62 pointsby pmazumder7 hours ago15 comments
  • ralferoo3 hours ago
    It needs some way of clearing all data. I chose "don't know" on calibration because I couldn't be bothered to try to work it out (but my mouse will be on the low end because it's just some random cheap mouse). Then, the training was ridiculous having to move my mouse miles between targets, but there's no way to change the initial calibration step. Not even in settings / data / delete.

    I'm not really the target user though. I guess those who are will already know exactly how many DPI their mice are.

  • pmazumder5 hours ago
    writeup on the rationale behind it: https://www.pramit.gg/post/i-made-an-aim-trainer
    • interloxia2 hours ago
      "I felt like I may be uniquely equipped to make this problem much more complicated than it needed to be."

      Worth it!

    • maccard4 hours ago
      I enjoyed this. Does the same theory apply to a gamepad? My intuition says yes but curious what you think
      • pmazumder4 hours ago
        I imagine it would generalize well to any fine motor control task with a defined tracking objective. The literature I reference mentions that human error when steering cars also roughly follows the same distribution.
    • tranceylc5 hours ago
      Haven’t had the chance to use it use it yet, but the writeup on it is super cool.

      Encourage anyone to check it out

    • dkdbejwi3834 hours ago
      Even with "reduce motion" enabled the background of this page is constantly animating - it's so distracting I just gave up.
      • pmazumder4 hours ago
        I didn't realize it could be distracting, sorry. It shouldn't happen now
  • pprotas4 hours ago
    The aiming is very choppy because it feels like my cursor is "on rails", or stuck in some kind of grid. Not representative of any modern shooting game I've played. I think this would teach the wrong habits if someone were to use it as an aiming coach.
    • pmazumder4 hours ago
      Are you using it on chromium? It's the only browser I get raw mouse events from right now, so other browsers tend to be more choppy.

      As for the habits, the point of this program is that it ultimately admits that far domain transfer for aim trainers is difficult regardless of what you do, so it tries to optimize in an absolute sense your motor control over your mouse. That way, regardless of scenario you'll have smoother and more efficient aim.

  • Tox465 hours ago
    So cool! but somehow the simulation does not work on firefox. the crosshair is just stuck in the middle
    • pmazumder4 hours ago
      It should still work on firefox, but the experience will likely not be as good. Chromium is the only browser engine (as far as I know) that gives me access to raw, unaccelerated mouse events, so it's the smoothest experience.
      • dminik3 hours ago
        I had the same issue. Linux + Firefox resulted in zero movement. Chrome worked fine.
  • MayeulC5 hours ago
    Interesting project! I am relatively skilled at FPS with a mouse, but would like to improve with my trackball (so that I don't have to change my setup when playing an FPS). This could cone in handy, though I imagine that there aren't multiple "mouse profiles" built-in? It could be useful for players to understand how much of a difference different mice make.
    • pmazumder5 hours ago
      Hi, thanks for the feedback! Multiple mouse profiles isn't something I considered, but I'll definitely look into it. I know a lot of FPS gamers are super particular and switch between mice/mousepads/skates constantly, so it would probably help to provide a semi objective measurement of what setup they're doing best on as well
  • hoechst2 hours ago
    very cool. project, will evaluate this in detail.

    one note, on the "Feel your sensitivity." page, it says " raw input off — OS mouse acceleration is active. Your browser couldn’t give OpenAim raw mouse input, so your OS acceleration curve is reaching the game: the same hand motion turns further when you move faster, which no aim training survives. On Linux: set your mouse’s libinput acceleration profile to “flat” (unaccelerated). Chrome and Edge deliver raw input directly."

    but my mouse is definitely unaccelerated (confirmed via `xinput list-props pointer:"Logitech PRO X 2"`). i am unsure if this leads to erroneous results when aim training.

    i'm on: Chromium 150, linux, x11 kde plasma.

