A reaction time test that accounts for your screen
This reaction time test measures how long it takes you to respond to something you can see, in milliseconds. The panel above waits a random interval, turns green, and the clock runs until your tap registers. Five trials give you an average, your best single attempt, and the spread between them — and the spread tells you as much as the average does.
What makes this one different from the reaction test you have used before is what it does with your hardware. Every screen holds a change back until its next refresh, so on a 60 Hz display a stimulus waits an average of 8.3 milliseconds before your eyes can possibly see it. On a 144 Hz gaming monitor that wait is 3.5 ms. That difference is baked into every reaction time test you have ever taken, unlabelled, and it is a large part of why the same person scores differently on a phone and a desktop.
This test measures your display's refresh rate from the browser's own frame clock and shows you both numbers: the raw measurement, and the measurement with that display wait removed. It does not pretend to remove the rest — your mouse, touchscreen, operating system and browser all add delay that a web page cannot measure, and a test that claims otherwise is guessing.
Four ways to test
The tabs above the panel switch between four modes. They all use the same timing code and the same scoring, so their results are directly comparable against each other.
- Visual. The classic reaction time test. The panel turns green, you tap. This is the mode that produces the number people quote.
- Audio. A tone plays instead. Almost everyone is 30 to 50 ms faster here, because sound is converted to nerve signals faster than light is. Use wired audio — Bluetooth adds latency that lands in your score.
- Choice. Some signals say tap and some say hold. Now you have to read the signal before acting, which costs 50 to 150 ms and measures your decision rather than only your speed.
- Aim. A target appears at a random point and you have to hit it. The gap between this and your visual score is the time you spend finding and reaching a target, which is the part that actually improves with practice.
What your result means
A healthy adult tapping a screen usually lands between 200 and 300 milliseconds on the visual test, with a median near 273 ms. Under 200 ms is genuinely fast. Over 350 ms is more often a phone, a distraction or a short night than anything about your nervous system.
Your result is placed against an age band because reaction time changes across a lifetime — it peaks in the late teens and early twenties and slows by roughly a millisecond a year through adult life. Pick your band under the tool and the percentile updates. That percentile comes from a model anchored to published population averages for simple reaction time, not from a measurement of the people who have used this site, and it is not a clinical measure of anything.
Look at your spread as well as your average. Five trials between 240 and 260 ms describes someone who was focused throughout. Trials at 190, 200, 210, 250 and 400 average out to the same number and describe someone who lost attention once. In every real activity — driving, sport, games — the lapse is what matters, because it is the one that arrives when you needed the other four.
Why false starts are thrown away
Tap before the panel turns green and the trial is discarded, not scored. So is any trial faster than 100 ms. Nerve transmission, processing and muscle activation cannot complete faster than that, so a sub-100 ms result is a guess that happened to land after the signal instead of before it. Athletics uses the same threshold: a sprint start under 100 ms is ruled a false start on exactly this reasoning.
Counting guesses would reward anticipating the timing, which is the opposite of what a reaction time test is for. The wait before each signal is randomised between 1.4 and 4.4 seconds so that the interval cannot be learned, and your false-start count is shown beside your average so you can see what was dropped.
Getting a score that is actually comparable
- Use the same device each time. A phone, a laptop trackpad and a wired mouse on a gaming monitor produce meaningfully different numbers for the same person.
- Warm up. Your first run of the day is reliably 10 to 20 ms slower than your third, and testing cold tells you about being cold.
- Take the five-trial average rather than your best single attempt. One good trial is partly luck.
- Treat any difference under about 15 ms as noise. If you want to test whether coffee or a bad night changed you, run five trials before and five after, on the same device at the same time of day.
- Test rested if you want your ceiling, and tired if you want to know what your tired self is like. Both are useful; they are not the same number.
Nothing leaves your browser
The entire test runs on your device. Your trial times, the age band you pick and your last ten runs are stored in your own browser and are never uploaded — there is no account, no login, and no server-side record of anyone's scores. Clearing the history in the tool, or clearing site data in your browser, deletes them for good.
That is also why your history does not follow you between devices. It is a deliberate trade: a record you own on the device you tested on, rather than a profile on a server you have to trust.