FPS Performance Lab PLv1.8.58 · STEAM
The full release is coming to Steam

Aim control diagnostics for FPS players

FPS Performance Lab

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.

  • ControlIndex
  • PDF report
  • Training and retest
  • Local data
Scroll to view the diagnosis

Full Steam release · 1.8.58

Find FPS Performance Lab on Steam

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 page
COMING SOON ON STEAM

The official Steam widget will automatically show the current availability, price and discount when published.

01
Steam buildConfirmed application package 1.8.58
Prepared
02
Store pageDescription, requirements, screenshots and wishlist
Live
03
Public releaseThe date will be announced on Steam
Coming soon

Full Steam release 1.8.58

Clearer findings, practice matched to the problem

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.

Updates
Application languages
PL / EN / DE
Complete sentences, action descriptions, history and module messages.
Technique Coach
Pattern → plan
Overshoot, undershoot, braking and corrections linked to practice and a retest.
Progress History
Before / after
A player progress view and a separate statistics laboratory.
Pre-match warm-up
5 / 8 / 12 min
Prepare your hand, visual attention and reactions before a session.

Screenshots show the real application and example results. Captions identify the material version; product descriptions refer to build 1.8.58.

4main-score pillars
2supplementary scores
V3diagnostic protocol
A/Bcomparable retest

Archived example: report dated 14 July 2026. This is not the user's current result.

Real report from 14 July 2026

Why is the score 72/100?

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.

01 / Target acquisition 57/100

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.

02 / Final control 77/100

Target stopping 30%

Describes the ability to decelerate and finish close to the target centre. This well-developed area stabilises rapid target switching.

03 / Continuous control 73/100

Target tracking 30%

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.

04 / Execution stability 84/100

Trial repeatability 15%

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

Reaction and recoil do not reduce ControlIndex

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

0/100

Why zero if the test was completed?

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

69/100

What does 69/100 mean?

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

Can this measurement support a training decision?

Yes, with a minor warning. The application separates skill assessment from measurement quality, checks trial completeness and interference, and only then forms a conclusion.

Conclusion confidence
93/100
high
Measurement quality
87/100
usable measurement
Valid trials
32/32
flick and precision
Sampling
11 344
284 Hz · maximum gap 33 ms
Minor warning

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

One process, connected modules

Screenshots show the real application and example results. Captions identify the material version; product descriptions refer to build 1.8.58.

01

Dashboard. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.

01

Dashboard

Your result, four pillars, priority, plan and comparable history.

02

Aim Training

Short rounds for reaction, flick shots, precision and tracking.

03

Weapon Training

Manual recoil compensation with configurable, fictional profiles.

04

Progress History

Session comparisons, trends and before-and-after practice views.

05

Game and Settings Profiles

A target-game catalogue, saved configurations and sensitivity conversions.

06

Settings and Data

PL/EN/DE languages, readability, sound, reports and local files.

07

Control Optimizer

An experimental comparison of 95%, 100% and 105% control scaling.

08

Aim Technique Coach

Find a recurring movement pattern and a suitable exercise.

09

Visual Perception Training

Six exercise families for attention, tracking and stimulus search.

10

Pre-Match Warm-Up

A 5-, 8- or 12-minute routine to prepare for a session.

Dashboard actions explained

What happens after a click?

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.

Dashboard. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.

Game Profiles without guesswork

What exactly does each parameter mean?

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.

Game and Settings Profiles. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.

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.

DPI
Mouse counts per inch of physical movement. Enter the DPI configured on your mouse; the application does not program the sensor.
Sensitivity and eDPI
Sensitivity scales movement within a control model. eDPI = DPI × sensitivity, but eDPI comparisons are meaningful only within the same game and sensitivity scale.
cm/360
The physical mouse travel corresponding to a full turn. A calculation requires a known conversion model, including its yaw coefficient. Without that model, there is no reliable result.
ADS
A sensitivity multiplier while aiming down sights. Its meaning depends on the game, magnification and conversion model.
FOV
The field of view stored in a profile. It affects perceived movement scale; matching the numerical FOV alone does not ensure the same view across games.
Raw Input
The profile field describes a configuration choice. Actual measurement in the application uses a separate Windows Raw Input path.
Multipliers and notes
These help reproduce settings and conditions. The converter provides values for manual use and does not write to game files.

