OVERLAYS & RADAR

The right view for the job.

Choose a renderer, then decide which information belongs on screen.

Two render paths

PathWhere it drawsData behavior
OverlayA separate desktop overlay window.Uses telemetry to project visual information.
D3D11 hookInside the game’s presentation path.Reprojects supported data per Present; some geometry is read live.

Use the desktop renderer switch and verify the confirmed mode, not just the requested setting. Do not assume two paths provide identical timing or geometry.

Information layers

  • Player boxes, names, distance, and weapon labels.
  • Skeleton joints, native anatomy, and damage-zone hitboxes.
  • HP and shield values, snaplines, and behind-walls coloring.
  • Prediction lines and reticles.
  • Radar, loot distance, shop items, and chest contents.

Aim circle

The Aim circle has size, color, thickness, and opacity controls under Aim targeting. It is a screen-space guide, not proof of target eligibility or a hit. Profile behavior still applies: God does not use an FOV cone.

Freshness matters

Native anatomy and telemetry can arrive at different times. Missing or stale samples may omit a layer. Do not interpret a missing skeleton as evidence that an avatar is absent.

Alignment problems

If you see duplicate or offset rings, capture the game resolution, Windows display scale, renderer mode, and a screenshot. Test one renderer at a time and report the observed behavior. Do not change unrelated aim settings to compensate for a rendering offset.

More checks are in Troubleshooting.

CONTINUE READINGPortable settings ↗