Reaction Time Tool

Frame Timing Test

Hit the line as the marker crosses it. Your error comes back in frames, not milliseconds. One frame at 60 fps is 16.7 ms, so this cannot be reacted to, only timed.

Frame rate
Window

Press space or click when the marker crosses the line

    What a frame actually is

    A frame is one drawn image, and a game's timing windows are measured in them rather than in seconds. At 60 frames per second each one lasts 16.67 milliseconds. At 30 fps a frame is 33.3 ms, which is why older console games feel more forgiving. At 144 fps it is 6.9 ms.

    That unit matters because game logic is discrete. An input either lands on the frame the window is open or it does not, and there is no partial credit. A move with a two frame window at 60 fps gives you roughly 33 ms of real time, total, to press.

    This is not a reaction test

    A one frame window is 16.7 ms. Human reaction to something unexpected is around 250 ms. Those numbers are not close, and the gap is the entire reason this test works the way it does: nothing here is reactable, so nothing here is hidden.

    The marker moves at a constant, visible speed toward a line you can see. You are not being surprised. You are being asked whether you can execute a press at a moment you already know is coming, which is precisely what a frame perfect input in a fighting game or a speedrun demands. Players do not react to a link. They learn its rhythm and commit.

    If you want the other skill, the reaction time test measures response to an unpredictable signal, and the two correlate far less than people expect. Being quick does not make you precise.

    How to read your result

    Hits out of ten tells you whether you cleared the window you chose. Mean error is the number worth tracking over time, because it does not change when you change the difficulty.

    Mean errorAt 60 fpsHow it reads
    Under 8 msunder half a frameExceptional precision.
    8 to 12 msabout half a frameExcellent. Hard links are in reach.
    12 to 20 msabout one frameGood. Most two and three frame windows land.
    20 to 35 msone to two framesAverage. Generous windows only.
    Over 35 mstwo frames or moreLoose, and usually a tracking problem rather than a hands problem.

    Early or late is the useful number

    The bias figure is the most actionable thing this test gives you. A mean error of 25 ms that is consistently late is a much easier problem than 25 ms scattered either side: a consistent offset is a single correction, and scatter is a precision problem that takes real practice.

    Most people run late on their first few attempts, and some of that is not them. On a 60 Hz screen the marker's drawn position can be up to 16.7 ms behind where it truly is, so you are aiming at slightly stale information. The measurement compares your press against the exact crossing time regardless, so the number is honest, but a small late bias on a low refresh display is expected rather than a personal failing.

    Frame windows in real games

    One frame windows are the ones that built the reputation. Certain links in older fighting games require an input on exactly the right frame, which is why they get drilled in training mode for hours rather than attempted on instinct. Speedrunning has the same category of trick: a jump or a menu input that only works on a single frame, practised until the rhythm is automatic.

    Most real windows are more generous than one frame, and the useful question is not whether you can hit a single frame on demand but how tight your spread is. A player whose mean error is half a frame will land almost every three frame window in a real game, under pressure, which matters far more than one lucky frame perfect input in practice.

    How to actually get tighter

    Track the marker rather than counting. Counting produces a rhythm that drifts, and the randomised delay before each sweep exists to stop counting working at all.

    Commit early rather than deciding late. A press you begin before you are certain lands more accurately than one you deliberate over, because the deliberation itself costs time and adds scatter. This is the same effect that makes second guessing a familiar word wrong on the verbal memory test.

    Then use the bias. If you are late by 20 ms consistently, aim 20 ms earlier and check whether the spread narrows. If it does not, the problem was scatter rather than offset, and that only improves with repetition. Raising the frame rate setting does not make you more precise, it just relabels the same milliseconds into more frames, which is worth remembering before reading too much into a frame count.

    For a test that mixes precision with target finding instead, the aim trainer is the closest thing here, and the F1 start lights sit halfway between this and a pure reaction test: a known procedure with an unpredictable release.

    All the tests

    Reflex and speed

    Memory and attention

    Reading

    Frequently Asked Questions

    How long is one frame?
    At 60 frames per second a frame is 16.67 milliseconds. At 30 fps it is 33.3 ms, at 120 fps 8.3 ms and at 144 fps 6.9 ms. A one frame input window at 60 fps therefore gives you about 16.7 ms in total to land a press.
    What is a frame perfect input?
    An input that has to land inside a window one frame wide. It cannot be reacted to, because human reaction time is around 250 ms and a frame at 60 fps is 16.7 ms. It is executed on a learned rhythm instead, which is why players practise a link for hours rather than trying to see it coming.
    Is this the same as a reaction time test?
    No, and that is the point. A reaction test measures how fast you respond to something unpredictable. This measures how precisely you can execute a press whose moment you already know. They are close to unrelated skills, and plenty of people are strong at one and average at the other.
    What is a good frame timing score?
    On the 3 frame window at 60 fps, hitting 7 or more out of 10 is tight and 9 or more is genuinely frame perfect precision. Mean error is the better number to track: under 20 ms is good, under 12 ms is excellent, and under 8 ms is around one half frame at 60 fps.
    Does my monitor refresh rate affect the result?
    It affects what you see, not what is measured. The marker is animated with the browser's frame loop, so on a 60 Hz screen its drawn position can be up to 16.7 ms behind the true position, and that shifts most people towards a late bias. The measurement itself compares your press against the exact crossing time from the high resolution clock, so the error figure is display independent even though your aim is not.
    Why does the delay before each sweep change?
    So the run cannot be played as a metronome off your previous press. If the gap were fixed you would settle into a count rather than tracking the marker, which is a different and much easier task.