Mouse + Raw Accel Aim Analyzer

Windows Raw Input background telemetry, Raw Accel curve modeling, FPS turn heatmaps and local run comparison.
Idle

Background game capture

Windows Raw Input is captured by a hidden native input sink owned by the Node server. After starting capture you can Alt-Tab into Halo and keep playing normally; the browser does not need focus and does not capture the cursor. Stop capture after the match to synchronize the complete server-side session into the analyzer.

Mouse input

X / Y delta
0 / 0
counts/event
Input speed
0
counts/ms
Event rate
0 Hz

Raw Accel model

Gain
1.000×
Modeled X / Y
0 / 0
counts/event
Peak gain
1.000×

Camera estimate

Horizontal velocity
0.0
°/s
Peak velocity
0.0
°/s
Samples
0

Mouse & game calibration

Degrees per input count is the game-side calibration after sensitivity. For Halo, measure or derive the camera rotation caused by one mouse count for your exact sensitivity. This makes turn angles and °/s meaningful.

Raw Accel settings

This is a telemetry-side curve model, not a Raw Accel driver replacement. Enter the values from your Raw Accel profile to visualize how gain usage relates to your actual mouse movement.

Aiming profile

Completed turns
0
Median turn
90th percentile
95th percentile
Maximum turn
Left / right
0 / 0%
Median input speed
0
counts/ms
90th input speed
0
Median gain
90th gain
Low / accel / cap
0 / 0 / 0%
Distance
0 cm

FPS-perspective turn heatmap

center = turn start / crosshair

Movement path accumulates every calibrated yaw/pitch position within detected turns. Turn endpoints show only where each completed turn finished relative to its starting view. The heatmap is reconstructed from Raw Input using the entered Raw Accel model and degrees-per-count calibration.

Input speed & Raw Accel gain

Raw Accel gain curve

Run comparison

DateAccuracyTurnsMedianP90Median speedMedian gainCurve

Recent mouse events

TimedXdYSpeedGainOutput XOutput YCamera °/s

Capture notes

The Windows helper registers a Raw Input mouse sink with INPUTSINK, so recording continues while Halo is foreground. Raw Input is kept separate from the modeled Raw Accel/game-space reconstruction: the app does not claim to observe Raw Accel's internal pre/post-driver streams. For clean comparisons, keep DPI, game sensitivity calibration and Raw Accel profile constant between runs.