Training lets you repeat a specific action. Diagnostics controls the measurement conditions and helps explain which part of aim control needs work. FPS Performance Lab connects these roles, but a training-round score is not a replacement for a complete Aim Control Test.
The practical workflow is measurement, a comparable series, analysis, training and retest. Warm-up prepares you for a session; it is not a diagnostic assessment. A settings recommendation is a hypothesis to verify manually, not a promise of ideal sensitivity.
The application runs in its own window. It does not automate aiming, read game memory or operate as an overlay. It does not increase frame rates. Results are neither a medical diagnosis nor a guarantee of performance in a particular game.
The verified Steam build
This site presents the full 1.8.58 build prepared for Steam distribution. The application supports Polish, English and German. The website is available in Polish and English.
The public store page still lists an upcoming release with no date or price announced. We do not provide an unverified installer or download button. The full build's feature set is not a statement about a separate demo edition.
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.
UpdatesDashboard. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.
Preparing your first measurement
Check the Windows requirements, connect your mouse and set its actual DPI in the device software. Save your setup in the application: mouse, DPI, sensitivity, target profile and session context. Player-declared values are not an automatic sensor reading.
Choose a readable theme, target contrast and comfortable motion mode. A short warm-up familiarises you with the task. Avoid changing several parameters during one comparable series. Take a break when fatigued and consider that context when interpreting results.
Your first complete test establishes a baseline. After a change to the input pipeline, protocol or important conditions, do not automatically combine the old and new history into one trend.
The player journey and navigation
The sidebar groups diagnostics, training and profile tools. The Aim Control Test provides a measurement, the optimizer compares scale variants, and the other modules support practice, preparation or data management.
Measurement, Series, Analysis, Training and Retest organise the workflow. A waiting state means data is missing or a preceding step is incomplete. It is not a zero score or evidence that your skill has declined.
Dashboard: from a result to the next step
The dashboard combines your latest control score, measurement status, four pillars, priority, plan, trend and recent activity. The headline number summarises a profile, so read it alongside data quality and the distribution of pillar scores.
View summary and View guidance expand the player-facing conclusion. Open plan leads to the recommended action. The full recommendation explains settings and the limits of the conclusion. Hardware guidance also uses declared inputs; it is not a laboratory measurement of the mouse alone.
The chart is meaningful when sessions are comparable. Insufficient history or a warning about changed conditions is a reason to collect more data, not to infer a trend.
Aim Control Test: protocol and measurement
The protocol covers preparation and warm-up, reaction, rapid target acquisition, stopping on target, smooth tracking and response to direction changes, plus recoil control where configured. Analysis requires completion of the required stages and enough valid trials.
Acquisition describes reaching the target, endpoint control describes stopping the movement, continuous control describes following a moving target, and consistency describes repeatability across trials. These are different skills: high click accuracy does not automatically mean high scores in every pillar.
Reaction times describe a task performed by a player under specific conditions. They are not an isolated measurement of mouse, monitor or computer latency.
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.
Aim Control Test. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.
Why this ControlIndex?
In protocol V3, the main score combines target acquisition (25%), endpoint control (30%), continuous control (30%) and consistency (15%). Reaction and recoil compensation are reported separately and do not alter ControlIndex.
The site's archived example is 57 × 0.25 + 77 × 0.30 + 73 × 0.30 + 84 × 0.15 = 71.85, rounded to 72. This explains a specific report dated 14 July 2026; it is not the user's latest result or a population benchmark.
The same overall number can come from different pillar profiles. Exercise selection also depends on repeated patterns, conditions and interpretation confidence. A one-point change in a single session is not automatic evidence of progress.
Measurement quality and conclusion confidence
Data quality describes how usable the recorded trials are. Confidence describes the strength of the evidence supporting an interpretation. High confidence does not mean high skill, and a low skill score does not inherently mean the measurement is faulty.
