Home · Features

Everything PowerAim does.

A full tour of the toolkit — the aim pipeline, triggers, anti-recoil, OCR, gamepad support, the LLM AutoPlay system and the overlays. Each section links to the in-depth guide.

// The control layer

Keybinds are one of the most powerful parts of PowerAim.

Any binding can be a chord across keyboard, mouse and gamepad at once — even something like Ctrl + Q + Gamepad LT. Bind a toggle, an aim / trigger / mapping profile, a custom tool, or a whole config — then combine them so a single key fires a complete, game-specific workflow.

  • Chords, any device — hold the combination and release to record; it fires only while every part is held.
  • Toggle anything — every toggle, profile and tool has its own hotkey chip: click it, record a key or chord, done.
  • Workflows — one chord can load a config that brings its own tools, triggers and profiles. Keys + configs + tools + triggers = almost anything.
Read the keybind guide
// 01 · Aiming

Smart aim & tracking

The core of PowerAim. A YOLOv8 model detects targets each frame and a per-profile pipeline turns that into smooth, stable aim — calibrated to your real sensitivity so a profile feels the same in every game.

  • Profile-based, multiple active — every aim setting lives on a profile; run several at once, each gated by its own aim key and an optional OCR condition.
  • Calibrated, predictable move — a lean nearest-target + proportional move by default, scaled by measured screen-pixels-per-count, so it's game-independent.
  • Pick your smoothing — None, EMA, or an adaptive 1€ filter: calm when the target is slow, responsive on flicks.
  • Opt-in tracking & prediction — switch on SORT-style tracking, frame coasting, switch hysteresis and lead/prediction per profile when you want them.
  • Aim region & random point — draw exactly where in the target to aim, optionally a randomized point inside it.
Open the aim guide
PowerAim aim tools page
// 02 · Trigger bot

Conditional triggers

Fire (or press any key sequence) the moment a target is lined up — gated by exactly the conditions you want.

  • Head-area intersection — only fire when the crosshair sits inside a region you draw on the detected body.
  • OCR condition trees — combine HUD reads with AND/OR logic, e.g. (ammo > 5 OR mag = full) AND weapon contains "AK".
  • Multiple triggers, each with its own keys, sequential sends, delays, cooldowns and per-process scope.
Open the trigger guide
Trigger editor
// 03 · Recoil

Anti-recoil profiles

Tame spray patterns with profiles that activate by hotkey or automatically per weapon.

  • Recorded patterns — capture a weapon's real recoil and replay it, with optional looping for held sprays.
  • Image-based compensation — phase-correlation that pushes the view back down as it kicks.
  • Per-profile activation — bind a key, or auto-switch via an OCR weapon-name match.
Open the anti-recoil guide
Recoil patterns dialog
// 04 · Vision

OCR HUD reader

PowerAim can read your HUD — ammo, health, weapon names — and feed that into the rest of the system.

  • Typed regions — mark areas as Number, Health or Text, with color-aware preprocessing for stylized (even coloured) HUD fonts.
  • Drives everything — gate triggers, auto-disengage aim (knife out, not scoped), or auto-switch aim & recoil profiles.
  • Condition trees with the same AND/OR builder used by triggers.
Open the OCR guide
OCR regions dialog
// 05 · Controllers

Gamepad aim & mapping

Full controller support in both directions — play pad games with a mouse, or play KB-only games with a pad.

  • Aim on a virtual stick — route aim onto a virtual Xbox controller through ViGEm.
  • Two-way mapping — map controller ↔ keyboard/mouse with per-profile hotkeys, presets and live visual controller + keyboard diagrams.
  • Controller overview — every physical pad and the virtual one in one list, with slot, sync source, hide, and a one-click "make games use the virtual pad".
  • Gamepad tester — a live button/stick panel you can point at any controller to see exactly what's injected vs. your own input.
Open the mapping guide
Controller mapping editor
// 06 · Automation

LLM-driven AutoPlay

An experimental automation layer that hands the current game state to a local language model and lets it act.

