Click the dot at the exact moment the ring touches it. Aim and timing both count.
This task records timing error on a fixed, repeatable version of the task. Your result is comparable to your own previous attempts on the same device.
It does not diagnose anything, and it does not claim to improve anything beyond performance on this task. Reported times include display and input latency from your own hardware.
Stop if you feel dizzy, nauseous or strained.
A ring closes in on the dot. Click ON the dot at the exact moment the ring touches its edge. A click off the dot is a miss, even with perfect timing. Early and late both count.
Average timing error. Lower is better. Each difficulty (Easy, Normal, Hard) keeps its own personal best, and custom settings are saved but not ranked, so your bests stay comparable.
Timing error includes your screen's delay, which is the same every trial, so the early/late figure may lean late on slower displays.
Aiming follows a well-known rule called Fitts's law: the further and smaller the target, the longer it takes to hit. That is why we report throughput and time per target, not just hits.
There is always a trade-off between speed and accuracy. Getting better at an aim drill is well supported. Whether it carries into a particular game depends on that game, your sensitivity and your setup, and research does not show reliable carry-over from training tasks to real-world performance.