What the timer includes
The timer starts when the page creates a target and stops on a successful pointer press. Target size and position vary. Your result includes visual detection, pointer travel, browser rendering, display and input delay. It does not measure CS2 server latency or convert browser pointer sensitivity into in-game sensitivity.
Hits counts successful target presses. Best is the smallest recorded time; Average is the rounded mean of successful hits. Clicks outside the circle are not recorded, and there is no miss penalty or accuracy percentage. A fast average can therefore hide repeated misses.
A repeatable short exercise
- Keep the same device, browser zoom and board size. Choose a comfortable pointer speed and avoid changing it between sets.
- Complete 20 hits, press Pause and write down the average and best. Also record any obvious misses yourself.
- Repeat the same-sized set after a break. Compare averages with the same conditions, rather than treating one lucky best hit as improvement.
Starting again clears the previous statistics. Clear stats removes the recorded hits and last time; during a running session targets continue. Results are session values, not a saved training history.
Where it fits in CS2 practice
This is a small pointer-control drill. In-game practice is still needed for stopping before shooting, recoil, crosshair placement and decisions against opponents. For a single signal without target travel, try the green-light test; for game mechanics use the CS2 training-map guide. These exercises do not establish a rank prediction.