  • Context-aware — detections plus OCR readings are summarized and sent to a local Ollama model.
  • Profiles & actions — define the moves it can make, with cooldowns and an action history.
  • Learning mode — capture what works and feed it back in. Everything runs locally.
Open the AutoPlay guide
AutoPlay page
// 07 · Overlays

Crosshair, FOV & ESP overlays

See exactly what the AI sees, and dial in the field of view, with a stack of optional on-screen layers.

  • Crosshair & FOV — a configurable reticle and a FOV circle that also sizes the scanned region.
  • ESP / detected players — draw detection boxes, confidence and the trigger head-area, via multiple drawing backends.
  • Debug overlay — live input visualization to see the synthetic mouse/stick moves in real time.
Open the overlay guide
Crosshair overlay
// 08 · Tools

Dynamic tools you build

The Tools page is a list of expandable cards — the built-in Magnifier and HWID spoofer, plus any tool you build yourself. Each gets a start key and a start button.

  • Action sequences — chain move-mouse, click, send-key(s), run-program and delay steps that run once per start.
  • Options as variables — define typed options and reference them in any action field as {name}, editable right on the card before you run.
  • Send keys like triggers — the same multi-key control with record-sequence and Sequential / Simultaneous execution.
  • Per-tool keybind — start any tool by hotkey or button; a re-press cancels and restarts, releasing anything it held.
Open the tools guide
PowerAim Tools page

And a lot more under the hood

Pretty much the whole toolbox — grouped by what it touches.

// Targeting & detection

Aim profiles

Save complete aim setups and switch them by hotkey or OCR weapon-match, per game or weapon.

features/aim-assist →

Aim region picker

Draw exactly where inside a target to aim — the same visual editor the triggers use.

features/aim-assist →

Random aim point

Aim at a randomized point inside the region per engagement for a more human feel.

features/aim-assist →

Aim-disengage rules

Pause aim automatically when an OCR condition holds — knife out, not scoped, low ammo…

features/ocr →

Target classes

For multi-class models, choose exactly which classes count as a target.

features/triggers →

Detection masks

Blank out HUD regions (minimap, kill-feed) so the model never hallucinates targets there.

features/detection-masks →

Detection area

Target closest-to-crosshair or closest-to-mouse, with a confidence threshold.

configuration →

Prediction methods

Optional motion prediction — Kalman, Shalloe and WiseTheFox — for leading moving targets.

features/aim-assist →

Aim presets

Start from a built-in feel — smooth tracking, snappy flick, high-DPI precise, humanized or legacy — then fine-tune.

features/aim-assist →

Tunable tracking

Every tracker knob is exposed — association IoU, alpha/beta gains, switch margin, target max-age and an on-target deadzone.

features/aim-assist →

Adaptive lead-time

Lead the shot by target velocity, with an optional Kalman lead that scales with how fast the target is moving.

features/aim-assist →

Multiple active profiles

Run several aim profiles at once — each engaged by its own held aim key and optional OCR condition, not a single-active radio.

features/aim-assist →

Smoothing modes

Per profile: None, EMA, or an adaptive 1€ filter with exposed min-cutoff and beta.

features/aim-assist →

Calibrated sensitivity

The calibration wizard measures your real screen-px-per-count so a profile feels identical across games.

features/calibration-wizard →
// Triggers & anti-recoil

Charge-up triggers

Hold-to-charge mode presses and holds until the target lines up, then releases — for bows and charged shots.

features/triggers →

AND/OR trigger keys

Combine several trigger keys and block keys with per-set AND/OR logic.

features/triggers →

Two-stage intersection

Separate begin and execution checks — line up loosely to start, then fire only when the head is dead-centre.

features/triggers →

Fire-except conditions

An anti-condition tree fires everything except when the HUD says otherwise — reloading, downed, menu open.

