Do a slow swipe and a fast swipe of the same physical hand distance. If the fast one travels further on screen, acceleration is on and quietly wrecking your aim consistency. We measure the ratio for you.
With acceleration off, only the physical distance your hand moves matters — so a slow and a fast swipe of the same hand distance should land within ~10–15% of each other (the small gap is just human inconsistency in how far you actually moved). With acceleration on, the fast swipe travels meaningfully further:
| Ratio (fast ÷ slow) | Verdict |
|---|---|
| ~0.85–1.15 | Clean. No meaningful acceleration. Your aim is 1:1 with your hand — exactly what you want. |
| ~1.2–1.5 | Mild accel likely. Probably Enhance pointer precision is on, or your swipe distances differed. Disable it and retest. |
| > 1.5 | Acceleration on. Your crosshair moves further on fast flicks — this is the muscle-memory killer. Turn it off using the steps below. |
Honest caveat: this measures pointer movement after Windows processes it, so it reliably catches Windows "Enhance pointer precision." It can't see game-side raw input. Treat a clean result as "Windows is fine" and still confirm raw input is on in your game.
Aim is a learned mapping: "this much hand movement = this much crosshair movement." Your brain builds that mapping over hundreds of hours until a flick to a head is automatic. Acceleration breaks the mapping by making the relationship depend on speed — a fast flick over-rotates, a slow correction under-rotates, and the same physical motion lands in two different places. You can't build consistent muscle memory on top of an inconsistent foundation. This is why effectively every FPS pro plays with acceleration off and raw input on. It's not preference; it's a prerequisite.
m_rawinput 1; most games have a "Raw Input" toggle). This bypasses Windows pointer processing entirely.Then come back and retest — you should land in the clean band. After that, lock your sens with the eDPI calculator and burn it in with the aim trainer, because a clean 1:1 setup is the foundation everything else builds on.
Last updated 25 June 2026 · Built and maintained by Mustafa Bilgic. Browser-side indicator only; always confirm raw input in-game. Not affiliated with Microsoft, Logitech or Razer.
Your cursor moves further when you swipe fast than when you swipe slow, over the same physical distance. Helpful for desktop, poison for FPS: it breaks the fixed hand-to-crosshair relationship, so the same flick lands differently depending on speed. That makes consistent muscle memory impossible.
Do the same physical swipe slow then fast and compare cursor distance. Off = same distance (only physical distance matters). On = the fast swipe travels noticeably further. This test measures that ratio for you.
Settings → Bluetooth & devices → Mouse → Additional mouse settings → Pointer Options → uncheck Enhance pointer precision → Apply. That's Windows mouse acceleration. Most FPS players keep it off permanently.
Mostly. Also enable raw input in your game (bypasses Windows pointer processing) and set acceleration to zero in your mouse software (G HUB, Synapse). With all three done, you're clean.
It's a strong indicator, not a lab measurement. The browser sees movement after the OS processes it, so it reliably catches Enhance pointer precision but can't see game-side raw input. Catch the common culprit here, then verify in-game.