# Moonlight AI Settings Overview

A reference for every configurable setting in Moonlight AI, organized by page.

***

## Aim

Controls how Moonlight AI tracks and moves toward detected targets.

### Enable / Activation

Toggles the aiming system and sets how it's activated.

| Setting          | What it does                                                          |
| ---------------- | --------------------------------------------------------------------- |
| **Aim Enabled**  | Master switch for the aim assist.                                     |
| **Aim Key**      | Mouse button that activates aim (Left, Right, Middle, Back, Forward). |
| **Foot Pedal**   | Enables a secondary keyboard or mapped key to activate aim.           |
| **Max Aim Time** | Limits how long aim can run before deactivating.                      |

### Aim Preset

| Setting        | What it does                                                                          |
| -------------- | ------------------------------------------------------------------------------------- |
| **Aim Preset** | Apply a saved set of aim values in one click. Choose from built-in presets or Custom. |

### Targeting & Position

Where the aim searches for targets and how it aligns with them.

| Setting         | What it does                                                                                      |
| --------------- | ------------------------------------------------------------------------------------------------- |
| **Aim FOV**     | Field-of-view radius in pixels — only targets within this circle from the crosshair are eligible. |
| **FOV Scale**   | Reference target size used by Dynamic FOV to adjust based on apparent distance.                   |
| **Dynamic FOV** | Shrinks the FOV when targets are close, grows it when they're far.                                |
| **Min FOV**     | Smallest FOV radius when Dynamic FOV is active.                                                   |
| **Max FOV**     | Largest FOV radius when Dynamic FOV is active.                                                    |
| **X Offset**    | Horizontal shift from target center. Positive = right, negative = left.                           |
| **Y Offset**    | Vertical shift from target center. Positive = down, negative = up.                                |

### Aim Type

Moonlight AI offers six aim algorithms. Each shows its own controls when selected.

| Setting      | What it does                                         |
| ------------ | ---------------------------------------------------- |
| **Aim Type** | Aim (Legacy), Aim V2, GAN, PID, WindMouse, or Human. |

#### PID (Recommended)

Control-theory-based movement with precision tuning. Works well out of the box.

| Setting                | What it does                                                                |
| ---------------------- | --------------------------------------------------------------------------- |
| **P-Gain (Speed)**     | Proportional gain — how fast aim moves. Higher is more aggressive.          |
| **D-Gain (Brake)**     | Derivative gain — braking force to prevent overshoot. Higher brakes harder. |
| **I-Gain (Precision)** | Integral gain — accumulates sub-pixel error for fine correction.            |
| **Jitter Filter**      | Smooths detection noise before PID runs. Higher is more responsive.         |
| **D-Filter**           | Low-pass filter on the derivative term.                                     |
| **Output Smooth**      | Smooths final PID output to prevent sudden velocity changes.                |

#### Aim V2

Smoothing-based aim with independent X/Y control and optional distance zones.

| Setting              | What it does                                                                                |
| -------------------- | ------------------------------------------------------------------------------------------- |
| **Smooth X**         | Horizontal smoothness.                                                                      |
| **Smooth Y**         | Vertical smoothness.                                                                        |
| **Speed**            | Overall aim speed multiplier.                                                               |
| **Smooth Modifiers** | Enables multi-zone smoothing where inner zones slow down and outer zones stay normal speed. |

#### Aim (Legacy)

Original speed-based system. Simple but less refined.

| Setting              | What it does                                                          |
| -------------------- | --------------------------------------------------------------------- |
| **Aim X Speed**      | Horizontal speed toward target.                                       |
| **X Speed (Zone 2)** | Horizontal speed in the middle zone when smooth modifiers are active. |
| **X Speed (Zone 3)** | Horizontal speed in the outer zone when smooth modifiers are active.  |
| **Aim Y Speed**      | Vertical speed toward target.                                         |
| **Y Speed (Zone 2)** | Vertical speed in the middle zone when smooth modifiers are active.   |
| **Y Speed (Zone 3)** | Vertical speed in the outer zone when smooth modifiers are active.    |

#### WindMouse

Physics-based simulation using gravity, wind, and damping. No trained model required.

