Motion diagnostics

Gyroscope Test

Connect a motion-capable controller and this gyroscope test will show permission state, tilt visualization, and browser motion support fallback.

Gyroscope Motion Test

Motion capability, permission state, and a tilt model are presented with graceful fallback.

No Controller Detected

Connect via USB or Bluetooth, then press any controller button to activate detection.

Motion model

Pitch proxy

0.0 deg

Fallback uses stick axes unless HID motion is available.

Roll proxy

0.0 deg

Compatible controllers may expose richer reports through HID.

WebHID permission may expose motion data on compatible controllers.

Motion Data Is Permission-Dependent

A gyroscope test is different from an ordinary button check because motion reports are not consistently exposed through the standard Gamepad API. Some controllers include gyro sensors, but the browser may only expose buttons and sticks unless optional APIs such as WebHID are available. This gyroscope test shows capability state clearly and requests HID permission only after a deliberate click.

The motion controller test includes a tilt model so the page remains understandable even when direct gyro reports are unavailable. In fallback mode, stick axes drive the model and the page labels that behavior. That keeps the visual useful for interface review while avoiding false claims that real sensor data is present.

For compatible controllers, HID access may reveal additional data, but device support is fragmented across browsers and operating systems. A controller gyro test should therefore set careful expectations: it can check permission, visualize motion paths when available, and identify unsupported states, but it cannot guarantee console-level motion features.

When Gyro Problems Are Really Mapping Problems

If a game does not respond to motion, first confirm ordinary buttons and sticks on the device-specific controller test. A gyroscope test cannot help if the controller itself is not detected. Once basic input works, check whether the browser supports WebHID and whether the controller appears in the permission prompt.

Some games implement gyro through native APIs, not browser APIs. That means a controller can have working gyro in a console or native PC game while the motion controller test reports unsupported in the browser. The distinction matters because it prevents unnecessary hardware replacement.

If fallback tilt moves but HID permission fails, the page is using stick data only. The controller gyro test states that directly. Use the support page for browser compatibility and the mapping page to make sure no mode switch is hiding the controller from the web platform.

Interpreting Tilt Visualization

When motion data is available, look for smooth tilt changes and a stable rest state. Sudden jumps can be caused by sensor noise, driver translation, permission changes, or browser throttling. When fallback is active, use the model only to verify layout and interaction behavior, not sensor quality.

Gyro aiming depends on filtering, sensitivity curves, recentering behavior, and game support. This gyroscope test focuses on browser capability and visible movement. It does not tune a game's gyro aim or write calibration values to hardware.

A good troubleshooting path is basic controller test, gyroscope test, then support guidance. If the controller is recognized but motion is not, the limitation is likely API support. If the controller is not recognized at all, solve connection first.

Diagnostic Glossary

Gyroscope

A sensor that measures rotational motion.

Fallback model

A visual demo driven by non-motion values when real gyro data is unavailable.

Permission prompt

A browser dialog shown only after a user action for APIs such as WebHID.

Questions Users Ask

Short answers for common diagnostic decisions on this page.

Why does the gyroscope test need WebHID?

The standard Gamepad API rarely exposes motion sensors. HID may provide compatible low-level reports after permission.

Does fallback mode mean my gyro works?

No. Fallback mode is labeled and uses non-gyro values for visualization.

Can this calibrate motion aim?

No. It checks capability and visualization, while games handle aim curves and recentering.

Useful Next Checks