features/triggers →

Disable-recoil hotkey

A dedicated key force-disables anti-recoil mid-fight without opening the UI.

features/anti-recoil →
// Vision & OCR

OCR recognition tuning

Opt-in passes for tricky HUDs — colour-channel grayscale, letter→digit fixup, strict parsing, Otsu threshold, DPI hint and sticky-last-valid.

features/ocr →

Per-region OCR setup

Mark each region as text, number or health, set a binarization threshold and invert, and pick it right on screen.

features/ocr →

Bundled OCR engine

Tesseract is built in — it auto-downloads its language data and has a one-click test button.

features/ocr →
// Overlays & FOV

FOV & dynamic FOV

A field-of-view circle that also sizes the scanned region, with a hold-key dynamic FOV and custom color.

features/fov-overlay →

Crosshair overlay

A configurable on-screen reticle, independent of the game's.

features/crosshair-overlay →

ESP / detected players

Draw detection boxes, confidence and the trigger head-area via several drawing backends.

features/crosshair-overlay →

Debug overlay

Live input visualization — watch the synthetic mouse / stick moves in real time.

features/debug-overlay →

Magnifier

A hotkey-toggled zoom window with zoom-in / zoom-out keys for precise inspection.

tools →

Crosshair styles

Six reticle shapes with size, thickness, gap and outline — plus a detection flash that tints the crosshair when a target appears.

features/crosshair-overlay →

ESP detail

Toggle confidence labels, tracer lines and box sizes, and recolour detected players to taste.

features/crosshair-overlay →

Overlay backends

Pick the rendering path — WPF, DrawingContext, desktop-DC or a separate overlay window — to suit your game.

features/crosshair-overlay →
// Input & devices

Mouse input methods

Several synthetic-mouse backends plus Razer, Logitech G HUB and ddxoft driver paths.

features/mouse-input-methods →

Movement paths

Lerp, Exponential, Bézier, Adaptive and Perlin-noise cursor paths for natural motion.

features/mouse-input-methods →

Mouse jitter

Optional randomized jitter on the synthetic mouse for extra humanization.

features/mouse-input-methods →

Gamepad aim output

Route aim onto a virtual Xbox controller via ViGEm for pad-driven games.

features/gamepad-aim →

Hidden controllers

Keep a physical pad from reaching the game (HidHide) while PowerAim drives the virtual one.

features/hidden-controllers →

Recoil pattern recorder

Record a weapon's real recoil into a reusable pattern for anti-recoil playback.

features/recoil-patterns →

Humanized fire delay

Randomize the auto-fire click timing so bursts don't fire on a perfect clock.

features/triggers →

Driver auto-install

One-click install of the helpers it can use — Razer, Logitech G HUB and ddxoft mouse drivers, plus vJoy and HidHide.

features/mouse-input-methods →
// Controllers & mapping

Gamepad backends

Output through ViGEm (Xbox) by default, with vJoy, XInput and an internal mode also available.

features/gamepad-aim →

Activators & layers

Each mapping can fire on press, long-press, double-tap, toggle or pulse — with an optional modifier button for shift-layers.

features/controller-mapping →

Stick-feel tuning

Per-profile deadzone, anti-deadzone, response curve, stick→mouse exponent, Y-invert and dual sensitivities.

features/controller-mapping →

Mapping presets

Ready-made layouts — FPS in either direction, driving, and a controller-as-mouse mode for accessibility.

features/controller-mapping →

Gamepad diagnostics

A live panel shows the XInput slot map and sender status, fires a test trigger pulse, and pops out a full tester.

features/gamepad-aim →

Trigger thresholds

Set how far the analog triggers must travel before LT/RT count as pressed.

features/controller-mapping →

Controller overview

Every physical pad and the virtual one in one list — slot, sync source, hide, and a one-click "make games use the virtual pad".

features/controller-overview →

Gamepad tester source

Point the live tester at any controller — watch what PowerAim injects on the virtual pad vs. your own input on the physical one.

