GHOSTING & DISPLAY TEST
Screen and keyboard ghosting detector, key rollover tester, reaction time benchmark — plus a full display test suite: motion blur, pixel response (GtG/MPRT), refresh rate detector, PWM flicker, frame rate comparison (30/60/120/144/240fps), judder analysis, pursuit camera, and display benchmark. All in your browser.
| # | KEY / ACTION | AVG (ms) | BEST (ms) | WORST (ms) | TESTS | DISTRIBUTION |
|---|---|---|---|---|---|---|
| No data yet — complete a Reaction or Keyword test session | ||||||
6KRO — Most gaming keyboards: up to 6 keys at once
NKRO — Enthusiast boards: unlimited simultaneous keys
Ghosting — When a pressed key is NOT detected due to matrix limitations
CASUAL — Default settings, 15 rounds, sound on, confetti on
TRAINING — 50 rounds, 3 warmup rounds, weighted keywords, goal enabled
STREAMER — Large arena, compact off, all visual effects on, big font
👻 What is Keyboard Ghosting?
Ghosting is a hardware limitation where pressing multiple keys simultaneously causes some keystrokes to not register — they "ghost" away. This is NOT a software bug. It's caused by the electrical matrix design inside most keyboards.
In a matrix circuit, rows and columns of keys share electrical connections. When multiple keys in conflicting positions are held, the circuit can't determine which combination was actually pressed, so it drops or fabricates key signals.
- Lost Input — You press a key, nothing happens in-game
- Phantom Input — A key registers that you never pressed
- Blocked Input — A held key prevents others from registering
🚧 What is Key Jamming?
Key jamming is different from ghosting. When certain keys (especially Caps Lock, Win/Meta, Fn) are held, they can "jam" the keyboard matrix, blocking ALL other key signals in that row or column. This is especially common on budget membrane keyboards.
Unlike ghosting which depends on specific combinations, jamming from Caps Lock can block WASD entirely — catastrophic for gaming.
🔢 What is Key Rollover (KRO)?
Key Rollover (KRO) refers to how many keys a keyboard can simultaneously detect without errors. The number before "KRO" is the limit:
| TYPE | SIMULTANEOUS KEYS | COMMON IN | GAMING? |
|---|---|---|---|
| 2KRO | 2 keys max | Budget office keyboards | ❌ Not recommended |
| 3KRO | 3 keys max | Mid-range membrane | ⚠️ Minimal acceptable |
| 6KRO | 6 keys max | Most gaming keyboards | ✅ Good for most games |
| NKRO | Unlimited | Mechanical / premium | ✅✅ Optimal |
📡 Why Does This Affect Gaming?
Modern games require simultaneous key presses constantly: sprinting + shooting + looking + crouching, or combo inputs in fighting games. Even MOBA or RTS players press 5–8 keys at once during intense moments. Ghosting turns inputs into lost commands — you die because your sprint didn't fire.
👻 Ghost Detect — How to Use
🔢 Rollover Test — How to Use
🚧 Key Jam Test — How to Use
⚡ Reaction Time Test — How to Use
🎯 Keyword / Action Test — How to Use
📈 Latency Test — How to Use
🔀 Combo Test — How to Use
🗺️ Heat Map — How to Use
📊 Interpreting Reaction Time
Human reaction time to visual stimuli is typically 150–300ms. Your average will be higher than your best because of occasional distraction or hesitation. Key RT rankings show which physical keys you're slower to reach and press — useful for optimizing your keybindings.
| RT RANGE | RATING | CATEGORY |
|---|---|---|
| < 100ms | 🔥 Superhuman | Almost impossible — usually a false-start or cheat |
| 100–150ms | ⚡ Elite | Top 1% — professional esports territory |
| 150–200ms | ✅ Pro Gamer | Top 5% — consistent competitive player |
| 200–250ms | 👍 Good | Top 20% — above-average gamer |
| 250–350ms | 😐 Average | Normal human range — typical casual player |
| 350–500ms | 🐢 Slow | Below average — consider training |
| > 500ms | ❌ Very Slow | Possible fatigue, distraction, or medical concern |
📈 Interpreting Latency Consistency
The consistency score is calculated from the coefficient of variation (standard deviation ÷ mean × 100). Lower variance = higher score.
| SCORE | STD DEV | MEANING |
|---|---|---|
| S (95–100) | <5ms | Extremely consistent — mechanical or linear switch ideal |
| A (85–94) | 5–10ms | Very consistent — good for competitive gaming |
| B (70–84) | 10–20ms | Acceptable — standard gaming keyboard range |
| C (50–69) | 20–40ms | Moderate variance — membrane or worn switches |
| D (<50) | >40ms | High variance — consider cleaning or replacing keyboard |
🔢 Interpreting KRO Results
Your confirmed KRO is the highest number of simultaneously pressed keys that all registered. Use this to determine if your keyboard can handle your game's most demanding moments:
- 1–2 KRO — Cannot handle basic gaming combos. Replace immediately.
- 3–5 KRO — Borderline. Fine for simple games, may fail in complex scenarios.
