Golf Improvement Strategy

The 90-Minute Sim Session: How to Structure It So You Actually Improve

The Cut 8 min read 2026
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Most golfers walk into a simulator bay, hit driver for 20 minutes, then a 7-iron until the timer runs out. Ninety minutes go by, 90 balls get hit, nothing changes. A real golf simulator practice routine breaks the session into four blocks with different goals and different success criteria — and the data on improving golfers backs the structure clean.

This is the format we keep seeing in The Cut user data among players who actually drop strokes. It works on TrackMan, Foresight GCQuad, SkyTrak, Uneekor, Full Swing Kit, or KGOLF. It works for 10 to 25 handicap players. And it does not require hitting more balls — usually fewer.

Why Unstructured Sim Time Fails

A simulator gives you everything a range does not: precise data, instant feedback, repeatable conditions, and a target you cannot accidentally aim past. None of that helps if you ignore the data and revert to range-rat habits.

Three failure modes happen in unstructured sim sessions:

Structure fixes all three.

The Four-Block Framework

A 90-minute sim session breaks into four blocks:

  1. Warm-up — 15 minutes.
  2. Diagnostic block — 15 minutes.
  3. Skill practice — 45 minutes.
  4. Transfer block — 15 minutes.

Each block has a different job. The mistake most amateurs make is treating all 90 minutes as one big "hit balls" session.

Block 1 — Warm-Up (15 Minutes)

Goal: get your body and contact ready, not work on swing changes.

Start with wedges. Half swings to a short target (40–60 yards). Build to three-quarter swings. Move to an 8-iron, then a 6-iron, then a hybrid or 3-wood. Finish with two or three drivers.

Rules for warm-up:

Most golfers need 15–20 shots to warm up. If you are still spraying it after 25, the issue is not warm-up — it is something to capture in the diagnostic block.

Block 2 — Diagnostic Block (15 Minutes)

Goal: capture clean baseline data. No swing thoughts. No fixes. Just numbers.

Hit five shots each with three clubs. A driver, a mid-iron (6 or 7), and a wedge (PW or 50°). Five shots only — that is enough to surface a real pattern without being statistically meaningless.

Write down or screenshot:

Compare against The Cut's reference thresholds. For driver: spin 1,800–2,600 RPM is green, smash 1.45+ is green, attack angle +2° or higher is green. For 7-iron: spin 5,400–6,400 RPM is green, smash 1.31+ is green. Anything in red or yellow becomes a candidate for skill work in the next block.

Block 3 — Skill Practice (45 Minutes)

Goal: work the one or two specific weaknesses the diagnostic surfaced.

Pick one or two issues. Not five. The most common patterns we see in The Cut user diagnostics:

Driver Spin Drill

Iron Dispersion Drill

Wedge Distance Control Drill

Block 4 — Transfer Block (15 Minutes)

Goal: simulate course pressure and shot variability.

Pick a hole on the simulator's course list. Play it shot by shot. No mulligans. Hit the actual clubs you would hit on the actual hole, with the actual pre-shot routine. If you push your tee shot into the trees, hit the recovery you would hit. If you leave a 30-yard pitch, hit it with the wedge you would actually use.

Then do it again. And again. Three holes minimum, six if time allows.

This is where the skill work becomes real. Transfer blocks are where range-only golfers fail and structured-practice golfers separate. The sim playthrough — random clubs, real lies, real consequences — mirrors the variability of the course in a way pure block practice cannot.

What the Data Says About Improving Sim Golfers

When we look at imported sim sessions inside The Cut from users whose handicap dropped over a 90-day window, three patterns repeat:

The third one matters more than people think. Looking at every shot's data while you swing leads to constant micro-adjustments that prevent the brain from grooving any single pattern. Look at the data in the diagnostic block, do skill work without obsessing over each shot's number, then review again at the end. That cadence is what produces transfer.

A 90-Minute Session Template

For a 14-handicap working on iron dispersion and driver spin:

Total balls hit: 60–80. Total useful data points: every one of them.

When to Modify the Template

Frequently Asked Questions

How long should a sim session be?

Ninety minutes is the sweet spot for most amateurs. Long enough to do real diagnostic and skill work, short enough that focus does not collapse. Sessions over two hours rarely produce more learning per ball hit.

Should I use TrackMan or Foresight for sim practice?

Either works for a structured golf simulator practice routine. TrackMan and Foresight GCQuad have slightly different strengths in indoor accuracy, but the difference is much smaller than the difference between structured and unstructured practice. Same applies to SkyTrak, Uneekor, Full Swing, and KGOLF.

How many balls should I hit in a sim session?

Fewer than you think. 60–80 across 90 minutes is plenty. Volume past that point usually shows up as fatigue and erratic data, not improvement. Quality of the diagnostic and transfer blocks matters more than ball count.

The Bottom Line

A real golf simulator practice routine has structure: 15 minutes warm-up, 15 minutes diagnostic, 45 minutes skill work, 15 minutes transfer. Hit fewer balls, look at the right numbers, simulate the course at the end, and the session actually moves your game. Most amateurs improve faster from one structured 90-minute session per week than from three unstructured ones.

Snap your sim session photo from TrackMan, Foresight, SkyTrak, Uneekor, Full Swing, or KGOLF and let Chase tell you which block actually moved your numbers — that is what The Cut does on every import.

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