Controller 2.0

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User comments

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7 days ago

I ran some controller latency tests by modifying the software to use Steam Direct input via HID. Meanwhile, vCuda ran tests using Steam Input as an XInput controller, so you can compare the results.

2
edited 6 days ago

Thank you for your work! The stick latency graph looks puzzling, why would it have 2 separate clusters of results? Is it some sort of polling mismatch?

1
6 days ago

@Andrei Borisov That’s a good point, but I don’t have an answer to it yet.

1
34 days ago

A gamepad that functions solely with Steam seems like a regression. The first version failed for this reason, and I don't see how 2.0 addresses that issue. If it lacks versatility, what’s the purpose?

3
edited 31 days ago

Steam Input lets you map controller or keyboard inputs for any game or program, regardless of if it's available on Steam. You could add Notepad to Steam and use the Steam Controller for it if you wanted. Any PC game, program, or launcher will work with this controller. I also wouldn't be surprised if this gets Xinput or some other functionality to connect to consoles in the future

4
31 days ago

You underestimate the loyalty of Steam fans. Many are already defending this choice, even if it doesn't address the versatility issue.

0
edited 25 days ago

IMO, it's Microsoft's fault, there is simply no appropriate modern standard that Valve can adhere to while innovating with the features. Since it functions as a keyboard and mouse under the hood, creating a simple translation layer is trivial, and I'm 100% sure someone will create it if not already. I don't see much point though, because you won't get Steam Input that way. I guess they could've added Steam Input configuration inside controller itself instead of relying on Steam to interpret the calls, but that would require an onboard memory, which would make the controller cost even more, not to mention added complexity.

2
24 days ago

You can add non-Steam games to Steam, allowing the controller to emulate them as traditional Windows controllers, which addresses versatility concerns and helps with compatibility for older titles.

3
edited 38 days ago

Incredibly low input latency. After reading other reviews, I thought it would be much higher, but it turns out it is almost on par with Chinese flagships. Thank you for the tests!

6
edited 25 days ago

Is it? There are spikes to 13 ms wired and to 16 ms via the dongle... The graphs looks like Bluetooth. Something is clearly broken.

1
30 days ago

Has anyone tried the Gamesir G7 Pro? I'm leaning towards the Steam Controller 2.0 for its trackpads, but I'm curious if others enjoy it as much as PC Gamer suggests.

3

I have g7 pro and g7 pro 8k. The ultra low latency and super low stick centering percentage makes it great for FPS. Adding more latency throws me off in so many games including side scrolling platforms.

2
9 days ago

I have the Gamesir G7 Pro. It's decent, but the D-pad is lacking. Plus, it doesn't support Steam Input, which is a significant drawback if you're considering the Steam Controller 2.0 for its features.

1

Where the stick centering and polling rate and bits stats?

1
13 days ago

I’ll carry out these tests in a few days.

1
13 days ago

Done

1

@John Punch My man checking now.

1

@Mass Controller Buyer 2.9 and 1.7 not bad. 11.4 bits. Ok.

1
18 days ago

The 250Hz polling rate is disappointing. I anticipated better responsiveness from a new controller, particularly for competitive gaming. I hope the price reflects worthwhile features; otherwise, it may not justify an upgrade.

2
1 days ago

What matters is actual performance. If this controller still outperforms others in delay tests, it might be worth considering despite the polling rate. Just check reviews for real-world responsiveness before deciding on an upgrade.

1
15 hours ago

@Ruby Pulse I'm sorry, but that sounds like cope

1
19 days ago

Unlocking the upgraded golden controller from a loot box with a 0.1% chance feels like a scam. This $100 basic version can't be the main offering; that would be really disappointing. Why grind for something so rare?

2
22 days ago

Can I use a standard USB-C cable to charge it, or is a proprietary charger required? I'm not keen on devices that rely on unique charging ports.

1
edited 21 days ago

The wireless transmitter puck doubles as a charger and uses USB C, it will charge from a wall charger or a PC USB port. But you can also charge it through the USB port on the controller itself, and it will charge while still functioning in wired mode. The puck also has a strong magnetic connection, so you can have your cable plugged into the puck, the puck magnetically attached to the controller, and use the controller while it charges and is connected

1
23 days ago

Is this new Steam Controller really gonna fix the issues from the first one? I’m still wondering if it’ll handle latency better in real gaming situations. The hype's there, but will it actually deliver when I'm in the heat of a match?

1
24 days ago

I still use the original Steam Controller. It's excellent for the docked Steam Deck. This new version seems even better, offering more options for games with awkward controls or for left-handed users. I’m giving it a thumbs up.

1
22 days ago

How does the new Steam Controller cater specifically to left-handed users? What features make it easier for us to use, especially with games that have tricky controls?

1
21 days ago

I agree! The trackpads really enhance couch gaming, making many games accessible. It's still the most comfortable controller I've used, and I'm excited to see how the new version builds on that.

1
26 days ago

The Bluetooth and dongle are surprisingly close in latency. Seems like that shouldn’t be.

1
25 days ago

Yeah, hopefully something is broken in software and will be fixed down the line

1
26 days ago

The polling rate is a letdown, and relying solely on Steam feels restrictive for this controller. I was initially excited, but after the delay, I've found that Gamesir options outperform it in nearly every aspect, unless trackpads are a priority for you.

1
27 days ago

An 83/100 for the Steam Controller 2.0 seems low, especially given how solid the original was despite its flaws. If this new version can't surpass that, it raises questions about the review's accuracy.

2
28 days ago

I appreciated the concept of the Steam Controller 2.0, but I found that using a thumb-operated trackball mouse with a gaming keypad offers better m+kb functionality while relaxing in a recliner. The trackball provides precision, though it may be slightly less ergonomic and slower in fast-paced scenarios.

1
28 days ago

I understand the concerns about the Steam Controller 2.0 being limited to the Steam ecosystem, but that’s not a dealbreaker for me. I’m mainly interested in the touchpads, which I expect to function exclusively with Steam Input.

1
15 days ago

Sure, the touchpads might work well with Steam Input, but other trackpad controllers can function fine in Windows too. It feels like Valve just wants to keep users locked into their ecosystem.

2
28 days ago

The Steam Controller 2.0 features standard membrane face buttons that feel consistent. The D-pad is stiff yet stable, and the Hall effect sensor triggers are unremarkable. While the haptics in the grips and trackpads are decent, competitive players might want to consider other options for tactile feedback.

2
29 days ago

not being able to use this outside of steam really kills the excitement for me. it’s 2026, and limiting a controller like that feels outdated. hope they rethink that before launch.

2
35 days ago

It's cool they updated the Steam Controller, but not supporting non-Steam games feels like a big miss! Just makes it less versatile. I really hope they fix that before launch!

1
31 days ago

You do realise that you can just set the desktop mode config to just be a standard controller right?

4
29 days ago

It should work with non-Steam games as long as Steam is running in the background. Just set your desktop configuration to act like a controller. However, I understand your frustration with this limitation.

1

At least latency is usable. Strange that sticks are lower than buttons

1
46 days ago

I’m excited about the Steam Controller 2.0, but I know Valve probably won’t release it in my region. Plus, third-party sellers will likely charge a premium, making it even harder to get one without spending a lot.

1
31 days ago

I agree, the pricing for the Steam Controller 2.0 will likely be high, especially from third-party sellers. It’s frustrating when access is limited by region!

4
31 days ago

You might be right about the price. In my region, it’s CA$150 (US$110), and I can't justify that cost either. It's tough to get excited when the markup is so high.

1