| Setting         | What it does                                               |
| --------------- | ---------------------------------------------------------- |
| **Min Gravity** | Minimum pull toward target. Lower = more arcing paths.     |
| **Max Gravity** | Upper end of gravity randomization.                        |
| **Min Wind**    | Minimum side-to-side wobble. Higher = shakier, more human. |
| **Max Wind**    | Upper end of wind randomization.                           |
| **Min Speed**   | Minimum step size per frame.                               |
| **Max Speed**   | Upper end of step-size randomization.                      |
| **Min Damp**    | Damping threshold — reduces wind when close to target.     |
| **Max Damp**    | Upper end of damping randomization.                        |

#### GAN (Requires Trained Model)

ML-generated trajectories. Requires a model trained under Settings → ML Mouse.

| Setting              | What it does                                                  |
| -------------------- | ------------------------------------------------------------- |
| **GAN Speed**        | How quickly GAN aims. Low = smooth and slow, high = snappy.   |
| **GAN Humanization** | Amount of natural variation. Low = consistent, high = varied. |
| **GAN Smoothness**   | Curve smoothness. Low = direct, high = curvy.                 |
| **GAN Model**        | Which trained model to use.                                   |
| **Refresh Models**   | Re-scans the trained-models folder.                           |

#### Human (Requires Trained Model)

ML state machine that mimics real human aiming with ballistic and corrective phases. Uses the same trained models as GAN.

| Setting            | What it does                          |
| ------------------ | ------------------------------------- |
| **Speed**          | Overall movement velocity.            |
| **Humanization**   | Natural variation in trajectories.    |
| **Smoothness**     | Curve smoothness of corrective moves. |
| **Refresh Models** | Re-scans the trained-models folder.   |

***

## Flick

Snap-to-target flick shots. Separate from the main aim system.

### Flick Preset

| Setting          | What it does                                    |
| ---------------- | ----------------------------------------------- |
| **Flick Preset** | Apply a saved set of flick values in one click. |

### Flick Controls

| Setting              | What it does                                                                  |
| -------------------- | ----------------------------------------------------------------------------- |
| **Flick Enabled**    | Master switch for flick shots.                                                |
| **Mouse Button**     | Which mouse button triggers a flick.                                          |
| **Foot Pedal**       | Enable a secondary key (e.g. foot pedal) for flick activation.                |
| **Foot Pedal Key**   | Capture the key mapped to the foot pedal.                                     |
| **Activation Delay** | Delay before flick begins. 0 = instant, higher values simulate reaction time. |
| **Smooth X**         | Horizontal smoothing of the flick arc. Higher = slower but smoother.          |
| **Smooth Y**         | Vertical smoothing of the flick arc.                                          |
| **Speed**            | Flick speed multiplier.                                                       |

### Targeting

| Setting       | What it does                                    |
| ------------- | ----------------------------------------------- |
| **Flick FOV** | Radius where targets are eligible for flicking. |

***

## Trigger

Automatic fire when a target enters the trigger zone.

### Trigger Controls

| Setting                          | What it does                                                                          |
| -------------------------------- | ------------------------------------------------------------------------------------- |
| **Trigger Enabled**              | Master switch for auto-fire.                                                          |
| **Mouse Button**                 | Which mouse button must be held for trigger to fire.                                  |
| **Foot Pedal**                   | Enable a secondary key for trigger activation.                                        |
| **Foot Pedal Key**               | Capture the key mapped to the foot pedal.                                             |
| **Trigger Scale**                | Size of the trigger zone around the crosshair. Targets inside this zone cause a fire. |
| **First Shot Delay (Min / Max)** | Random delay before the first shot.                                                   |
| **Multi-Shot Delay (Min / Max)** | Random delay between follow-up shots. Low = full auto, higher = slower.               |

***

## Humanizer

Adds imperfections to mouse movement so it looks more natural. Has separate **Aim** and **Flick** tabs with identical control structures — settings below apply to either. When the master switch is off, all sub-controls are disabled.

