How the aim trainer works
Hit the first target in the middle to begin. After that, targets appear one at a time at random spots, never right on top of the last one. As soon as you hit one, the next appears. Choose 20, 30 or 50 targets per round and small, medium or large targets (36, 56 or 80 pixels across). The timer for each target starts on the screen refresh that first shows it, and stops the instant your button or finger goes down on it — so time spent before a target was even visible is never counted against you.
Two numbers matter. Average time per target captures speed. Accuracy is hits out of all attempts inside the play area, and it keeps you honest: spraying clicks around a target is punished.
Speed versus accuracy
Every pointing task trades speed against precision. Rushing makes you overshoot and miss; being too careful makes every target slow. Your accuracy shows which side you are on. As a rule of thumb, if accuracy is under about 90%, slow down slightly — the misses cost more than the milliseconds you save. If it is a steady 100%, you have room to go faster.
Why size and distance change everything
In 1954 the psychologist Paul Fitts showed that the time to reach a target grows with how far away it is and shrinks with how big it is. In the form used in computer research today, popularised by Scott MacKenzie in 1992, the difficulty of a move is log₂(distance ÷ width + 1), and movement time rises in a straight line with that difficulty. Halving a target’s size, or doubling the distance to it, adds roughly the same amount of time to every hit.
That is why your results are saved per target size, and why a phone screen — with short distances but big fingers — plays differently from a large monitor.
| Setting | Diameter | What it trains |
|---|---|---|
| Large | 80 px | Raw speed and quick reactions |
| Medium | 56 px | A balance of speed and control |
| Small | 36 px | Precision; expect lower accuracy at first |
Mouse, screen and settings
- Sensitivity. Very high pointer speed makes small targets hard to stop on; very low speed makes long moves slow. Find a setting where you can cross the play area in one comfortable wrist or arm movement.
- Pointer acceleration. Operating systems often speed the pointer up when you move fast, which makes distances feel inconsistent. Many players turn it off for consistency.
- Polling rate. A mouse reporting 1000 times a second updates its position every millisecond rather than every 8 ms at 125 Hz, according to Logitech, which makes fast movement smoother.
- Refresh rate. A higher refresh rate shows each target sooner and the pointer more smoothly. The “Your setup” box shows what your screen is running at.
- Touch screens. Tapping is direct, so there is no pointer to steer, but your finger covers small targets. Large targets suit phones best.
The keyboard grid mode
Choose “Keys” and the play area is split into nine squares labelled with keys: Q, W, E on the top row, A, S, D in the middle and Z, X, C at the bottom (or 7–9, 4–6 and 1–3 on a number pad). Each target appears in one square; press its key. It measures how quickly you can spot a target and respond with the right key, and it makes the whole trainer usable without a mouse or touch screen.
How to improve
- Warm up with one round on large targets, then switch to the size you want to track.
- Keep your eyes on the whole area, not on your pointer; let your hand follow your eyes.
- Move in one smooth motion and click as you arrive, instead of creeping up on the target.
- Watch accuracy first. Once it is steady, push your average time down.
- Short, regular sessions beat long ones; tired arms aim worse.
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