User Rating 0.0
Total Usage 0 times
1.0x
SCORE 0
TIME 60
ACCURACY 100%
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About

Precision aiming is a complex motor skill that relies on neuromuscular conditioning and spatial awareness. In competitive First-Person Shooters (FPS), the difference between victory and defeat is often measured in milliseconds and pixels. This tool provides a controlled, isolate environment to refine these mechanics without the downtime of match restarts.

The core principle is Progressive Overload applied to hand-eye coordination. By isolating specific aiming sub-skills - micro-corrections, large-angle flicks, and smooth tracking - players can build consistent muscle memory. This trainer utilizes a high-performance Canvas API engine to ensure input latency is minimized, replicating the raw feel of a game engine environment.

aim trainer fps training reaction test esports mouse accuracy

Formulas

The scoring and accuracy logic relies on precise distance calculations and weighted multipliers to reward consistency.

{
Hit if (xmxt)2 + (ymyt)2 rtargetMiss otherwise

Accuracy (A) is calculated dynamically per session:

A = HitsHits + Misses × 100%

For effective sensitivity matching across games (eDPI), the formula relates the hardware DPI and in-game sensitivity:

eDPI = DPI × Sensitivity

Reference Data

Game Engine / TitleSensitivity Scale (Yaw)FOV TypeStandard FOV
Source Engine (CS2, Apex)0.022Horizontal (4:3)90°
Valorant (Unreal)0.070Horizontal (16:9)103°
Overwatch 20.0066Horizontal (16:9)103°
Fortnite0.00554Horizontal (16:9)80°
Call of Duty (Modern)0.0066Horizontal (16:9)103°
Quake Live0.022Horizontal (4:3)100°
Rainbow Six Siege0.00572Vertical60-90°
Rust0.2Horizontal90°
Destiny 20.0066Horizontal (16:9)105°
Halo Infinite0.5 (Arbitrary)Horizontal78-120°

Frequently Asked Questions

Yes. The browser's Pointer Lock API captures delta movements directly from the mouse hardware layer, bypassing most OS acceleration curves. However, ensure "Enhance Pointer Precision" is disabled in Windows settings for maximum consistency.
Sensitivity matching in 2D browser trainers is an approximation because 3D games use angular rotation (degrees per count) while 2D canvases use pixel coordinates. We use a "cm/360" heuristic mapping where the cursor travel distance on screen approximates the physical mouse movement required for a similar visual arc.
It depends on the drill. Large targets (60px+) are for warming up gross motor functions. Medium targets (30-50px) train general flicking. Small targets (<15px) isolate "micro-adjustments" which are crucial for long-range engagements.
To simulate the pressure of a real match, the scoring algorithm penalizes misses heavily. The multiplier builds up on consecutive hits (Combo) but resets to 1x immediately upon a miss or a target expiration (Time-out). This forces you to value precision over raw speed.