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About

Keyboard Ghosting is a hardware limitation where simultaneous key presses are lost or misregistered due to the internal wiring matrix of the device. This phenomenon is critical for high-performance activities like competitive gaming or stenography.

Standard membrane keyboards often suffer from 2-Key Rollover (2KRO) or 6-Key Rollover (6KRO), meaning they can only reliably register a limited number of keys in specific zones. This tool visualizes your keyboard's signal processing in real-time, allowing you to identify dead zones (Ghosting) or confirm full N-Key Rollover (NKRO) capabilities.

keyboard test ghosting nkro input lag gaming

Formulas

The Polling Rate (R) is estimated by measuring the time delta (Δt) between consecutive input interrupts processed by the browser.

{
R 1000Δt Hz

Where Δt is the rolling average of time in milliseconds between keydown events.

Reference Data

Keyboard TypeSwitch MechanismTypical Rollover (KRO)Ghosting RiskPolling Rate
Standard MembraneRubber Dome over Membrane Sheet2 - 6HIGH125 Hz
Gaming MembraneOptimized Matrix10 - 24MODERATE500 Hz
Mechanical (USB)Physical Switch (Cherry/Gateron)6 - (NKRO)LOW1000 Hz
Optical / Hall EffectLight / Magnetic Actuation (NKRO)NONE4000 Hz+
PS/2 LegacyInterrupt-based Hardware (NKRO)NONEInterrupt

Frequently Asked Questions

Ghosting technically refers to the registration of a key that *wasn't* pressed (a "ghost" signal). Jamming (or Masking) is when a key you *did* press is ignored. Most people use "Ghosting" to refer to both phenomena.
This is a common matrix limitation on non-gaming keyboards. These keys often share a column/row trace on the circuit board. Without anti-ghosting diodes, the controller cannot distinguish the third keypress.
NKRO stands for N-Key Rollover. It means the keyboard can correctly register an unlimited number of simultaneous key presses (N = Infinite). This is standard on high-end mechanical keyboards.
No. Browser-based tools measure "Input-to-Paint" latency. It includes USB polling, OS drivers, Browser event loop, and Frame rendering. It is useful for relative comparison but not absolute hardware benchmarking.