features/gamepad-aim →
// Tools & power-user

Custom tools

Build your own tools from move/click/send-key/run-exe/delay steps with option variables, each on a start key.

features/dynamic-tools →

Combo keybinds

Bind chords across keyboard, mouse and gamepad — Ctrl+Shift+X, Ctrl+Left-Click, X+B — recorded on release.

configuration/keybinds-hotkeys →

Quick Config

A floating config tab + switcher: see the active config, swap it, or hit a per-config hotkey — without opening the full UI.

configuration/quick-config →

Magnifier & HWID

The fixed built-in tools live in the same unified list, each with a start key, button and their own panel.

features/dynamic-tools →
// Capture, models & performance

Capture backends

Fast DXGI Desktop Duplication with an automatic GDI fallback, plus per-process capture.

configuration →

Monitor & source select

Pick which monitor or window to capture, with a live preview picker.

configuration →

Downloadable models

Browse and one-click download community ONNX models straight from the app.

getting-started →

Dynamic model sizes

Run dynamic-axis models at 160–640+ to trade accuracy for speed.

getting-started →

DirectML & CUDA

Inference on any GPU via DirectML, or fastest on NVIDIA with CUDA.

requirements →

GPU device selection

Run inference on a chosen adapter — keep it off the GPU the game uses.

configuration →

Benchmark & FPS cap

Built-in performance benchmark and an inference FPS cap to balance load.

features/session-stats →

Replay buffer

A rolling buffer that can save the last seconds around a moment to disk.

features/replay-buffer →

Session stats

Live FPS, inference time and detection counters while you play.

features/session-stats →

Training-data capture

Auto-save capture frames and YOLO labels while you play to bootstrap your own dataset.

models/training-your-own →

Model input override

Override the input resolution for dynamic-shape models to trade accuracy for speed.

requirements →

In-app build switch

Switch the whole app between the DirectML and CUDA build from inside it — it downloads and swaps for you.

requirements →
// Profiles, config & quality-of-life

Per-game auto profiles

Auto-switch aim / recoil / mapping profiles based on the focused process.

configuration/per-game-profiles →

Auto-pause

Stop everything automatically when the game loses focus, then resume.

configuration →

Configs

Save, load and download configs; swap a whole setup per game in one click.

configuration/config-file →

Keybinds & hotkeys

Global, rebindable hotkeys for every toggle, profile and tool.

configuration/keybinds-hotkeys →

Hide UI from capture

The whole PowerAim window is excluded from screen capture & recorders.

configuration →

Theme & accent color

Light / dark with a custom accent, and a separate accent while globally active.

configuration →

Setup wizard

A guided first-run wizard that walks you through models, capture and binds.

getting-started →

HWID spoofer

A bundled tool to change hardware IDs from inside the app.

tools →

9 languages

Fully localized in English, German, Spanish, French, Italian, Russian, Turkish, Ukrainian and Chinese.

advanced/localization →

100% local & free

No telemetry, no key system, no paywall. Source-available — free for non-commercial use.

license & credits →

Custom layout

Drag the settings cards into the order you like and hide the ones you don't — a pill brings them back.

configuration →

Instant search

Ctrl+F searches every setting and section, then jumps to and flashes the matching control.

configuration →

Hotkey safeguards

Optionally require Global-Active before hotkeys fire, with an on-screen notice each time a key flips a toggle.

configuration/keybinds-hotkeys →
// Launcher & distribution

Smart launcher

The launcher starts the app under a randomized executable name on each run.

getting-started/installation →

Installer mode

With no build present it becomes an installer — pick a version, opt into the CUDA build and choose a folder.

getting-started/installation →

Built-in updater

Checks for new releases and updates in place, preserving your configs.

getting-started/installation →

Releases & download stats

The About page lists every GitHub release with its per-asset download counts.

getting-started →

Ready to try it?

Grab the installer or a portable build and follow the quick-start. It's free and runs entirely on your machine.