Target switching 25%
Evaluates rapid movement to a target using movement time, path and corrections. A score of 57/100 indicates an area for calm, focused practice.
PLv1.8.58 · STEAM
Aim control diagnostics for FPS players
A diagnostics and training application for FPS players. Measure crosshair control, understand recurring patterns and choose focused practice. A comparable retest helps you check the effect of training or a settings change.
Full Steam release · 1.8.58
The store page is live. Add the application to your wishlist and Steam will notify you when the full version becomes publicly available.
The application is not launching in Early Access. Until release, you can explore its real features, requirements and interface materials here.
Open the Steam pageFull Steam release 1.8.58
Build 1.8.58 completes English and German interface text following the Steam localization review. Since the previous website presentation, work has also expanded technique analysis, history comparisons, player guidance and audio feedback.
UpdatesScreenshots show the real application and example results. Captions identify the material version; product descriptions refer to build 1.8.58.
Archived example: report dated 14 July 2026. This is not the user's current result.
Real report from 14 July 2026
ControlIndex is not a single accuracy or reaction-time measurement. It combines four aim-control areas using the weights shown in the report. In this test, the weighted sum was 71.85 points, so the report displays 72/100.
Evaluates rapid movement to a target using movement time, path and corrections. A score of 57/100 indicates an area for calm, focused practice.
Describes the ability to decelerate and finish close to the target centre. This well-developed area stabilises rapid target switching.
Combines smooth and reactive tracking: time on target, proximity, jitter, continuity and target recovery. The area is functional but loses stability in more difficult trials.
Checks consistency across consecutive blocks and late-test decline. This is the strongest measurement pillar: consistent execution increases the value of a later retest.
Supplementary scores
The report shows them separately so reaction speed and burst control are not mixed into the main aim-movement score. A low supplementary score is therefore not mistaken for missing data or an automatic cause of the 72 result.
Reaction · outside ControlIndex
The median was 1454 ms across 20 valid trials with no premature clicks. The upper threshold of the descriptive scale is 650 ms, so 1454 ms produces 0/100. This is a measured result, not missing data.
Conclusion: practise noticing the target and initiating movement decisively; do not increase sensitivity for this purpose.
Recoil control · outside ControlIndex
The analysis covered 3 series and 195 shots. Compensation is functional, but spread increases during a longer series, so the application recommends stabilising control rather than radically changing settings.
Conclusion: reinforce shorter controlled bursts and compare grouping under the same conditions.
Archived example: report dated 14 July 2026. This is not the user's current result.
Data quality first
Yes, with a minor warning. The application separates skill assessment from measurement quality, checks trial completeness and interference, and only then forms a conclusion.
The pointer left the test area twice. Active-window loss: 0; timer interruptions: 0. The warning remains visible but is not a penalty deducted from the main score.
From measurement to decision
Screenshots show the real application and example results. Captions identify the material version; product descriptions refer to build 1.8.58.
Dashboard. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.
Your result, four pillars, priority, plan and comparable history.
Short rounds for reaction, flick shots, precision and tracking.
Manual recoil compensation with configurable, fictional profiles.
Session comparisons, trends and before-and-after practice views.
A target-game catalogue, saved configurations and sensitivity conversions.
PL/EN/DE languages, readability, sound, reports and local files.
An experimental comparison of 95%, 100% and 105% control scaling.
Find a recurring movement pattern and a suitable exercise.
Six exercise families for attention, tracking and stimulus search.
A 5-, 8- or 12-minute routine to prepare for a session.
Dashboard actions explained
The dashboard combines several action types: it opens the latest test details, prepares recommended training or navigates to history. Select a control to see exactly what it does and which data it uses.
Game Profiles without guesswork
Profiles combine your saved configuration with a target-game catalogue and sensitivity conversions. The application uses a specific sensitivity model; conversions do not guarantee identical aiming across every game.
Arithmetic example: base sensitivity 0.42 × multiplier 0.82 = 0.3444; applying a further ADS multiplier of 0.82 gives 0.282408. This illustrates multipliers independently of the settings shown in the screenshot.
Definitions and functions
Diagnostics, practice and warm-up serve different purposes. Explore the scope and limitations of each module.
01 / DIAGNOSIS
Measure four control pillars, check data quality and find a practical next step.
Switching, stopping, tracking and consistency contribute to ControlIndex. Reaction and recoil are reported separately. A full result requires completing the diagnostic protocol.
