Testers

PS5 Controller Test

Test your PS5 DualSense controller in the browser — check both sticks for drift, every button by its real PlayStation name, and the analog triggers.

No controller detected yet

Browsers only reveal a game controller to a web page after you press a button or move a stick on it — a deliberate privacy rule, not a bug in this page or a sign your controller isn’t working. If a PS5, Xbox, Switch Pro or USB controller is already connected, press any button on it now. Meanwhile, pick your controller below to see exactly where every button and stick sits.

Layout:

Showing the PlayStation layout — selected manually.

Touchpad — its click isn't exposed by the Gamepad API, so this tool can't read it.L1R1L2: 0%R2: 0%D-pad upD-pad downD-pad leftD-pad rightL3R3CrossCircleSquareTriangleShare / CreateOptionsPS button

The DualSense is a PS5 controller with a genuinely unusual amount of hardware packed into it — adaptive triggers, HD haptic feedback, a built-in microphone, a touchpad, a gyroscope. This page draws the parts a browser can actually see, and is honest about the parts it can't, because guessing at a feature this tool has no way to measure would be worse than saying so plainly.

What a browser can and can't reach on a DualSense

The Gamepad API standardises every controller a browser recognises down to the same 17 buttons and 4 axes, and that standardisation is what makes cross-brand testing possible at all — but it also means anything Sony built specifically for PlayStation games sits outside it entirely. Adaptive trigger resistance, haptic rumble patterns, the built-in microphone and gyroscope data are all real DualSense features and none of them reach a web page. What DOES reach this page: both analog sticks, both L2/R2 triggers as a 0-100% range rather than a simple on/off, all four face buttons under their real Cross/Circle/Square/ Triangle names, the shoulder buttons, the d-pad, and the system buttons. That's a genuinely complete test of the parts that fail mechanically — sticks and triggers wear, buttons stick — even though it can't touch the parts that make a DualSense expensive.

Testing DualSense stick drift specifically

Stick drift is the single most common DualSense complaint, and it shows up the same way on every unit: a resting offset that wasn't there when the controller was new. Let go of both sticks completely on this page and watch the numbers settle — a fresh DualSense should rest close to zero on both axes. If one stick reports a persistent non-zero reading with nothing touching it, and that reading has grown since you first got the pad, that's the classic sign of a worn potentiometer inside the stick module rather than anything a firmware update or in-game sensitivity slider fixes. Left and right sticks wear independently, so it's worth checking both even if you've only noticed drift on one in-game.

Trigger feel versus trigger detection

It's worth separating two different questions a DualSense owner might have. "Is my trigger physically working" is what this page's trigger panel answers — squeeze L2 or R2 and watch the fill bar rise smoothly from empty to full, proving the analog sensor underneath is reporting correctly across its whole range rather than snapping straight to 100%. "Does the adaptive resistance feel right" is a completely different question this page cannot answer, because that resistance is generated by a motor inside the trigger under instructions from a PS5 game, not by anything a browser reads. A trigger that fills smoothly here but still feels wrong under adaptive tension in a game is more likely an adaptive-motor issue than a sensor issue, and vice versa.

The touchpad and the microphone button

Two DualSense controls are drawn on the wireframe for recognisability but will never register a press here: the touchpad click and the microphone mute button. Neither is part of the Gamepad API's 17-button standard mapping, so no browser-based tool — not this one, not any competitor — can read them. If you're specifically trying to confirm the touchpad click still works after a drop or a spill, you'll need to test it inside a PS5 menu or a game that uses it, since a browser genuinely cannot see that input.

PS5 button layout by index

Every button on a standard-mapped DualSense reports at a fixed index, and knowing them helps if you're troubleshooting in a game engine or another tool that shows raw numbers instead of names: index 0 is Cross, 1 is Circle, 2 is Square, 3 is Triangle, 4 and 5 are L1/R1, 6 and 7 are the analog L2/R2 triggers, 8 is Share/Create, 9 is Options, 10 and 11 are the L3/R3 stick clicks, 12 through 15 are the d-pad's four directions, and 16 is the PS button. A PS4 DualShock 4 reports this identical layout, which is why testing either controller draws the same wireframe with the same names.

Questions

Does this test the DualSense's adaptive triggers?
No, and no browser-based tool can. Adaptive resistance is a PlayStation-specific feature that Sony exposes through its own console SDK, not through the W3C Gamepad API that every browser implements — the API standardises 17 buttons and 4 axes across every brand, and adaptive trigger tension isn't one of them. What this page CAN read from L2 and R2 is the same 0-100% analog squeeze value every modern pad reports, which tells you the trigger itself is registering correctly but says nothing about whether the resistance profile a PS5 game programmed is being applied — that only shows up inside the actual game, on the actual console. If your triggers feel physically stiff, loose or grindy regardless of what's on screen, that's a hardware question this page's trigger fill bar can at least help you rule mechanical failure in or out of.
Why doesn't the touchpad click register on this page?
The DualSense's touchpad click is a genuine physical button on the controller, but the Gamepad API's standard mapping only exposes 17 button indices, and the touchpad click isn't among them on any browser — this isn't a bug specific to this page, it's a gap in what the API standard defines. The touchpad bar drawn across the top of the PlayStation wireframe is there for recognisability, not function: it will never light up here no matter how hard or how many times you press it. If you need to confirm the touchpad click itself is working, that has to happen inside a PS5 game or the console's own settings menu, not in a browser.
Can I test my DualSense's gyroscope or motion controls here?
No. The gyroscope and accelerometer inside a DualSense report motion data through Sony's own controller protocol, which the Gamepad API does not surface to web pages at all — there is no axis or button index for tilt, yaw or motion. Everything this page draws and measures comes from the same 17-button, 4-axis standard mapping every controller reports, which covers face buttons, both sticks, both analog triggers, the d-pad and the menu buttons, but stops there. If a game's motion aiming or steering feels off, that's a console-side diagnostic, not something a browser can independently confirm.
Does it matter if I connect my DualSense over USB-C or Bluetooth?
Not for what this page shows you. Both connection methods report through the identical Gamepad API path once the browser detects a button press, and the button layout, stick readings and trigger values look exactly the same either way — this page has no way to tell which connection you're using, only that a pad is present. What DOES differ in practice is responsiveness: a wired USB-C connection has fewer layers between your thumb and the game than Bluetooth does, which is why competitive players default to the cable. If you're troubleshooting an input that feels delayed or occasionally drops, reconnecting over USB-C first is the cheap thing to rule out before assuming a hardware fault.