### Master Controls

| Setting                 | What it does                                                            |
| ----------------------- | ----------------------------------------------------------------------- |
| **Enable Humanization** | Master switch. Disables all sub-controls when off.                      |
| **Humanization Preset** | Apply a saved humanization configuration in one click.                  |
| **Humanization Mode**   | Traditional (software-based) or MAKU (hardware-based for MAKU devices). |

### MAKU Bezier Controls

Shown only in MAKU mode. Configures hardware-accelerated movement curves on MAKU devices.

| Setting           | What it does                                                                         |
| ----------------- | ------------------------------------------------------------------------------------ |
| **Movement Type** | Straight, Quadratic Bezier, or Cubic Bezier. Other controls show/hide based on this. |
| **Segments**      | Number of movement segments. Higher = smoother motion.                               |
| **CX1 / CY1**     | First control-point coordinates.                                                     |
| **CX2 / CY2**     | Second control-point coordinates (Cubic Bezier only).                                |

### Core Movement Systems

Primary humanization algorithms. Use one at a time — Momentum takes priority if both are enabled.

| Setting                               | What it does                                                |
| ------------------------------------- | ----------------------------------------------------------- |
| **Enable WindMouse** (Flick tab only) | Physics-based arc movement with gravity, wind, and damping. |
| **WindMouse Min/Max Gravity**         | Pull toward target. Lower = more arcing, higher = snappier. |
| **WindMouse Min/Max Wind**            | Side-to-side wobble intensity.                              |
| **WindMouse Min/Max Speed**           | Step size per frame.                                        |
| **WindMouse Min/Max Damp**            | Damping near the target. Higher = stickier finish.          |
| **Momentum Tracking**                 | Simulates human acceleration and deceleration.              |

### Pause Systems

Random pauses and micro-pauses that break up continuous movement.

#### Stop / Pause System

| Setting               | What it does                                     |
| --------------------- | ------------------------------------------------ |
| **Enable Stop/Pause** | Allows the mouse to randomly pause mid-movement. |
| **Chance**            | Probability of a pause occurring.                |
| **Min / Max Pause**   | Duration range for random pauses.                |

#### Sub-Movement Decomposition

| Setting                  | What it does                                                    |
| ------------------------ | --------------------------------------------------------------- |
| **Enable Sub-Movements** | Adds micro-pauses after significant movements.                  |
| **Min / Max Pause**      | Duration range for micro-pauses.                                |
| **Min Distance**         | How far the mouse must travel before a micro-pause can trigger. |
| **Chance**               | Probability that a sub-movement pause occurs.                   |

#### Proximity Pause

| Setting                    | What it does                                                                 |
| -------------------------- | ---------------------------------------------------------------------------- |
| **Enable Proximity Pause** | Briefly pauses when near the target, simulating final-correction hesitation. |
| **Threshold**              | Distance from target that triggers the pause.                                |
| **Chance**                 | Probability of pausing when in range.                                        |
| **Min / Max Pause**        | Duration range for proximity pauses.                                         |
| **Cooldown**               | Minimum time between consecutive proximity pauses.                           |

### Advanced Systems

Fine-grained humanization layers.

#### Pattern Masking

| Setting                    | What it does                                                                                                      |
| -------------------------- | ----------------------------------------------------------------------------------------------------------------- |
| **Enable Pattern Masking** | Adds micro-variations to small movements to break up detectable patterns. Requires Momentum or WindMouse enabled. |
| **Intensity**              | Strength of the micro-adjustments.                                                                                |
| **Humanize Scale**         | Multiplies all movement variance. Higher = more exaggerated.                                                      |

#### Easing System

| Setting      | What it does                                  |
| ------------ | --------------------------------------------- |
| **Ease-Out** | Decelerates movement before a pause.          |
| **Ease-In**  | Accelerates after a pause.                    |
| **Curve**    | Easing curve power. Linear, Quadratic, Cubic. |

#### Momentum Tracking (Physics)

Physics-based tracking with lead, deadzone, and corrective errors.

| Setting                    | What it does                                                    |
| -------------------------- | --------------------------------------------------------------- |
| **Decay**                  | How quickly momentum falls off each frame. Lower = longer tail. |
| **Lead Bias**              | Forward prediction amount. Higher = leads target further.       |
| **Deadzone**               | Minimum error distance before corrections apply.                |
| **Correction Probability** | Chance of a corrective adjustment per frame.                    |
| **Correction Strength**    | How hard corrections pull toward the target.                    |

