Flick onto the target, then track it until it breaks.
This task records targets per minute 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 target appears somewhere new. Get your crosshair onto it fast (the flick), then it starts moving: keep your crosshair on it until its ring empties (the track). No clicking needed.
Targets broken per minute. Higher 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.
Two skills in a row: the flick (how fast you get on) and the track (how well you stay on). Getting better at these drills is well supported. Whether it carries into a particular game depends on that game, your sensitivity and your setup, so we don't promise it.
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.