It strafes and stops. Only shots on the stop count.
This task records stops hit 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.
The target strafes left and right and stops for a moment now and then. Hits only count while it is stopped. Shots while it is moving count as moving misses, even if they land.
Stops hit (share of stops you hit, minus moving shots). 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.
In many shooters a moving player is less accurate, so duels often come down to the moment someone stops. This drill trains seeing the stop and shooting on it. 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.
Shooting drills combine aim with decisions: which target first, when not to shoot, when to wait. Holding back a shot you have already started is its own skill (response inhibition), and it can improve with practice on the task.
As with aim drills, getting better here is real practice on this drill. It is not proof of better results in a specific game.