### Entropy-Aware Humanization

Makes movement harder to distinguish from real mouse input by targeting specific statistical metrics.

| Setting                           | What it does                                                                  |
| --------------------------------- | ----------------------------------------------------------------------------- |
| **Speed Variance**                | Varies mouse speed during movement instead of constant velocity.              |
| **Speed Variance Min / Max**      | Intensity range of speed variation.                                           |
| **Speed Variance Freq Min / Max** | Frequency range of speed changes.                                             |
| **Path Curvature**                | Adds slight curves to the path instead of straight lines.                     |
| **Curvature Min / Max**           | Perpendicular deviation range.                                                |
| **Curvature Freq Min / Max**      | Oscillation frequency range.                                                  |
| **Endpoint Settling**             | Gradual settle-onto-target with small adjustments instead of an instant stop. |
| **Settling Distance**             | Distance from target where settling begins.                                   |
| **Settling Intensity**            | Amplitude of settling oscillation.                                            |

***

## Recoil Control (RCS)

Compensates for weapon recoil by applying counter-movement. Can run continuously, only when enemies are detected, or replay a recorded recoil pattern.

### RCS Controls

| Setting                  | What it does                                             |
| ------------------------ | -------------------------------------------------------- |
| **RCS Enabled**          | Master switch.                                           |
| **RCS Strength**         | Overall magnitude of recoil compensation.                |
| **RCS Activation Delay** | Delay after firing starts before RCS engages.            |
| **Max Time**             | Maximum duration RCS stays active during a single burst. |

### RCS Mode

| Setting                       | What it does                                                                                                                                                                      |
| ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **RCS Activation Mode**       | Always Active (continuous), Enemy Detected (only when a target is present), Within FOV (only when target is within the FOV radius), or Pattern Based (uses a loaded CSV pattern). |
| **Enemy Detection Threshold** | When Enemy Detected mode is active, how centered the crosshair must be on the target (as a percentage of its width) before RCS runs.                                              |

### Pattern-Based Settings

Shown only when Pattern Based mode is selected.

| Setting                    | What it does                                                                                      |
| -------------------------- | ------------------------------------------------------------------------------------------------- |
| **RCS Pattern File (CSV)** | Path to the recoil-pattern CSV. Click Browse to pick one.                                         |
| **Pattern Randomness**     | Adds noise to pattern points so each shot varies.                                                 |
| **Pattern Interpolation**  | Multiplier that generates intermediate steps between pattern points for smoother playback.        |
| **Pattern Sensitivity**    | Scales the whole pattern up or down.                                                              |
| **Require Enemy Visible**  | When on, pattern RCS only activates if an enemy is detected. When off, it runs whenever you fire. |

### Pattern Visualization

| Setting                        | What it does                                                                             |
| ------------------------------ | ---------------------------------------------------------------------------------------- |
| **Full Pattern**               | Visual display of the complete pattern curve loaded from the CSV.                        |
| **Live Pattern**               | Real-time view of the pattern during active firing, with the current bullet highlighted. |
| **Bullets / Current / Active** | Read-only. Total pattern points, current bullet index, and whether RCS is running.       |
| **Reload Pattern**             | Reloads the CSV and refreshes the visualizations.                                        |

### Pattern Editor

Interactive canvas for creating and editing recoil patterns.

**How it works:**

* Left-click on the canvas to add a point.
* Drag a point to reposition it.
* Right-click a point to delete it.
* The orange origin marker at (0, 0) is fixed — it represents the weapon's pre-recoil aim.

| Control              | What it does                                                                                    |
| -------------------- | ----------------------------------------------------------------------------------------------- |
| **Canvas**           | Visual grid showing horizontal and vertical recoil displacement, centered on the origin.        |
| **Point Table**      | Each bullet's offset (dx, dy) and per-bullet delay in milliseconds. Double-click cells to edit. |
| **Clear All**        | Removes all points except the origin.                                                           |
| **Default Delay**    | Delay in milliseconds assigned to newly added points.                                           |
| **Save Pattern**     | Saves the current pattern to a CSV and auto-loads it into the RCS system.                       |
| **Load Into Editor** | Loads the currently selected CSV pattern into the editor.                                       |

***

## Settings

System configuration organized into tabs.

