⚡ 一般人的反應時間是多少?⚡ What is a normal reaction time?
多數成年人對簡單視覺刺激的反應約在 200–250 ms;經常打 FPS 的玩家常見 170–220 ms。低於 150 ms 已非常罕見,低於 100 ms 則幾乎一定是「預判」而非反應,因此不列入計分。
Most adults react to a simple visual cue in about 200–250 ms; regular FPS players often land around 170–220 ms. Below 150 ms is very rare, and below 100 ms is almost certainly anticipation rather than reaction, so it isn't counted.
為什麼換一台電腦成績就不同?Why does my score change on a different computer?
因為成績包含了整條硬體鏈的延遲:滑鼠回報率、作業系統與瀏覽器處理、螢幕刷新率與面板反應時間。60Hz 螢幕每一幀就要 16.7 ms,240Hz 只要 4.2 ms,同一個人在不同設備上相差 20–30 ms 很常見。
Because the score includes the whole hardware chain: mouse polling, OS and browser processing, monitor refresh rate and panel response. One frame is 16.7 ms at 60Hz but only 4.2 ms at 240Hz, so a 20–30 ms difference for the same person on different setups is common.
「換一台螢幕會快多少」是怎麼估算的?How is "how much faster another monitor would make you" estimated?
螢幕造成的延遲大約是 1.5–2.5 幀:等待下一次刷新,加上瀏覽器合成與畫面輸出。我們以你實測的成績為基準,只替換「每一幀的時間」,其他條件(你的反應、滑鼠、電腦)維持不變,算出「同一個你」在其他刷新率下的預估成績。因為是和你自己比,不會混入不同玩家之間的技術差異。刷新率會自動偵測,也可以手動修改;若你選的刷新率比偵測到的高,代表螢幕可能沒有開到最高刷新率。
Display latency is roughly 1.5–2.5 frames: waiting for the next refresh plus browser compositing and scan-out. We take your measured score, swap only the frame time, and keep everything else (your reaction, mouse, PC) the same to estimate the "same you" at other refresh rates. Because you're compared with yourself, skill differences between players don't creep in. The refresh rate is detected automatically and can be changed; if you pick a higher rate than we detect, your monitor may not be running at its maximum refresh rate.
怎麼讓成績更準?How do I get a more accurate score?
使用有線或 2.4G 滑鼠、關閉其他分頁與背景程式、開啟螢幕最高刷新率,並多測幾輪看平均。手機觸控螢幕的延遲通常比滑鼠高,成績會偏慢。
Use a wired or 2.4G mouse, close other tabs and background apps, set your monitor to its highest refresh rate, and look at the average over several runs. Phone touchscreens usually add latency, so scores are slower.
🧬「估計肉體反應」是怎麼算的?🧬 How is the estimated human reaction calculated?
你測到的成績 = 神經反應 + 硬體延遲。我們依你選的設備估算硬體延遲:螢幕約 1.5–2.5 幀再加上面板處理時間,滑鼠則依類型採常見範圍(電競滑鼠約 1–3 ms、藍牙滑鼠約 10–25 ms),再從總成績扣掉,得到「估計肉體反應」。這是依規格推算的假設性模型,不是用儀器量到的數值,實際數字會因設備與系統而不同。
Your score = nervous-system reaction + hardware latency. We estimate the hardware part from the gear you select — about 1.5–2.5 frames plus panel processing for the display, and typical ranges for the mouse type (about 1–3 ms for a gaming mouse, 10–25 ms for Bluetooth) — and subtract it from your total. It's a spec-based estimate; real numbers vary by device and system.
🏷️ 設備稱號是怎麼來的?🏷️ What are the gear-tier titles?
稱號是依你的總成績給的趣味標籤(例如「144Hz 穩健玩家」),方便分享到 Discord 或社群互相比較,並不代表你實際使用的螢幕。想知道硬體真正佔了多少,請看結果下方的「硬體延遲扣除估算」。
Titles are fun labels based on your total score (e.g. "144Hz Steady Gamer") made for sharing on Discord or social media — they don't describe the monitor you actually use. For the real hardware impact, see the "hardware latency subtraction" below your result.
📐 方法與限制:「估計肉體反應」是依你選擇的設備推算的假設性模型;疲勞、練習與預判都會影響成績。完整說明見測量方法與限制。
📐 Method & limits: "Estimated human reaction" is a hypothetical model based on the gear you pick; fatigue, practice and anticipation all affect results. See Methods & Limits.
