Two render paths
| Path | Where it draws | Data behavior |
|---|---|---|
| Overlay | A separate desktop overlay window. | Uses telemetry to project visual information. |
| D3D11 hook | Inside 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.