***

### Capture

Controls how Moonlight AI receives video input from your game.

#### Capture Mode

| Setting          | What it does                                                                |
| ---------------- | --------------------------------------------------------------------------- |
| **Capture Mode** | Source: Capture Card, NDI, NDI-V2, Screenshot, or UDP.                      |
| **Enable Crop**  | Crops the captured frame to a specific region.                              |
| **Visual Type**  | What the debug window shows (crop, full screen, detection ROI, or nothing). |
| **Debug Size**   | Dimensions of the debug display window.                                     |

#### Debug Display

| Setting             | What it does                             | Recommended |
| ------------------- | ---------------------------------------- | ----------- |
| **Display Scale**   | Downscales the debug window to save GPU. | 0.75        |
| **Max Display FPS** | Caps the debug window's refresh rate.    | 60          |

#### UDP Stream Settings

Shown when Capture Mode is UDP.

| Setting                 | What it does                                                    |
| ----------------------- | --------------------------------------------------------------- |
| **UDP URL**             | Stream URL from OBS or your streaming setup.                    |
| **MJPEG + TurboJPEG**   | Faster MJPEG decode instead of H.264, at the cost of bandwidth. |
| **H.264 Decode Method** | Auto, NVIDIA, Intel, AMD, or CPU.                               |
| **Frame Dropping**      | Disabled (smoothest), Balanced, or Aggressive (lowest latency). |
| **Debug Capture**       | Verbose logging for troubleshooting. Hurts performance.         |

#### Capture Card Settings

Shown when Capture Mode is Capture Card.

| Setting              | What it does                                                              |
| -------------------- | ------------------------------------------------------------------------- |
| **Capture Source**   | Which capture device to use.                                              |
| **FPS Limit**        | Caps the capture rate. Blank or 0 = unlimited.                            |
| **Codec**            | Direct Show (compatible) or MSMF (newer).                                 |
| **Format**           | Auto-detected resolution / FPS / pixel format.                            |
| **Custom Format**    | Manually add a format your card supports but wasn't auto-detected.        |
| **Force BGR**        | Skips format negotiation for cards that report wrong. Can improve FPS.    |
| **Capture Method**   | OpenCV (compatible), FFmpeg (better format handling), or libav (fastest). |
| **Frame Queue Size** | Buffer between capture and processing. Higher = smoother at high FPS.     |
| **CV Buffer Size**   | OpenCV internal buffer. Lower = less latency.                             |

#### FFmpeg Options

| Setting              | What it does                                                             |
| -------------------- | ------------------------------------------------------------------------ |
| **Hardware Decode**  | None (CPU), DXVA2 (any GPU), or CUDA (NVIDIA).                           |
| **Color Conversion** | CPU (compatible), OpenCL (faster), or Native (skip if card outputs BGR). |
| **Buffer Mode**      | Allocate new or pre-allocate and reuse.                                  |

#### Capture Resolution & FPS

Resolution and frame rate of the capture source. Set them to match what your card produces.

#### Capture Process Mode

| Setting            | What it does                                                                                                  |
| ------------------ | ------------------------------------------------------------------------------------------------------------- |
| **Use Subprocess** | Runs capture in its own process. Better for high FPS. Unchecked runs as a thread with slightly lower latency. |

#### OpenCL GPU Acceleration

| Setting                  | What it does                                            |
| ------------------------ | ------------------------------------------------------- |
| **Enable OpenCL**        | Master switch.                                          |
| **Performance Mode**     | Auto, Force CPU (max inference speed), or Force GPU.    |
| **GPU Device**           | Which GPU to use.                                       |
| **Early Initialization** | Init at startup. Better first-frame, slower launch.     |
| **GPU Preprocessing**    | Resize/color-convert/normalize on GPU before inference. |
| **Status**               | Read-only. Current OpenCL state.                        |

#### Advanced Capture Options

| Setting                | What it does                                                                              |
| ---------------------- | ----------------------------------------------------------------------------------------- |
| **Capture Yield**      | Capture thread yields CPU after each frame. Improves stability when the game loses focus. |
| **Force Window Focus** | Forces the game window to foreground to prevent throttling. Steals focus from other apps. |

***

### Input Device

Controls the hardware or virtual device that physically moves the mouse.

