How long does your input take to become a pixel?
Browser-based tools for keyboard and mouse timing, reaction time, and aim training. Press or click and see the event delay, the paint delay and the consistency of both — measured live, with an honest account of what a browser can and cannot know.
Keyboard test
Press keys and watch dispatch delay, paint delay and jitter build up sample by sample. Includes a reaction-time run.
Mouse test
Click-to-paint timing, plus a pointer sample-rate probe that shows how many move events per second your browser actually delivers.
Aim trainer
Grid Shot plus Flick Training — practice fast, accurate mouse movements between distant targets, with accuracy, hits/s and flick timing.
Event → handler
The browser stamps each event on arrival. We compare that stamp to the moment our code runs: pure queueing delay.
Handler → paint
A double requestAnimationFrame catches the first frame that actually shows your input. Bounded by your refresh rate.
Signal → noise
Medians, p95 and standard deviation, because a single fast sample proves nothing about how a device feels.
A browser sees only the middle of the input chain
Switch travel, USB polling, the OS input stack, compositing and your monitor's pixel response all sit outside what JavaScript can time. Treat these numbers as a precise measure of one segment, not of end-to-end latency.
Interpretation & limitations →