Set it up like your game
- Turn distance: type how many centimeters of mouse travel turn you a full circle in your game (cm/360), and your mouse's DPI. If you do not know it, the sensitivity converter works it out where the game's developer publishes its turn per count, or measure it: in the game, set the mouse at the zero of a ruler, turn exactly one full circle, and read the distance.
- Raw input: where the browser allows it, the trainer reads the mouse's own counts, so your system's pointer speed and acceleration do not change the turn. The line under the room says whether it could.
- Field of view: type the horizontal field of view your game shows for a 16:9 screen. It changes how big the room and the targets look, not how far a swipe turns.
What each drill trains
- Switching: three targets on a wall; hit one and another lights up. Short, quick moves from target to target, as when several enemies appear at once.
- Flicks: one target at a time, about 25 to 55 degrees from the last. One fast move that stops on the target.
- Precision: small targets a few degrees apart. Small corrections and a steady hand.
- Tracking: one target strafing and changing pace; keep the crosshair on it. Scored as the share of time on target, with no clicking.
2D or 3D aim training?
The 2D aim trainer moves a pointer across a still field, the way a desktop works. A shooter works the other way round: the mouse turns the view, so the targets move across the screen while the crosshair stays in the middle. This trainer works like a shooter, at your own turn distance, so it practices the movement you use in a game. The 2D trainer is still a quick warm-up for clicking on time, and its fixed aim test is a steady benchmark.
How it scores
Switching, flicks and precision score the run's whole time divided by your hits, in milliseconds per hit, as the 2D trainer does: lower is better. Misses cost no time on their own, but the accuracy beside the score shows them. Tracking scores the share of the run your crosshair spent on the target. Your best is kept for each drill, target size, length and input, on this device only.
Phones, tablets, controllers and keyboards
On a touch screen, drag anywhere on the room to turn and tap to shoot, or keep one finger turning and shoot with the Shoot button. With a controller, press A (Cross on a PlayStation controller) to start; the right stick turns and the right trigger or right bumper shoots. With the keyboard, the arrow keys turn (hold Shift to turn faster) and Space shoots. Bests are kept apart for each input, so a touch run is never compared with a mouse best.
Will it make me better in my game?
It trains the same kind of movement, but how much carries over depends on your game, which has its own targets, movement and network. Use it to warm up and to measure your progress, then play. For a routine, see how to get better aim.
If the mouse does not lock
The trainer needs the browser's pointer lock, which hides the pointer and sends every movement to the page; browsers on a computer offer it. Raw input, which leaves out the system's pointer acceleration, needs Chrome or Edge on Windows, macOS or ChromeOS, Firefox 152 or later, or Safari 18.4 or later on a Mac. Press Esc to let go of the mouse at any time.
Source: MDN, Element: requestPointerLock() (pointer lock, raw movement and browser support).