#### Device Selection

| Setting      | What it does                                                   |
| ------------ | -------------------------------------------------------------- |
| **Device**   | KMBox, Moonlink, Moonlink Direct, MAKCU, Ferrum, or Titan Two. |
| **COM Port** | Serial port (KMBox and Ferrum only).                           |

#### Titan Two Settings

Shown when Titan Two is selected.

| Setting                  | What it does                                                              |
| ------------------------ | ------------------------------------------------------------------------- |
| **Output Mode**          | What console the Titan Two emulates (Auto, PS4, PS5, Xbox variants, HID). |
| **Controller Type**      | What controller is plugged into the Titan Two.                            |
| **Script Mode**          | Mouse Script or Controller Script.                                        |
| **Packet Format**        | Wire format for movement data.                                            |
| **Edge Fix**             | Fix for edge-of-screen behavior on certain setups.                        |
| **Disable Joystick HID** | Turns off joystick output when mouse-only.                                |
| **Stick Sensitivity**    | Pixels per full stick deflection. Higher = slower aim.                    |
| **Load Script**          | Uploads a script to the device.                                           |
| **Start Slot 2**         | Activates the second script slot.                                         |

#### Input Masking

Blocks individual mouse buttons from reaching the game while still letting Moonlight AI use them.

| Setting                 | What it does                                                                                  |
| ----------------------- | --------------------------------------------------------------------------------------------- |
| **Mouse 1 / 2 / 4 / 5** | Mask each button independently.                                                               |
| **M1 Block Threshold**  | How close the crosshair must be to the target (as % of its width) before left-click unblocks. |

#### Physical Input Lock

Ferrum / MAKCU only. Stops your physical mouse from fighting the aim assist.

| Setting                              | What it does                                                                               |
| ------------------------------------ | ------------------------------------------------------------------------------------------ |
| **Lock Physical Input on Aim/Flick** | Master switch.                                                                             |
| **Mode**                             | Total Lock (all), Opposing Lock (MAKCU — only opposite aim direction), or Fusion (blends). |
| **Ease-In Delay**                    | Delay before lock engages after aim key is pressed.                                        |
| **Ease-Out Grace**                   | Grace period after aim stops before lock releases.                                         |
| **Recovery Delay**                   | Pause before re-enabling aim after physical movement.                                      |
| **Lock Grace Period**                | Ignores physical movement this long after aim key is pressed.                              |
| **Disable on Physical Move**         | Immediately stops aim when you move your physical mouse.                                   |
| **Fusion Takeover Speed**            | How fast physical input takes over in Fusion mode.                                         |
| **Fusion Resume Speed**              | How fast assist resumes after you stop moving.                                             |
| **Fusion Movement Timeout**          | How long before you count as "stopped".                                                    |
| **Axis Poll Rate**                   | MAKCU only. How often physical movement is polled.                                         |
| **Lock X / Lock Y**                  | Lock each axis independently.                                                              |

#### Software Axis Zeroing

| Setting      | What it does                                                                    |
| ------------ | ------------------------------------------------------------------------------- |
| **Aim Axis** | Both (normal), Horizontal Only (no vertical), or Vertical Only (no horizontal). |

#### Anti-Flick Speed Cap

| Setting       | What it does                                                            |
| ------------- | ----------------------------------------------------------------------- |
| **Max Speed** | Hard pixel-per-second cap to prevent inhuman corrections. 0 = disabled. |

#### Debug & Analysis

| Setting                      | What it does                                                                          |
| ---------------------------- | ------------------------------------------------------------------------------------- |
| **Show Button States Debug** | Logs physical button state each frame.                                                |
| **Ferrum Lock Debug**        | Detailed Ferrum lock logs.                                                            |
| **Log Silent Drops**         | Logs every mouse command silently dropped due to queue age or serial-lock contention. |

