What the result actually measures
Each round tries two settings around your current one — a faster and a slower cm/360 — on the same six targets, turning by exactly that distance per full circle at your DPI. You keep the one that felt more controlled, and the gap halves: six rounds take a ±40% window down to about ±1%.
Measurement boundary: The choice is yours and it is only as good as your focus. The scene is a flick task, not your game: tracking-heavy games, a different field of view or a different mousepad can move the answer. The page shows your hits and times beside each choice but never overrules you.
How to interpret the output
Why cm/360
The desk distance for a full turn is the one number that means the same thing in every game. The finder narrows that, then converts it.
The numbers beside each choice
Median time to hit and missed clicks, from your six targets. They lean one way or the other; when they are close, your feel decides.
Troubleshooting unexpected results
The mouse does not lock
Click the scene first. Some browsers and embedded views refuse pointer lock; the scene still moves, but the turn is only exact with the mouse locked.
Every round feels the same
Choose “No clear difference” — the finder keeps your current value and narrows the window anyway. Near the end the two settings are only a few percent apart.
Frequently asked questions
Is this the PSA method?
It uses the same halving idea: compare a faster and a slower value, keep the better one, halve the gap. The difference is that the trial runs here at an exact cm/360 instead of in a game menu.
Which game should I start from?
The one you play most, at the sensitivity you use now. The finder starts from that cm/360 and searches around it.
Does it work with a controller?
No. It measures mouse aim, where cm/360 applies. Controller sensitivity has its own curves per game.