FPS Performance Lab v1.3.8
FPS Performance Lab dashboard with a score, recommendations and progress
Official application release coming soon

Aim control diagnostics for FPS players

FPS Performance Lab

It does more than display a score. It separates aim control, reaction, recoil and measurement quality, then explains what to practise, what to keep unchanged and when to run a comparable retest.

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

Coming soon

The first official release is in preparation

FPS Performance Lab is undergoing final verification before its public release. We are checking measurement repeatability, recommendation clarity, report generation and installation so the first official version is consistent and ready for everyday training.

The release date will be announced after quality testing is complete. Until then, this website presents real features and the current direction of application development.

Explore the application scope
01
Application core Aim Control Test, training modules, profiles and result history
Complete
02
Quality verification Measurement repeatability, reports and user experience
In progress
03
Official release Public release after quality verification
Coming soon

Application update · 1.3.8 closed test

What has changed since the first presentation?

The latest build improves measurement quality and support for different configurations without changing the core process: test, interpretation, training and a comparable retest.

Input measurement
RAW
Windows Raw Input measures mouse movement and buttons while the application window is active.
Application languages
3
Polish, English and German, selectable on first launch and later in Settings.
Target profiles
13+
A catalogue of popular games and neutral FPS profiles with mouse-setting guidance.
Trend analysis
3+
Expanded quality control and analysis based on comparable tests.
4main-score pillars
2supplementary scores
V3diagnostic protocol
A/Bcomparable retest

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.

Real application screen: completed test, measurement status, metrics and report export.

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, six connected modules

Scroll through the stages. The preview changes to a real application screen, while the description explains each module's role in the diagnostic cycle.

01

Dashboard top: latest test, settings, mouse parameters and current training priority.

01

Dashboard

The dashboard is taller than one window. Its upper part combines ControlIndex, recommended settings, mouse parameters and training priority; below it shows the trend, skill profile, guidance and recent activity.

02

Aim Training

Supports reaction, flick, tracking and precision. The user sets difficulty, round time, target size and tracking speed.

03

Weapon Training

Local fictional profiles describe RPM, magazine size, ADS, recoil, recovery and spread. The module does not connect to a game process.

04

Progress History

Filters, session metrics and test data compare results only when the version, conditions and round duration create a fair reference point.

05

Game Profiles

Neutral Tactical, Arena, Battle, Hero and Fast Movement FPS profiles store multipliers, ADS, FOV, the raw-input declaration and notes without using protected game names.

Explain every parameter
06

Settings and accessibility

Interface theme, test-field profile, target colour, reduced effects and animations, and report format are available in one place.

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.

Example dashboard after the 14 July 2026 test: ControlIndex 72/100.

Game Profiles without guesswork

What exactly does each parameter mean?

A game profile stores the settings context, while the converter applies two consecutive multipliers. It does not assess skill or change game settings automatically; it shows values the user can apply manually.

Real Tactical FPS profile screen with base sensitivity 0.42 and 0.82 multipliers.

Example from the displayed profile

Profile sensitivity0,42 × 0,82 = 0,344
ADS sensitivity0,344 × 0,82 = 0,282

The interface displays results rounded to three decimal places.

Name
A local configuration label, such as Tactical FPS. It distinguishes profiles without using specific game names.
FOV
Field of View stored as part of the profile context. A value of 90 is not a sensitivity multiplier; it helps reproduce similar movement-perception conditions.
Sensitivity multiplier
A factor applied to the base value. With a base of 0.42 and a multiplier of 0.82, the profile result is 0.344.
ADS multiplier
A second factor applied after profile sensitivity conversion for aiming down sights. Here, 0.344 × 0.82 gives 0.282.
Raw mouse input
A declaration associated with the game profile. The field stores configuration context; it does not itself enable or disable Windows Raw Input measurement.
Notes
A free-form description of the profile purpose, aiming style or conditions worth preserving for a later comparison.
Base sensitivity
The converter input value and reference point from which the selected profile sensitivity is calculated.
Converted sensitivity and ADS
Two final results: the first after applying the profile multiplier and the second after additionally applying the ADS multiplier.

Definitions and functions

Modules explained in context

Expand a module to see what data it uses and which decision it supports.

01 / DIAGNOSIS

Aim Control Test V3

A standardised sequence that ends with interpretation rather than a table of numbers.

Expand definition

Includes warm-up, reaction, flick, precision, smooth and reactive tracking, repeatability and optional recoil control. The report separates the main score, supplementary metrics and measurement quality.

02 / PRACTICE

Aim Training V2

Short sessions focused on a specific mechanism instead of randomly increasing difficulty.

Expand definition

Reaction, FlickShot, Tracking and Precision modes record hits, misses, accuracy, reaction time, session score and visual conditions. History later separates real progress from a settings change.

03 / RECOIL

Weapon Training

Manual burst-compensation practice using locally stored parameters.

Expand definition

Profiles are fictional and intended for practice. They describe fire rate, magazine capacity, reload, ADS, vertical and horizontal recoil, recovery, spread and projectile speed.

04 / TREND

Progress History

Compares sessions while accounting for the algorithm, conditions and data completeness.

Expand definition

The view includes date, mode, difficulty, game, style and grip filters plus training and test history. Older or differently configured sessions are labelled instead of being mixed into the current trend.

05 / SETTINGS

Game Profiles

Store sensitivity context and help preserve a consistent reference point.

Expand definition

The editor stores name, FOV, sensitivity multiplier, ADS multiplier, raw-input declaration and notes. The built-in converter returns sensitivity and ADS values for the selected neutral profile.

View all parameter definitions

06 / ENVIRONMENT

Settings and data

Separate interface appearance, test-field appearance and local file management.

Expand definition

The user selects the theme, background, target colour, motion comfort, reduced effects, report format and automatic PDF saving. Local histories can also be backed up, exported or reset.

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.

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.
In development

Windows Raw Input operates only while the application window is active. Control Setup Optimizer remains in development and does not automatically modify game or system settings.

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. The application is not an overlay, does not automate aiming and does not control user input. Training and measurement take place in its own test field.

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.

FPS Performance Lab

FPS Performance Lab 1.3.8 closed test

Measure. Understand. Train. Verify again.

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

Tester documentation

Control action

What happens

Data used

Important