#### Normalization

Keeps aim consistent across sensitivities, DPIs, resolutions, and FOVs.

| Setting                      | What it does                                                               |
| ---------------------------- | -------------------------------------------------------------------------- |
| **DPI Value**                | Your mouse's DPI.                                                          |
| **In-Game Sensitivity**      | Your in-game sens value.                                                   |
| **Reference Sensitivity**    | Documentation only. The sens the config was tuned for.                     |
| **Game FOV**                 | Your in-game horizontal FOV. 90 Valorant, 103 CS2, 110 Apex, 120 Fortnite. |
| **Reference Capture Width**  | Capture resolution the config was tuned at. Usually 1920.                  |
| **Reference Game FOV**       | FOV the config was tuned at. Usually 103.                                  |
| **Normalization Multiplier** | Read-only. Live multiplier from your DPI and sens.                         |
| **Your eDPI**                | Read-only. DPI × in-game sens.                                             |
| **Scaling**                  | Read-only. How smoothing scales vs. the reference.                         |
| **Cross-Setup Info**         | Read-only. Resolution scale, FOV correction, final factor.                 |

#### Delays & Sensitivity

| Setting                    | What it does                                                                    |
| -------------------------- | ------------------------------------------------------------------------------- |
| **Device Delay**           | Delay for Makcu / Ferrum / Kmbox. Bump up if you see disconnects or ghosty aim. |
| **Aim Delay**              | Delay on Aim-tab commands.                                                      |
| **Flick Delay**            | Delay on flick commands.                                                        |
| **RCS Delay**              | Delay on recoil-control commands.                                               |
| **Sensitivity Multiplier** | Global multiplier on top of everything else.                                    |

***

### Detection

Configures the AI detection model.

#### Backend & Model

| Setting                | What it does                                                                  |
| ---------------------- | ----------------------------------------------------------------------------- |
| **Backend**            | ONNX (everywhere), TensorRT (fastest on NVIDIA), or OpenVINO (best on Intel). |
| **ONNX Provider**      | GPU (DirectML) or OpenVINO.                                                   |
| **OpenVINO Device**    | Auto / CPU / GPU.                                                             |
| **OpenVINO Precision** | FP32 (compat) or FP16 (faster on newer CPUs).                                 |
| **ONNX Threads**       | CPU thread count for inference.                                               |
| **Model File**         | Which detection model to load.                                                |
| **Confidence**         | Detection threshold. Higher = fewer but more reliable detections.             |
| **NMS Threshold**      | How aggressively overlapping detections merge.                                |

#### Model Settings

| Setting                    | What it does                                                              |
| -------------------------- | ------------------------------------------------------------------------- |
| **Model Type**             | Object Detection, Pose Estimation, or Instance Segmentation.              |
| **Input Size**             | Dynamic models only. Smaller = faster; larger = better for small targets. |
| **TRT Optimization Level** | TensorRT only. Higher = faster inference, longer build time.              |
| **Async Inference**        | On = higher FPS. Off = lower latency.                                     |
| **Inference Timing**       | Prints per-frame timing to console.                                       |
| **Target Keypoints**       | Pose models only. Which keypoints count as valid aim targets.             |

#### Detector Process Mode

| Setting            | What it does                                                           |
| ------------------ | ---------------------------------------------------------------------- |
| **Use Subprocess** | Runs detection in its own process to avoid GIL contention at high FPS. |

#### Detector Delay

| Setting   | What it does                                                                    |
| --------- | ------------------------------------------------------------------------------- |
| **Delay** | Wait between detector frames. Disabled, yield-only, or small millisecond delay. |

#### Detection Coasting

| Setting      | What it does                                                        |
| ------------ | ------------------------------------------------------------------- |
| **Enable**   | Keeps aim working briefly on predicted motion when detection drops. |
| **Duration** | How long to keep aiming before giving up.                           |

#### TensorRT INT8 Calibration

| Setting            | What it does                                                        |
| ------------------ | ------------------------------------------------------------------- |
| **Enable INT8**    | 8-bit quantization. Faster inference on TensorRT.                   |
| **Auto-Calibrate** | Collects calibration samples automatically during normal detection. |

#### OCR Weapon Detection

Auto-detects the equipped weapon by reading the HUD. Contains controls to enable OCR, set the region it reads from, pick the OCR engine, and tune a preprocessing pipeline (brightness, contrast, threshold). Detected text is then mapped to weapon classes via the Weapon Text Mappings table.