02 / PRACTICE
Short rounds for reaction, flick shots, precision and tracking.
Choose the mode, difficulty, round duration and target parameters. A training score describes that session and does not replace the full diagnostic test.
03 / RECOIL
Manual recoil compensation with configurable, fictional profiles.
Profiles include parameters such as firing rate, magazine size and recoil. Practice is not guaranteed to reproduce a particular in-game weapon and does not automate recoil control.
04 / TREND
Session comparisons, trends and before-and-after practice views.
Comparability depends on settings, hardware, protocol and measurement quality. The statistics laboratory provides additional indicators when the amount and type of data support them.
05 / SETTINGS
A target-game catalogue, saved configurations and sensitivity conversions.
DPI, sensitivity, ADS, FOV and the game model define the context. eDPI and cm/360 have model-dependent limitations. Apply all in-game changes manually.
View all parameter definitions06 / HYPOTHESIS
An experimental comparison of 95%, 100% and 105% control scaling.
Six blocks, two per variant, use fixed conditions. Variants and partial results remain hidden until the comparison ends. A difference suggests a hypothesis that must be checked with a full retest.
07 / TECHNIQUE
Find a recurring movement pattern and a suitable exercise.
Analyses include overshoot, undershoot, late braking, corrections and target loss. Movement traces and guidance connect to practice, a plan and a comparable retest. A full profile requires sufficient data.
08 / PERCEPTION
Six exercise families for attention, tracking and stimulus search.
Smooth tracking, multiple-object tracking, attention shifting, peripheral awareness, target search and distraction resistance use a separate profile. This module does not use an eye tracker or provide a medical diagnosis.
09 / READINESS
A 5-, 8- or 12-minute routine to prepare for a session.
Activation, flick, precision, tracking, direction changes and a readiness check form six stages. Warm-up history and readiness remain separate from ControlIndex.
10 / ENVIRONMENT
PL/EN/DE languages, readability, sound, reports and local files.
The interface theme and test-field appearance are configured separately. Settings include text scale, contrast and reduced effects, while data tools provide exports and backups.
Archived example: report dated 14 July 2026. This is not the user's current result.
A report that leads to action
Main score, strength and the area requiring attention.
Metrics, valid-trial count and the role of each pillar.
One primary action without changing several parameters at once.
An equivalent retest after three days using the same settings.
Themes and readability
The global theme changes panels, forms, charts and messages. A separate test-field profile controls the background and target colour, so application appearance does not automatically alter the actual test conditions.
Settings and Data. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.
Data and safety
The application stores training data, tests, weapon profiles, game profiles, settings and reports locally. The user can open the data folder, create a backup, export, restore or reset history.
Windows Raw Input records mouse movement and buttons while the application window is active. The Raw Input field in a profile stores a declaration about the game configuration; it does not switch the measurement input path. Control Optimizer is an available experimental module whose findings require manual verification.
Frequently asked questions
Essential information about scoring, settings, safety and application data.
It is a weighted score of four aim-control areas: target switching, target stopping, tracking and repeatability. Reaction and recoil control are reported separately.
No. Recommendations, converted sensitivities and profiles are information for the user. Game or system changes must be applied manually.
No. Measurement and practice take place in the application window. It does not read game memory, operate as an overlay or automate aiming.
Changing DPI, sensitivity, hardware, algorithm version or trial length can affect the result. Preserving conditions separates progress from the effect of a changed configuration.
The application stores tests, training sessions, profiles, settings and reports locally on the user's device. Website and contact details are covered by the privacy policy.
Steam lists the application as coming soon, with no announced release date. You can open the store page and add it to your wishlist.
No. FPS in the name refers to first-person shooters. The application provides aim diagnostics and practice, not frame-rate optimization.
No. Measurement and training require the Windows application. This website provides product information, screenshots and documentation.
No. Results include player behaviour and the conditions of the whole session. They are not isolated measurements of a sensor, monitor or hardware latency.
Windows · Steam
Requirements published on Steam. Tests and practice run in the desktop application; this website provides product information and documentation.
A mouse is required. A resolution of at least 1920 × 1080 is recommended. A 120 Hz or faster monitor is recommended, with 144 Hz or higher preferred. macOS and Linux versions are not listed.
View on Steam
Full Steam release 1.8.58
Diagnostics should lead to one clear decision, not random changes to every setting.