90 FPS mode needs a phone that stays cool; touch rate matters for gyro-free aiming.
Phone Gaming Test
Find out if your phone is good for gaming in 90 seconds: touch response, display, slowdown when warm and network, scored and explained for BGMI, Free Fire, CODM and more.
Four quick checks on the phone you play on: how fast the screen feels your finger, how smooth the display is, whether the phone slows down when it gets warm, and how far your connection is from the servers. You get one score and a verdict for each popular game.
- Swipe on the screen for five seconds.
- Watch the display check (three seconds).
- Keep the phone still for the one-minute heat test.
- The network check runs by itself.
Best results: battery saver off, charger unplugged, other apps closed, Wi-Fi or mobile data as you normally play.
- Mumbai (India)—
- Singapore—
- Jakarta—
- Tokyo—
- Bahrain (Middle East)—
- Frankfurt (Europe)—
- London—
- N. Virginia (US East)—
- Oregon (US West)—
- São Paulo—
Not tested
Start the test to get a score.
Game by game
Runs on almost anything; touch response and ping decide most fights.
Game guide →Max frame rate mode needs sustained GPU performance and a 90 Hz+ display.
Game guide →Ping and jitter matter more than raw frame rate; 60 fps stable is enough.
Heavy on the GPU; throttling shows as stutter after ten minutes.
Game guide →Light load; almost any modern phone qualifies.
Game guide →What to do next
How the score is built and what it cannot see
Touch response 25 points, display 20, sustained performance 30, network 25. Touch and display come from what the browser reports; Safari and some Android browsers cap touch reporting at the frame rate, which is labelled. The heat test runs a graphics load in the browser for about a minute and watches the frame rate; a real game can load the phone harder. The network stage times requests to cloud regions where game servers are commonly hosted, not the game's own servers, so your in-game ping can differ.
Save the numbers to your private Device Passport in this browser, or copy a card that shows exactly what was measured.
Nothing is uploaded unless you contribute. Cards and links contain only the numbers shown above.
Touch sampling rate
How often a phone screen checks for your finger, measured in Hz. It is usually higher than the display refresh rate and is a large part of why a phone feels responsive.
Refresh rate
How many times per second the display redraws. It caps how quickly anything you do can become visible, whatever the rest of the chain does.
Input latency
The delay between your action and the result appearing. What a browser can see is one slice of it: the event arriving and the next frame being drawn.
Quick answers before you test
Is my phone good for BGMI or Free Fire?
Run the test on the phone. It checks the four things that decide how a match feels: how fast the screen reports your finger, whether the display is 60, 90 or 120 Hz, whether the phone slows down after a minute of load, and how far your connection is from game servers. Each game gets a plain verdict.
Why does my phone lag after ten minutes?
Heat. Phones lower their speed to stay cool, so a game that starts at 60 fps can drop to 40 after a few minutes. The heat test shows how much your phone drops so you can pick settings that stay smooth.
Is my ping the phone or the internet?
The network stage times your connection to cloud regions near you and far from you. High numbers everywhere point to your Wi-Fi or mobile data; a good nearby region with a bad in-game ping points to the game choosing a far server.
Go deeper with the touch lab →What the result actually measures
Touch stage: timestamps of every touch sample the browser delivers during a five-second swipe, reported as a rate and labelled when the browser caps it at the frame rate. Display stage: painted frames over three seconds, snapped to 60, 90, 120 or 144 Hz. Heat stage: a one-minute WebGL load with the frame rate recorded every five seconds; the drop from the first windows to the last is the throttling figure. Network stage: five timed requests to each of ten cloud regions, using the median of the last four; the nearest region sets the network score. The score weights touch 25, display 20, sustained performance 30 and network 25, and each game verdict compares your numbers with what that game needs.
Measurement boundary: Safari and some Android browsers report one touch per frame, which is labelled and scored gently. The heat test is a browser workload, lighter than a real game on some phones and heavier on others. The network stage reaches cloud regions where game servers are commonly hosted, not the game's own servers, so in-game ping can differ. Battery saver, a charger, a thick case or a hot room change the result, which is exactly why the test should be run the way you play.
How to interpret the output
Score 85+
Everything a competitive mobile game asks for: fast touch, high-refresh display, no throttling and low latency.
Score 65–84
Good for most games; one area limits it, usually a 60 Hz display or a warm-phone slowdown. The tips say which.
Below 65
Playable for casual titles. Expect coarse aiming, stutter after warming up or late shots in competitive games; the verdict per game shows which ones still work.
Troubleshooting unexpected results
The swipe stage does not start
Touch inside the box with a finger, not a stylus or mouse. On a desktop browser the touch stage is skipped and the score is partial.
The heat test ends early
It stops if the page goes to the background. Keep the screen on and the page in front for the full minute.
Some regions say no answer
A firewall, VPN or content blocker can stop the timing requests. The nearest region that answers still sets the score.
Frequently asked questions
Does this test my actual game?
No. It measures the phone and the connection the game will run on. Games differ in how hard they push the phone, which is why the verdicts use per-game thresholds instead of one number.
Will it harm my phone?
No. The heat test is a normal graphics workload, similar to a minute of gameplay, and stops after sixty seconds or when you skip it.
Is anything uploaded?
No. The result stays on the phone unless you save it to your passport, share a card or choose to contribute the summary anonymously to the hardware registry.
What rate do the games need?
BGMI, PUBG Mobile and CODM feel best with 180 Hz touch or more, a 90 Hz display and a phone that holds 55 fps when warm. Free Fire and Mobile Legends are lighter and care mostly about ping.
Related labs
Move from observation to a narrower diagnostic without losing context.
Touch Sampling Rate Test
Measure the touch sampling rate, tap latency, refresh pacing, multi-touch capacity and motion-sensor rate of the phone or tablet you actually play on.
12 PhoneTouchscreen & Gyro Lab
Map multi-touch contacts, edge reach, contact duration and browser-exposed motion data on the phone or tablet you actually play with.
19Input Latency Test
Benchmark reaction time, browser event-to-frame delay, key repeat, controller update rate and device identity on the hardware you actually play with.