  • King-Aaron6 hours ago
    CS 1.6 scouts and knives was the ultimate aim trainer
    • superxpro123 hours ago
      UT instagib for me
      • pelagicAustral3 hours ago
        never played this mode, I might just give it a shot later on, thanks for the off-shoot comment
    • psalaun6 hours ago
      woah, so many memories bubbling up right now, thanks!
  • terekhindcan hour ago
    does it separate flick errors from tracking errors, or is it just angular delta over time? valorant aim usually feels dominated by confidence-to-fire more than path smoothness.
  • isqueiros2 hours ago
    This looks pretty cool, but I'm pretty sure my imported sens from Deadlock has gone wrong. I have 0.68 in game and it feels significantly slower on the app.
  • mherdelight2 hours ago
    I might use it to compare different mice I have, have you considered adding a comparison option?
  • 3 hours ago
    undefined
  • WithinReason2 hours ago
    the calibrated sensitivity is correct but the in-game sensitivity is waaaaay higher, it's a bug
  • lelanthran4 hours ago
    You might want to look into this page - it slows my PC to a crawl :-(
    • pmazumder4 hours ago
      What browser are you on? Hardware acceleration? It shouldn't be very difficult to run, so I'm guessing some sort of a compatibility issue
      • lelanthran4 hours ago
        > What browser are you on? Hardware acceleration? It shouldn't be very difficult to run, so I'm guessing some sort of a compatibility issue

        Sorry, the linked page, not the actual app. It slows my PC to a crawl.

  • thomasikzelf2 hours ago
    Cool app! I also had some ideas a while ago that I think the current breed of aim trainers are still missing.

    In-game practice like the Range, DM, and Team DM still feels like the gold standard to me. I generally only use aim trainers when they offer a noticeably higher return per minute, rather than just teaching me how to get good at aim trainer specific mechanics.

    Here are a couple of things I think an aim trainer should have:

    - Dynamic difficulty: I feel it works best when trying to keep accuracy relatively high, but fluctuating the target accuracy threshold over time and adjusting difficulty dynamically to match it. That keeps you challenged without breaking form.

    - Dynamic scenarios: Instead of picking scenarios manually, I think a trainer should ideally detect what you suck at and launch those directly.

    - Habit coaching: It would be awesome if a coach flagged bad habits in real time—like clicking too fast (low accuracy), doing a slow tracking movement instead of a sharp flick (mircoflicks), or using tracking when click timing is needed.

    - Biomechanics: Finding the exact "perfect" sensitivity feels less important to me than ensuring your arm and wrist are working together properly, altough this might depend on your aiming style.

    - Simplicity: A lot of trainers overwhelm you with numbers and menus. I image a simple "click here to start and follow feedback" workflow with nothing else for the user to learn. Seeing a bunch of numbers is less important to me then just getting better (maybe with a final score).

    Valorant-specific focus: Trainers often feel too generic for tactical shooters like Valorant, where angle holding, target reading, and micro-corrections dominate.

    I built a small aim trainer to experiment with these ideas myself: https://mousecontrol-thomaswelter-fceff2dbe456668c6bedef32db... (the aim trainer is very basic, only made for myself, fixed sens etc).

    - In this tool, difficulty scales dynamically while playing (the parameter in parentheses changes on the fly):

    - Angle Hold (enemy speed increases): Practicing holding angles against multiple targets. Holding angles is crucial in Valorant (just look at how Primmie plays).

    - Follow (standstill window decreases): Forces active mouse correction and reading the target before shooting. I tend to click too fast, so this forces me to slow down and micro-correct.

    - Jiggle (jiggle speed increases): Targets perform tight jiggles. I find players who spam small jiggles really hard to hit, so this directly targets that weakness.

    - Micro Flicks (snap distance increases): Micro flicks are easy enough to train in the Range, so I mostly use this mode when I am away from my gaming PC.

    - Static (target size decreases): Standard static clicking, but with dynamic scaling as targets shrink.

    - Strafe (movement speed increases): Moving targets with limited hit windows. When watching pro DM VODs, most kills are on stationary targets, but hitting moving players is still vital and tricky to isolate in-game.

    I am still not very good at Valorant but the aim train ideas are interesting. Let me know what you think!

  • poly2it4 hours ago
    Interesting project. One suggestion I'd make is to reduce the configuration complexity up front on new users. It is kind of overwhelming before you have a feel for how your settings translate to the actual training experience.