- 6 KRO — Standard gaming minimum. Handles most FPS and MOBA combos.
- NKRO — Ideal. No key combination will ever ghost.
🚧 Interpreting Jam Test Results
- 0 Blocked — No jamming detected. This jammer key is safe to hold in-game.
- 1–3 Blocked — Minor jamming. Avoid holding this key while using the blocked ones.
- 4+ Blocked — Severe jamming. This keyboard has significant matrix limitations. Do not use this key in gaming.
⌨️ Membrane vs Mechanical
| FEATURE | MEMBRANE | MECHANICAL |
|---|---|---|
| Typical KRO | 2–6KRO | 6KRO–NKRO |
| Ghosting Risk | HIGH | LOW |
| Key Jamming | Common | Rare |
| Actuation Force | 45–60g (rubber dome) | 35–80g (switch type) |
| Lifespan | 5–10M keystrokes | 50–100M keystrokes |
| Gaming Verdict | ⚠️ Acceptable | ✅ Recommended |
🔌 Switch Types & Their Impact
| SWITCH TYPE | ACTUATION | FEEL | BEST FOR |
|---|---|---|---|
| Linear (Red) | ~45g | Smooth, quiet | FPS — fast inputs, no bump |
| Linear (Speed) | ~35g | Ultra-light | Competitive FPS — fastest actuation |
| Tactile (Brown) | ~45g | Bump feedback | Mixed gaming + typing |
| Clicky (Blue) | ~50g | Click + bump | Typing, not recommended for gaming |
| Optical | ~35g | Zero debounce | Competitive gaming — lowest latency |
🏆 Gaming Keyboard Tiers
🎮 Gaming Optimization Tips
🖥️ Why Display Testing Matters for Gaming
Your monitor is the final output stage of your entire gaming setup. A 240Hz CPU/GPU rendering 240 frames per second is useless if your display is 60Hz. Display characteristics — refresh rate, pixel response, motion blur, and backlight type — directly determine how fluid, clear, and responsive your game feels.
This tool lets you test and understand your display's actual behavior using your browser's canvas rendering engine, giving you real metrics you can act on.
📊 Key Display Metrics Explained
| METRIC | WHAT IT MEASURES | IDEAL VALUE |
|---|---|---|
| Refresh Rate (Hz) | How many frames/sec the panel updates | ≥144Hz for gaming |
| GtG Response | Time for pixel to change shade | <5ms (1ms ideal) |
| MPRT | Perceived motion blur from eye tracking | <4ms ideal |
| Frame Time | Milliseconds between frames | Consistent <7ms @ 144Hz |
| PWM Frequency | Backlight flicker rate | DC dimming or >1kHz |
| VRR Range | Variable refresh rate window | Wide range, e.g. 48–240Hz |
🎮 What Each Test Tells You
📡 Refresh Rate: The Foundation of Gaming Performance
Refresh rate (Hz) is how many times per second your monitor redraws its image. Higher Hz = smoother motion = lower latency. The formula is simple: 144Hz = one new frame every 6.9ms. 240Hz = one every 4.2ms. 60Hz = one every 16.7ms.
| REFRESH RATE | FRAME TIME | USE CASE | VERDICT |
|---|---|---|---|
| 60Hz | 16.7ms | Office, movies, casual | ❌ Not gaming |
| 75Hz | 13.3ms | Budget gaming | ⚠️ Minimal |
| 100–120Hz | 10–8.3ms | Mid gaming | ✅ Good start |
| 144Hz | 6.9ms | Competitive gaming | ✅ Recommended |
| 165–240Hz | 6.1–4.2ms | Esports / FPS | ✅✅ Excellent |
| 360Hz+ | 2.8ms | Pro competitive | 🏆 Pro level |
🔄 VRR: G-SYNC, FreeSync, HDMI 2.1 VRR
Variable Refresh Rate (VRR) synchronizes your display's refresh rate to your GPU's actual output framerate. When your GPU renders 97fps, a 144Hz VRR display refreshes at exactly 97Hz — eliminating screen tearing without the input lag of V-Sync.
The Detect test identifies VRR behavior through frame time variance: fixed-rate displays show near-zero variance; VRR displays show variance matching GPU load.
🚦 How to Enable Your Monitor's Full Refresh Rate
💨 Understanding Motion Blur on LCD/OLED Displays
Motion blur on modern displays has two distinct causes:
- Sample-and-hold blur — LCD pixels stay lit for the entire frame duration. At 60Hz, each pixel is illuminated for 16.7ms. Your eyes track moving objects across this static image, perceiving blur. This is the dominant cause of motion blur on modern displays.
- Pixel response blur — The time a pixel takes to physically change from one color to another (GtG). If a pixel responds in 5ms but the frame is only 4.2ms long (240Hz), it can't finish transitioning, creating trailing ghosting.
