padvitals

How we measure drift

By Manuel Benitez · Updated 24 August 2026 · Contact

This page publishes the exact thresholds padvitals uses to decide whether a stick is healthy, worn or out of specification. If a result does not look right to you, the reasoning is here.

The short answer

A healthy stick drifts less than 2 % of its travel when you let go. Between 2 % and 3 % there is wear starting, but it will not bother you in game yet. Above 3 % it is out of specification: that is the point where the drift shows up as movement you did not ask for.

What is measured

padvitals measures four separate things. The first two decide the verdict; the other two tell you whether the measurement can be trusted.

1. Resting centre deviation

Samples are taken for ten seconds with the sticks released, and the mean position is calculated. The distance from that mean to the true centre is the deviation, expressed as a fraction of the stick's total travel.

Resting deviation thresholds
DeviationVerdictWhat it means
Up to 2 %HealthyWithin normal manufacturing tolerance
2 % – 3 %Watch itWear has started. Repeat the test in a few months
Above 3 %Out of rangeClassic worn-sensor pattern. Noticeable in game

2. Signal noise

This is the spread of the samples around that mean: how much the reading trembles when the stick should be still. A stick can be well centred and still produce a dirty signal, which in game feels like micro-movements.

Noise thresholds
NoiseVerdict
Up to 0.5 %Healthy
0.5 % – 1.5 %Watch it
Above 1.5 %Out of range

3. Circularity error

When you roll the stick along its outer edge, a healthy mechanism draws a regular circle. A worn one shows notches and flat spots. The rotation is split into 48 sectors of 7.5°, the maximum radius reached in each one is stored, and the root-mean-square deviation from the ideal circle is calculated.

Circularity thresholds
ErrorVerdictWhat it means
Up to 5 %HealthyRegular edge all the way round
5 % – 10 %Watch itModerate irregularity: gate or return spring giving way
Above 10 %Out of rangeThere are directions where the stick does not reach where it should

This metric is deliberately the same one used by dualshock-tools, with the same sector count and the same formula, so that values are directly comparable between both tools. There is an automated test in the project that reimplements their function and verifies the numbers match to within 1e-9.

4. Coverage and reach

The circularity test is not accepted as valid until at least 90 % of the sectors have been covered. Without that, the result would be calculated over a fragment of the circle and would mean nothing.

Reach is reported separately: how far the stick actually goes. A stick with a perfectly regular edge that only reaches 72 % of its travel has a different problem — one of range, not of shape — which is why the two figures are kept apart.

Why those cut-offs

The 3 % resting cut-off comes from where it starts to be perceptible: below that, the dead zone games apply themselves absorbs the deviation; above it, the drift escapes that dead zone and the character or aim moves on its own.

The circularity cut-offs are our own calibration. The reference tool publishes the number but gives no verdict, so the thresholds in that table are set by padvitals, not by them.

What can distort a result

What to do with the result

If the deviation is out of range, the options in order of cost are: try a software calibration, which corrects small deviations; clean the module, which helps in mild cases; and replace the stick module, which is the only real fix once the sensor is worn. A report with the measured figures also works as evidence in a warranty claim.

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