
Availability
Slight late fade
+10 ms slower late (4% drop)
Decision Making
Accurate under conflict
91% correct / 9% error
Late Game
Decision quality drops late
-8 points late accuracy
Speed
Large read-to-act gap
248 ms gap (258 → 506 ms)
How quickly does he see it and act?
Read Speed
ms
Commit Speed
ms
Gap: 248 ms
He sees the cue in 258 ms and commits in 506 ms, leaving a 248 ms delay between recognition and action.
A larger read-to-commit gap means he recognizes the play before he fully acts on it.
How often does he choose correctly when interference is added?
On interference trials, he is correct 91% of the time and wrong 9% of the time.
This is the cleanest measure of how well he makes the right choice once the read gets crowded.
What changes once the read gets crowded?
Accuracy drop: 9 points
Crowded reads are 248 ms slower, a 96% slowdown versus clean reads, with accuracy down 9 points.
This is where late passes, missed windows, and turnover risk start to appear.
Does decision accuracy hold as the session goes on?
Early Accuracy
Late Accuracy
-8 point change
Decision accuracy moves from 95% early to 87% late, an 8 point change across the session.
This shows whether his decision-making stays intact once the session gets more demanding.
How far apart are his best and worst reps?
Best (p5): 183 ms
Worst (p95): 271 ms
Median: 227 ms
Spread: 88 ms
His reps range from 183 ms to 271 ms, an 88 ms spread between best and worst responses.
Wide spread means the version you get is less predictable possession to possession.
How steady is his timing from rep to rep?
11.2%
Overall CV
+2.8 point drift
Timing variability is 11.2%, rising from 9.8% early to 12.6% late.
This shows whether his timing stays steady or gets noisier as load builds.
How much does speed fade across the session?
+20 ms slower (8.1%)
Speed fades from 248 ms to 268 ms across the session, a 20 ms drop (8.1%).
This is the clearest fatigue signal for how much pace fades late.
Is one side doing more of the work, and does that worsen late?
Left Speed
ms
Right Speed
ms
Current side-to-side speed gap is 18 ms, with variability separated by 2.1 points and fatigue changing the gap by 6 ms.
Asymmetry shows whether one side starts carrying more of the timing load, especially as fatigue builds.
Does he still see clearly when the game speeds up?
42
Saccadic Speed
CPM
+85 ms
Visual Load Penalty
6 cm
Convergence
NPC
None
Suppression
Visual speed is measured directly, with a load penalty of 85 ms when thinking is added, plus convergence at 6 cm and no suppression.
This tile shows whether visual tracking stays clear once the play gets busy and decision load increases.
Conflict Decision Risk
91%
Late Decision Drop
-8 pts
Asymmetry Drift
+6 ms
Timing Instability
11.2%