Warnings, missing stages and too few valid trials limit the conclusions that can be drawn. Complete the measurement rather than treating missing data as zero. Algorithm version and visual conditions form part of the report context.
Modules in the full build
Diagnostics, practice and warm-up serve different purposes. The following scope describes the full Steam build presented on this site.
Aim Control Test
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.
Aim Training
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.
Weapon Training
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.
Progress History
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.
Game and Settings Profiles
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.
Control Optimizer
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.
Aim Technique Coach
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.
Visual Perception Training
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.
Pre-Match Warm-Up
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.
Settings and Data
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.
Aim practice: reaction, flick, precision and tracking
Choose a mode that matches your priority, then set the level, round time and target parameters. Reaction focuses on responding to a stimulus, flick on rapid acquisition, precision on controlled hits, and tracking on following a moving target.
Compare rounds with the same mode, level, duration and conditions. Session points follow the rules of the chosen exercise and are not the ControlIndex scale. Short sets with controlled execution are more useful for interpretation than comparing records from unrelated tasks.
Manual recoil-control practice
Weapon Training uses fictional, configurable profiles. Fire rate, magazine size, reload time, recoil and spread define the task. The player manually compensates for movement and evaluates shot grouping.
This is a practice environment, not a claim of exact reproduction of a weapon from a commercial game. The application does not send automatic aim corrections to a game. Changing the profile or its parameters also changes the comparison conditions.
Mouse sensitivity, DPI, eDPI and cm/360
Start by recording the settings you actually use. The target-game catalog and saved profiles help reproduce that context. A conversion is only as reliable as its control model and inputs.
Change one parameter at a time and retain the previous value. Apply a recommendation manually, then run a comparable retest. Lower or higher sensitivity alone is not evidence of a better fit.
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.
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.
Game and Settings Profiles. Archive screenshot: 1.8.57, EN. Example results, not a population benchmark.
History, comparison and retest
History retains sessions and their context. The player-progress view helps you follow scores and compare before and after training. The statistical laboratory supports a broader reading when a suitable measurement series is available.
Keep hardware, DPI, sensitivity, profile, protocol version and task conditions consistent. The application flags mismatches; not every saved session belongs to the same series. Equivalent A/B forms support retesting but do not guarantee improvement.
Before retesting, record what you practised or changed. Review pillars, quality and repeatability, not just the overall score. A single better session may also reflect warm-up, fatigue or natural variation.
Language, readability, sound and comfort
The full build supports Polish, English and German. The interface theme and training-field appearance are separate settings. Choose text size, contrast, background and target colour for readability, not just appearance.
Motion and effect settings help reduce discomfort. Sound and messages support the task flow. Keep important conditions consistent across sessions you intend to compare; changing target appearance can affect detection difficulty.
Reports and interpreting recommendations
A report combines the score, pillars, quality, confidence, context and recommended next step. PDF and TXT export preserve the summary outside the application view. Comparisons depend on having suitable earlier data.
Read mouse guidance and suggested DPI, sensitivity and ADS alongside their reasoning and limitations. Declared weight, grip or device model are not laboratory measurements. A single session cannot prove that buying new hardware will improve your results.
Review a report before sharing it. It may contain a player name and hardware setup. The material shown on the website is an example, not a report about the visitor.
Local data, export and backups
The application saves settings and results locally. Settings provides data management, export, backup and restore tools. Before resetting history or moving to another computer, make a backup and check that it contains the required files.
Local storage is not evidence of Steam Cloud support. This site does not claim cloud synchronisation. Details about the website, contact and existing Google integration are described in the privacy policy.
How to check a training effect
Start with a complete measurement. Select one priority and follow its assigned plan. Keep settings and rest intervals consistent, record meaningful changes, then repeat the test under comparable conditions.
Check whether the target pillar and execution pattern improved, not just the points total. Collect more data when warnings or inconsistent sessions limit interpretation. A bug report should include the app version, reproduction steps and a report without unnecessary personal information.
Questions before you begin
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.