Definitions and functions

Modules explained in context

Diagnostics, practice and warm-up serve different purposes. Explore the scope and limitations of each module.

01 / DIAGNOSIS

Aim Control Test

Measure four control pillars, check data quality and find a practical next step.

Expand definition

Switching, stopping, tracking and consistency contribute to ControlIndex. Reaction and recoil are reported separately. A full result requires completing the diagnostic protocol.

02 / PRACTICE

Aim Training

Short rounds for reaction, flick shots, precision and tracking.

Expand definition

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

Weapon Training

Manual recoil compensation with configurable, fictional profiles.

Expand definition

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

Progress History

Session comparisons, trends and before-and-after practice views.

Expand definition

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

Game and Settings Profiles

A target-game catalogue, saved configurations and sensitivity conversions.

Expand definition

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 definitions

06 / HYPOTHESIS

Control Optimizer

An experimental comparison of 95%, 100% and 105% control scaling.

Expand definition

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

Aim Technique Coach

Find a recurring movement pattern and a suitable exercise.

Expand definition

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

Visual Perception Training

Six exercise families for attention, tracking and stimulus search.

Expand definition

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

Pre-Match Warm-Up

A 5-, 8- or 12-minute routine to prepare for a session.

Expand definition

Activation, flick, precision, tracking, direction changes and a readiness check form six stages. Warm-up history and readiness remain separate from ControlIndex.

10 / ENVIRONMENT

Settings and Data

PL/EN/DE languages, readability, sound, reports and local files.

Expand definition

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

Four questions instead of a wall of metrics

  1. 01
    What did we detect?

    Main score, strength and the area requiring attention.

  2. 02
    Why do we think so?

    Metrics, valid-trial count and the role of each pillar.

  3. 03
    What should I do?

    One primary action without changing several parameters at once.

  4. 04
    How will we verify the effect?

    An equivalent retest after three days using the same settings.

Themes and readability

The interface and test field are configured separately

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

Measurement runs locally

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.

  • Does not automate aiming.
  • Does not interfere with a game process.
  • Does not run as an overlay.
  • Recommendations are applied manually.
Windows Raw Input

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.

Read the privacy policy

Frequently asked questions

FPS Performance Lab in practice

Essential information about scoring, settings, safety and application data.

What is ControlIndex?

It is a weighted score of four aim-control areas: target switching, target stopping, tracking and repeatability. Reaction and recoil control are reported separately.

Does the application automatically change game settings?

No. Recommendations, converted sensitivities and profiles are information for the user. Game or system changes must be applied manually.

Does FPS Performance Lab interfere with a game process?

No. Measurement and practice take place in the application window. It does not read game memory, operate as an overlay or automate aiming.

Why should a retest use the same conditions?

Changing DPI, sensitivity, hardware, algorithm version or trial length can affect the result. Preserving conditions separates progress from the effect of a changed configuration.

Where are results and reports stored?

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.

Can I download the application from Steam now?

Steam lists the application as coming soon, with no announced release date. You can open the store page and add it to your wishlist.

Does this tool increase frame rates?

No. FPS in the name refers to first-person shooters. The application provides aim diagnostics and practice, not frame-rate optimization.

Can I take the test in my browser?

No. Measurement and training require the Windows application. This website provides product information, screenshots and documentation.

Does the test measure mouse latency in isolation?

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

Windows application requirements

Requirements published on Steam. Tests and practice run in the desktop application; this website provides product information and documentation.

Minimum

Operating system
Windows 10 64-bit
Processor
Intel Core i3 / AMD Ryzen 3
RAM
4096 MB
Storage
1000 MB
Graphics
DirectX 11
Monitor
60 Hz

Recommended

Operating system
Windows 11 64-bit
Processor
Intel Core i5 / AMD Ryzen 5
RAM
8192 MB
Storage
1000 MB
Graphics
DirectX 11
Monitor
144 Hz

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
FPS Performance Lab

Full Steam release 1.8.58

Measure. Understand. Train. Verify again.

Diagnostics should lead to one clear decision, not random changes to every setting.

Wishlist on Steam

Control action

What happens

Data used

Important