How the Tracking drill works
After the 3-2-1 intro a single target starts moving. It holds a steady sideways speed for a moment, then speeds up, slows down or turns back, and it rises and sinks slowly as it goes. Keep your crosshair inside it. A white ring and a soft click tell you when you’re locked on, and the counter at the top shows how much of the run you’ve held it so far.
| Setting | Tracking on this page |
|---|---|
| Target speed | 14% to 44% of the arena width per second |
| Speed changes | every 0.4 to 1.4 seconds, reversing more often than not |
| Vertical drift | a slow bob, 6% to 14% of the arena height above and below the middle |
| Target size | 115% of the size you picked |
| Score | 100 points per second on target |
Reading your Tracking results
- On target is time on target divided by the run’s length. Its chart has one point per sixth of the run, so a dip late in the run stands out from a slow start.
- Longest lock is your longest stretch without losing the target, a sign of how well you follow the direction changes.
- Where your crosshair sat samples your position about ten times a second, turned so that the target is heading right. Dots to the left of the middle mean you were trailing; dots to the right mean you were leading it.
How the time is measured
Between two checks, the time counts as on target when the crosshair was inside the target at the first check. In browsers that support the pointerrawupdate event, which the Pointer Events Level 3 standard says browsers should send “as soon as possible”, mouse movement is read at that rate; elsewhere the regular pointer events are used (as of September 2026, pointerrawupdate is not in every major browser).
For clicks on static targets instead, try Gridshot or Flick.