Mobile Lab · panel rate, tap latency, frame pacing

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.

Mobile touch performance labSampling rate · tap latency · frame pacing · multi-touch · motion sensors
DeviceDetecting…
Screen
Touch points
Raw samples
Start the sample, then draw continuous circles with one finger for five seconds.
Draw circles hereEach dot is one raw touch sample the browser exposed. Denser dots mean a higher panel rate.
READY
Observed touch ratePanel report rate seen by the browser
Median intervalBetween raw samples
P95 intervalSlow-tail spacing
StabilityMedian-deviation score
Samples per frameRaw samples ÷ frame events
Samples00 gaps

Boundary: Chrome, Edge and Firefox for Android expose the raw samples between frames; Safari does not, so iPhone and iPad results are capped at the display rate and labelled frame-limited. The number is what reached the browser, not a panel certification.

0observed

Gaming touch readiness

No stage completed yet.

    Device history

    Previous runs on this browser

    DateDeviceTouch rateTap → frameRefreshContactsScore
    Completed sessions are stored only in this browser.
    Session report

    Complete any stage to build a copyable summary. Nothing is uploaded.

    Keep and share this result

    Save the numbers to your private Device Passport in this browser, or copy a card that shows exactly what was measured.

    Open passport

    Nothing is uploaded unless you contribute. Cards and links contain only the numbers shown above.

    Words on this page
    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

    How to check the touch sampling rate of my phone

    Open this page on the phone, start the sampling stage and swipe continuously for five seconds. The lab timestamps every touch sample the browser delivers and reports the rate in Hz, snapped to the nearest panel class, with a stability figure. No app install and nothing leaves the device.

    What is touch screen response time?

    The delay between your finger touching the glass and the screen showing the result. This lab measures it as tap-to-frame: the time from the touch event to the next painted frame, typically 8–17 ms on a healthy phone. Add the game's own processing for the full in-game figure.

    Touch sampling rate vs refresh rate

    Sampling rate is how often the panel reports your finger (120–720 Hz on gaming phones). Refresh rate is how often the screen paints (60–144 Hz). The lab measures both separately because a fast panel on a 60 Hz browser still feels late.

    Why does my iPhone show 60 or 120 Hz?

    Safari delivers one touch sample per painted frame and does not expose the raw samples between frames. The result is labelled frame-limited; it is a browser ceiling, not the panel maximum.

    What rate do BGMI, Free Fire and CODM need?

    Most competitive mobile players look for 240 Hz or more. Below 120 Hz fast flicks feel coarse. Use the readiness score to see which stage limits your device.

    Open the CODM control lab →

    What the result actually measures

    The sampling stage timestamps every raw touch sample the browser exposes during a five-second swipe and reports the observed rate, interval distribution and stability. The tap stage times each tap to the next painted frame and measures tap accuracy. The display stage counts painted frames and dropped frames. The multi-touch stage records simultaneous contacts, hold jitter and the first-move threshold. The motion stage measures the devicemotion and orientation event rate after permission.

    Measurement boundary: Every value passes through the operating system and the browser. Safari and some Android browsers coalesce touch samples to the frame rate, battery saver lowers panel and display rates, and screen protectors or wet fingers change contact quality. The lab reports what reached the page and labels frame-limited results; it does not certify the panel specification.

    How to interpret the output

    Observed touch rate

    The panel report rate as delivered to the browser, snapped to the nearest advertised class (120, 180, 240, 360, 480, 720 Hz). A frame-limited label means the browser hid the raw samples; a stable rate above 240 Hz is competitive-class.

    Tap → frame

    Time from the touch timestamp to the next painted frame. Near one frame interval (8–17 ms) is normal; repeated values above 40 ms point to browser load or a throttled display, not the panel.

    Readiness score

    Weighted from sampling (35), tap latency (30), refresh (20) and simultaneous contacts (15). Stages you skipped are excluded and the score is marked partial.

    Troubleshooting unexpected results

    Rate reads exactly 60, 90 or 120 Hz

    The browser is coalescing to the display rate. On Android try Chrome or Firefox; on iOS the ceiling is Safari itself. The samples-per-frame tile shows 1.00 in that case.

    Numbers change between runs

    Touch controllers slow down on a static finger and with battery saver. Keep the finger moving, plug in the charger and repeat three times; compare medians only.

    Motion access does nothing

    iOS asks for permission only from a tap inside a secure page; Android may require the site setting for sensors. Some desktop browsers expose no motion API at all.

    Frequently asked questions

    Can a browser measure the real touch sampling rate?

    On Chrome, Edge and Firefox for Android the coalesced-events API exposes every raw sample between frames, so the observed rate tracks the panel report rate. On Safari the browser hides those samples and the result is capped at the display rate.

    Does 720 Hz feel better than 240 Hz?

    Beyond roughly 240–480 Hz the difference is hard to perceive; latency through the display and the game matters more. Use the tap stage to see the delay you actually get.

    Is my phone model uploaded?

    No. The model comes from the browser client hints, stays on the page and appears only in the copyable report and the history stored in this browser.

    Can a chatbot tell me my touch sampling rate?

    It can quote the specification sheet. This lab measures what the panel delivers on your unit, in your browser, today.