🔊 為什麼聽覺反應會比視覺快?🔊 Why is hearing faster than vision?
聲音訊號從耳朵傳到大腦的處理步驟比視覺少,研究普遍發現人對簡單聲音的反應比對畫面快約 30–50 ms。這也是為什麼 FPS 高手很重視腳步聲與槍聲——聽到往往比看到更早。
Sound takes fewer processing steps from ear to brain than light does from eye to brain, and studies commonly find simple reactions to sound are about 30–50 ms faster than to visuals. That's why top FPS players care so much about footsteps and gunshots — you often hear an enemy before you see them.
為什麼我的聽覺成績比視覺還慢?Why is my audio score slower than my visual score?
最常見的原因是藍牙耳機:一般藍牙耳機的音訊延遲常見 100–250 ms,聲音晚到,你的反應自然就「變慢」了。遊戲時等於比敵人晚一步聽到腳步聲。改用 2.4G 無線接收器或有線耳機通常能立刻改善,詳見戴藍牙耳機打 FPS 總是被偷襲?,也可以用耳機延遲自動測量實際量出你的耳機延遲。
The most common cause is Bluetooth headphones: standard Bluetooth audio is often 100–250 ms late, so your reaction "slows down" with it — in game you hear footsteps a step behind the enemy. A 2.4G wireless dongle or wired headset usually fixes it right away; read why Bluetooth gets you flanked or measure your headset with the automatic latency test.
怎麼測得更準?How do I get a more accurate result?
在安靜的環境、戴上耳機測試,先按「試聽槍聲」調到清楚但不刺耳的音量,並在結果中選對你的音訊裝置與點擊裝置。同一副耳機多測幾輪取平均,再換另一副比較,差異就一目了然。
Test in a quiet room with headphones on, use "Test sound" to set a clear but comfortable volume, and pick the right audio and click devices in the result. Average a few runs with one headset, then compare with another — the difference speaks for itself.
📐 方法與限制:「估計肉體反應」是依你選擇的設備推算的假設性模型;疲勞、練習與預判都會影響成績。完整說明見測量方法與限制。
📐 Method & limits: "Estimated human reaction" is a hypothetical model based on the gear you pick; fatigue, practice and anticipation all affect results. See Methods & Limits.
🎯 跟槍 (Tracking) 和甩槍 (Flick) 有什麼不同?🎯 Tracking vs. flicking?
甩槍是瞬間把準心移到目標;跟槍則是持續讓準心黏在移動中的目標上。在《戰地風雲 2042》、《Apex》這類 TTK 較長、敵人會橫移閃避的遊戲,跟槍穩定度直接決定你能不能把整個彈匣打在對方身上。
Flicking snaps your crosshair onto a target; tracking keeps it glued to a moving one. In games with longer time-to-kill and strafing enemies — Battlefield 2042, Apex — tracking consistency decides whether your whole magazine lands.
怎麼提升跟槍命中率?How can I improve my tracking?
- 降低靈敏度,改用手臂帶動大範圍移動,手腕負責微調Lower your sensitivity; use your arm for large moves and your wrist for fine corrections
- 確認滑鼠回報率穩定(1000Hz 以上)且沒有跳點Make sure your mouse polling rate is stable (1000Hz or higher) with no skipping
- 高刷新率螢幕能讓你更早看到目標變向,反應修正更快A high-refresh monitor shows direction changes sooner, so you correct faster
- 預判目標急停:看目標的「趨勢」而不是只盯著當下位置Anticipate stops: read the target's trend, not just its current position
為什麼觸控成績不列入排行?Why aren't touch results ranked?
手指直接按在目標上和用滑鼠控制游標是完全不同的技能,混在一起比較並不公平,所以排行榜只收滑鼠成績。
Putting your finger on the target is a completely different skill from steering a cursor with a mouse, so only mouse results are ranked to keep it fair.
📐 方法與限制:計分依遊戲內事件計算,排行榜由伺服器檢查成績是否合理;硬體報告只列出實際量到的項目。完整說明見測量方法與限制。
📐 Method & limits: Scores come from in-game events and the server checks them for plausibility; the hardware report lists only what was actually measured. See Methods & Limits.