Hardware testers that run in your browser
Test a keyboard, mouse, gamepad, monitor, webcam or microphone in your browser. Nothing to install, nothing recorded, nothing uploaded.
A hardware tester answers one question: is this device actually doing what it claims? Every tool on this page reads a device through a standard browser API and draws what it sees — no driver, no install, no account. Open the page, press a key or move a stick, and you are looking at the raw event stream your operating system is already producing.
The testers split into four jobs. Input devices — the keyboard tester reports every keydown and keyup with NKRO, ghosting and chatter detection, and draws nine layout standards from ANSI US to ISO Nordic and JIS, with the Nordic tester opening straight on the Æ/Ø/Å board; the mouse tester measures polling rate, click latency, CPS and scroll steps, and the click-speed test times clicks-per-second over a fixed 1 to 60 second run; the gamepad tester shows buttons, trigger travel, stick deflection, dead-zone drift and vibration, and the stick-drift test measures resting deflection as a percentage of full travel over five seconds so a controller that walks on its own gets a number rather than an impression. Displays — the monitor test suite runs dead-pixel, uniformity, response-time and backlight-bleed patterns and the dead-pixel test isolates that one job as a full-screen colour cycle that separates a dead pixel from a stuck one and from dust, the refresh-rate test measures the panel rate your browser actually gets rather than the one Windows reports, the input-lag visualizer puts a ghost cursor next to the real one so you can see frame-time cost, and the OLED burn-in preventer cycles pixels on a panel that has been showing the same HUD for too long. Capture devices — the webcam tester previews the stream with a live FPS and resolution readout, the microphone tester gives a volume meter, waveform and spectrum plus a record-and-play-back loop, and the audio-latency tester measures true round-trip latency with a microphone loopback. The machine itself — GPU and CPU benchmarks, memory and JS-heap information, a screen-info readout and a reaction-time test round out a pre-game or post-build check.
How to choose: start from the symptom, not the tool. A key that repeats or drops is a keyboard-tester job (watch for chatter — two keydowns with no keyup between them). A cursor that stutters is usually polling rate or USB port, which is the mouse tester. A controller that walks on its own is stick drift, which the gamepad tester shows as a resting deflection that is not zero. A screen that looks wrong is the monitor suite first and the refresh-rate test second, because a panel running at 60 Hz when you paid for 144 Hz is a settings problem, not a defect. If several devices misbehave at once, run the CPU and GPU benchmarks — the common cause is thermal throttling, not the peripherals.
Nothing here leaves your machine. The Keyboard, Pointer, Gamepad and Screen APIs deliver events straight to the page; `getUserMedia` hands the camera and microphone stream to an HTML element and a Web Audio analyser node in the same tab. No frame, no sample and no keystroke is written to a file, sent to a server or stored between sessions — there is no upload step in any of these tools because there is nothing to upload. Camera and microphone testers ask the browser for permission first, and the permission ends when you close the tab.
Browser support is the one real limitation. The Gamepad API needs a button press before the controller appears (the browser hides idle controllers on purpose), vibration is Chromium-only, and Safari reports a smaller set of gamepad axes than Chrome or Firefox. For anything involving precise timing — polling rate, latency, refresh rate — close other tabs first: a background tab stealing frames looks exactly like a slow device.
20 tools · always free · no account needed
Every tool in this collection
Keyboard Tester
Test every key with NKRO, ghosting, and chatter detection
Nordic Keyboard Tester
Test a Nordic ISO keyboard — Æ, Ø, Å, AltGr and dead keys drawn in place
Mouse Tester
Test CPS, polling rate, click latency, scroll, and buttons
Click Speed Test
CPS test over 1, 5, 10, 30 or 60 seconds, with a space-bar mode
Gamepad Tester
Test controller buttons, sticks, triggers, drift, and vibration
Stick Drift Test
Measure resting controller stick drift as a percentage over 5 seconds
Monitor Test Suite
Dead pixel, uniformity, response time, and backlight bleed tests
Dead Pixel Test
Fullscreen colour cycle to find dead, stuck and dust-faked pixels
Refresh Rate Test
Detect display refresh rate and test motion clarity at different speeds
Input Lag Visualizer
Visualize input lag with ghost cursors and frame time analysis
OLED Burn-in Preventer
Pixel exerciser, color cycle, and noise tools for OLED screens
Webcam Tester
Preview webcam with resolution test, FPS monitor, and snapshot
Microphone Tester
Live volume meter, waveform, spectrum analyzer, and recording test
Audio Latency Tester
Measure round-trip audio latency with mic loopback test
Reaction Time Test
Test visual, audio, and aim reaction time in milliseconds
Typing Test
Test typing speed with WPM and accuracy
Screen Info
View screen resolution, DPI, and viewport details
GPU Benchmark
WebGL-based GPU stress test with FPS tracking and scoring
CPU Benchmark
JavaScript CPU benchmark with single-thread and multi-thread tests
Memory Info
View RAM info, JS heap usage, and run memory speed tests
Questions people ask
- Do these testers work without installing anything?
- Yes. Every tool uses a browser API that is already there — Keyboard and Pointer events, the Gamepad API, getUserMedia for camera and microphone, WebGL for the GPU benchmark. There is no driver, no extension and no desktop app to install.
- Is anything recorded or uploaded?
- No. Keystrokes, cursor movement and controller input are read as browser events inside the page and never written anywhere. The webcam and microphone testers attach the live stream to a video element and a Web Audio analyser in the same tab; nothing is saved to disk or sent over the network, and access ends when you close the tab.
- My controller does not show up in the gamepad tester. Why?
- Browsers hide idle gamepads until they receive input, so press any button or move a stick after the page has loaded. If it still does not appear, the controller is probably in a mode the browser does not recognise — try the wired connection, or switch an Xbox-style controller out of its alternative input mode.
- Why does the refresh-rate test show a lower number than my monitor settings?
- The test measures the rate the browser is actually presenting frames at, which is capped by whatever is slowest: the display mode your OS selected, the cable or port, the GPU under load, or another tab competing for frames. Close other tabs and run it again before concluding the panel is at fault.
- Can I test a dead pixel properly in a browser?
- Yes, as long as you go full screen. The monitor test suite paints full-screen solid colours so a stuck or dead sub-pixel stands out; what a browser cannot do is drive the panel outside its current colour mode, so run it full screen with the room lights low and take the result as a strong indication rather than a factory report.
- How is this page different from the Gaming category?
- These are diagnostics: they tell you whether a device works. The Gaming hub is about tuning a setup that already works — sensitivity conversion between games, FOV, crosshairs and stretched resolutions. Several tools appear in both places because they genuinely serve both jobs.
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