Let your fingers find
your crosshair
The crosshair stays centered while swipes rotate a simulated view and move targets in the opposite direction, matching the basic control model of mobile hip-fire.
Set up now ↓Match your mobile habits
Controls are saved per game and restored next time in this browser.
Off — touch only
Four touch profiles, one gain comparison
The crosshair stays centered. Swipe the empty area to rotate the simulated view, then use your fire button to confirm the landing.
Touch reaction
Tap FIRE only after the signal appears; early taps are discarded.
After starting, LIVE at the top shows time, hits and accuracy.Your mobile touch report
PUBG Mobile / Game for Peace · Desktop compatibility mode
The first four tests profile touch skill; they do not decide sensitivity.
How to read these scores
Touch reaction:Lower milliseconds means a faster response.
Target acquisition:More hits and higher accuracy are both better.
Swipe tracking:A higher percentage means steadier tracking.
Swipe flick control:A higher score means landings are closer to target centre.
Compatibility mode does not generate a formal sensitivity recommendation.
This run used touch-only base view. Change one variable at a time and verify for at least three matches in the same game. Revert if it does not improve. ADS, scopes and firing sensitivity are outside V2.5.
Save this touch session
Records and cards are processed only in this browser; results are not uploaded.
How is the mobile report calculated?
The tool uses a fixed central crosshair with relative view input: touch handles larger turns and optional gyro handles continuous fine adjustment. Repeated, randomized comparisons on the same device estimate an initial adjustment direction.
Fixed crosshair, touch + optional gyro
Swipe distance accumulates into simulated camera rotation. When gyro is enabled, calibrated device rotation adds continuous fine adjustment. The central crosshair does not follow the finger; each shot measures normalized target-to-crosshair error.
No single-score shortcut
Reaction uses the median of seven trials and includes display, browser and touch latency. Target acquisition reports both hits and accuracy; tracking uses a fixed path and duration; flicking considers landing error and completion time.
Direction only
Current, −5% and +5% are hidden as A/B/C. Each uses six identical target positions. The system checks both composite score and each matched target; unclear differences produce no change recommendation.
No clear winner, no change
Composite score uses accuracy 50%, pace 30% and stability 20%. An alternative must lead by at least five points, avoid clear accuracy or stability regression, and win most matched pairs before a change is suggested.
Public data cannot reliably map these games' settings to browser swipe distance and camera angle. The entered value is only an output anchor; the result is a relative direction on this device, not a recreation of game feel or an absolute best sensitivity. Gyro results apply only to the current device, browser, grip and simulation gain. Verify for at least three matches. PC and mobile scores are not comparable. ADS, scopes and firing sensitivity are outside V2.5.
Common questions
Find out why a change was not recommended, why totals can match, and what the input values actually do.
01Why was no change recommended?
No alternative passed all four checks at once: a five-point total lead, no meaningful accuracy loss, no meaningful stability loss, and enough support from same-target comparisons. Keeping the current setting is a valid result.
02Why can different input sensitivities produce the same verdict?
The base-view value is only an anchor for expressing current → suggested. It does not recreate the game's turn speed. The test compares this device's web baseline with −5% and +5%, so different inputs can still produce the same verdict.
03What is the mobile base-view value used for?
It anchors the suggested value. If the report says lower by 5%, a current value of 100 becomes about 95. It does not recreate the game engine.
04What do the total and three subscores mean?
The total is weighted from three subscores: accuracy 50%, pace 30% and stability 20%. They represent closeness to target centre, acquisition time and repeatability of landings. All run from 0 to 100; higher is better.
05Why can equal totals have different subscores?
The displayed total is rounded, so 71.7 and 72.0 both appear as 72; the decision still uses unrounded values. A gain in one subscore can also be offset by a loss in another.
06Is data quality a skill rating?
No. It only checks whether samples are complete and valid and whether the run varied too much. It decides whether a recommendation is safe to make.
07How are better / similar / worse calculated?
All three settings use the same six target positions. Each landing receives a paired score of 62.5% accuracy + 37.5% pace. More than one point above current is ‘better’, more than one point below is ‘worse’, and the rest is ‘similar’.
08Why not give one “best sensitivity”?
A browser cannot fully read a game's FOV, acceleration curve, ADS, scopes, equipment effects or device latency, and there is no single value that suits everyone. This tool gives only the next relative direction worth trying.
09When should I retest?
Retest after changing device, posture or browser; after an interrupted or unusable run; or after changing a setting and verifying it for at least three matches. A close but complete result does not require immediate repetition.
10Can desktop and mobile scores be compared?
No. Mouse and touch use different input models, trial counts and device latency. Compare only your own records from the same route, device and similar conditions.
11Are my results uploaded?
No. Tests, history and share cards are processed in this browser. Clearing browser data or changing devices does not sync them.