🧮 Calculating Motion Blur
A simple formula: Blur (px) = Speed (px/s) ÷ Refresh Rate (Hz)
| SPEED | 60Hz BLUR | 144Hz BLUR | 240Hz BLUR |
|---|---|---|---|
| 240 px/s | 4 px | 1.7 px | 1 px |
| 480 px/s | 8 px | 3.3 px | 2 px |
| 960 px/s | 16 px | 6.7 px | 4 px |
| 1920 px/s | 32 px | 13.3 px | 8 px |
In a 1080p FPS game where a target moves halfway across your screen in 0.5 seconds, that's ~960px/s. At 60Hz you see 16px of trailing smear; at 240Hz just 4px.
💡 Backlight Strobing (BLS/ULMB/DyAc)
Premium gaming monitors address sample-and-hold blur by turning the backlight off for most of the frame period, only strobing it on when pixels have finished transitioning. This reduces MPRT from ~16ms to ~1ms at 60Hz — matching CRT motion clarity. The tradeoff: reduced brightness and potential eye strain at some strobe frequencies.
👁️ GtG vs MPRT — Why Marketed Numbers Are Misleading
GtG (Gray-to-Gray) is the time for a pixel to transition between two gray shades. Manufacturers advertise "1ms GtG" but measure under optimal conditions (often middle-gray transitions, with maximum overdrive).
MPRT (Moving Picture Response Time) is the actual perceived motion blur — combining pixel response AND sample-and-hold persistence. A "1ms GtG" panel on a 60Hz display still has ~16.7ms MPRT because the pixel is visible for the entire frame duration.
Only backlight strobing reduces MPRT below the frame period. MPRT ≈ strobe duration when enabled.
🔍 Overdrive and Ghosting Artifacts
Monitors use overdrive (or response time settings) to push pixels faster. Too little overdrive = slow pixels, dark trailing ghosts. Too much overdrive = overshoot artifacts, bright halos ahead of objects, "inverse ghosting." Most monitors have 3–5 overdrive settings. The UFO test shows exactly how your overdrive setting affects pixel behavior.
| ARTIFACT | CAUSE | OVERDRIVE |
|---|---|---|
| Dark smear behind | Undershoot — slow pixel transition | Increase overdrive |
| Bright halo ahead | Overshoot — pixel overshoots target | Reduce overdrive |
| Color fringing | Inverse ghosting — extreme overshoot | Reduce overdrive significantly |
| Clean edges | Optimal overdrive calibration | ✅ Leave as-is |
⚡ PWM Dimming: The Hidden Eye Strain Factor
Most LCD monitors dim their backlight using Pulse Width Modulation (PWM) — rapidly flickering the backlight on and off at a set frequency. At full brightness, most use DC dimming (constant current). Below ~50–70% brightness, many switch to PWM.
The human eye can subconsciously detect flicker up to about 200–500Hz depending on individual sensitivity. PWM at low frequencies (<120Hz) causes flicker visible to most people.
📊 PWM Frequency Risk Guide
| FREQUENCY | RISK | AFFECTED USERS | VERDICT |
|---|---|---|---|
| <60Hz | CRITICAL | All users | ❌ Avoid |
| 60–120Hz | HIGH | Most users | ❌ Problematic |
| 120–480Hz | MODERATE | Sensitive users | ⚠️ Caution |
| 480–1000Hz | LOW | Very sensitive only | ✅ Generally safe |
| >1000Hz / DC | NONE | Almost no impact | ✅ Flicker-free |
🔦 How to Check If Your Monitor Uses PWM
🌊 Judder: Why Movies Stutter on Gaming Monitors
Judder occurs when content frame rate doesn't match the display refresh rate cleanly. The classic case: 24fps cinema content on a 60Hz display. Since 60 ÷ 24 = 2.5, frames can't be shown for equal durations. The telecine 3:2 pulldown solution shows alternate frames for 3 and 2 display cycles — creating a "stuttery" feel during camera pans.
📊 Content vs Display Compatibility Matrix
| CONTENT | 60Hz | 120Hz | 144Hz | 240Hz |
|---|---|---|---|---|
| 24fps (cinema) | JUDDER (3:2) | Perfect (5×) | JUDDER | Moderate |
| 25fps (PAL/TV) | Moderate | Moderate | JUDDER | Moderate |
| 30fps | Perfect (2×) | Perfect (4×) | Moderate | Perfect (8×) |
| 60fps | Perfect (1×) | Perfect (2×) | Moderate | Perfect (4×) |
| 120fps | Capped @60 | Perfect (1×) | Moderate | Perfect (2×) |
This is why 120Hz TVs and monitors are preferred for movie watching over 144Hz — 24fps cinema divides perfectly into 120Hz (5×), eliminating all judder.
🛒 Gaming Monitor Buying Guide 2025
📋 Panel Type Comparison
| TYPE | RESPONSE | COLORS | CONTRAST | GAMING |
|---|---|---|---|---|
| TN | 1ms GtG | Limited | 1000:1 | Good (competitive) |
| IPS | 1–4ms GtG | Excellent | 1200:1 | Best all-round |
| VA | 4–8ms GtG | Good | 3000–5000:1 | Good (movies) |
| OLED | 0.1ms GtG | Reference | 1,000,000:1 | Premium (burn-in risk) |
| Mini-LED | 1–2ms GtG | Excellent | 50,000:1 | Best LCD option |