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Aim Test

Thirty targets. Click them all, as fast as you can. The clock does the rest.

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About this test

Pointing at a target follows a very regular rule: the further and the smaller it is, the longer the movement takes. That's Fitts's law, formulated in 1954, and it explains why the same player takes twice as long on targets half the size. On a test of this format, an adult with no particular shooter practice takes about one second per target, so around thirty seconds in total; regular players often drop under twenty.

Hardware matters far more here than on most other tests. Mouse sensitivity first: too low and you run out of travel, too high and you overshoot and have to correct, costing two movements instead of one. Pad surface and sensor type change how repeatable the motion is. The screen counts too: at 60 Hz the target's position only updates sixteen times a second, while a 144 Hz panel gives a much truer picture of what your cursor is doing. And shoulder fatigue arrives fast, especially if you aim with the arm.

Two honest caveats. First, clicking static dots is only distantly related to aiming at something that moves and shoots back, which rewards anticipation rather than raw speed. Second, the result swings a lot between runs: a poor starting cursor position or a target spawning in a corner can cost several seconds of the total.

How it works

The clock starts on your first click inside the zone. A fixed-size circular target appears at a random position; the moment you hit it, the next one appears elsewhere, and so on until the thirtieth. We measure the total elapsed time in seconds. Missed clicks aren't penalised directly: they simply cost you the time they take.

This test is provided for entertainment purposes only. It is not a diagnosis or professional advice.