#### Weapon Text Mappings

Table-based editor mapping OCR-detected text to weapon classes. Stored per profile.

#### Weapon Class Template Matching

Alternative to OCR — matches weapon icons against stored template images instead of reading text.

| Sub-group                  | What it covers                                         |
| -------------------------- | ------------------------------------------------------ |
| **Preprocessing Pipeline** | Grayscale, threshold, and other pre-match adjustments. |
| **Matching Settings**      | How close a match has to be to count.                  |
| **Search Region**          | Where on the screen the template is searched for.      |
| **Color Filter**           | Narrows matches to a specific color range.             |
| **Brightness Filter**      | Narrows matches to a specific brightness range.        |

***

### Game Profiles

Creates and manages per-game config profiles.

| Section                | What it does                                                                                 |
| ---------------------- | -------------------------------------------------------------------------------------------- |
| **Profile Management** | Create, load, rename, or delete profiles. Stored in the configs folder.                      |
| **Language**           | UI language selector.                                                                        |
| **Setup Wizard**       | Re-launches the first-run onboarding flow.                                                   |
| **Weapon Class**       | Sets the active weapon class, which gates per-weapon Aim / Flick / Humanizer / RCS settings. |
| **Aim Bones**          | Pose models only. Picks valid aim-target keypoints (head, neck, chest, etc.).                |

***

### Filtering

Filters false detections out of the pipeline.

#### Enemy Color Filter

| Setting                | What it does                                                    |
| ---------------------- | --------------------------------------------------------------- |
| **Enemy Color Filter** | Master switch.                                                  |
| **Color**              | Team color. Multiple variants of purple, pink, yellow, and red. |

#### Color + Shape Ignore Filter

Ignores detections matching specific color + shape combinations — useful for map icons, menu elements, etc.

| Setting                | What it does                                                                                                                             |
| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| **Enable**             | Master switch.                                                                                                                           |
| **Show Debug Overlay** | Draws search regions and detected shapes on the debug view.                                                                              |
| **Decay**              | How long an "ignore zone" persists before fading.                                                                                        |
| **Filter Rules**       | List of rules, each specifying color (with tolerance), shape, region (inside/outside bbox), and optional rotation. Managed via a dialog. |

#### Template Matching Ignore Filter

Same idea as Color + Shape but matches against stored template images. Has its own Preprocessing Pipeline and Matching Settings sub-groups.

***

### Smoothing

Fine-tunes how the aim responds to target movement and handles prediction.

#### Basic Tracking

| Setting               | What it does                                                    | Recommended |
| --------------------- | --------------------------------------------------------------- | ----------- |
| **Min Smoothing**     | Floor on the smoothing value to prevent wild flicks.            | 2.0–3.0     |
| **Tracking Deadzone** | Reduces sensitivity when the crosshair is very close to target. | —           |
| **Extra Smoothing**   | Additional smoothing pass over all movement.                    | —           |
| **Movement Clamping** | Limits max per-frame movement inside the clamp FOV.             | —           |
| **Clamp FOV**         | Distance to target where clamping applies.                      | —           |
| **Clamp Max**         | Per-frame pixel cap when clamping.                              | —           |

#### Prediction System

Leads the target to compensate for latency.

| Setting                      | What it does                                                                   |
| ---------------------------- | ------------------------------------------------------------------------------ |
| **Enable Predictive Aim**    | Master switch. Uses a Kalman filter.                                           |
| **Show Kalman Debug Info**   | Prints filter state to console.                                                |
| **Preset**                   | Quick-apply a prediction tuning profile. Tweaking a slider switches to Custom. |
| **Aim Ahead**                | How far ahead to lead the target. The most important prediction parameter.     |
| **Responsiveness**           | Meta-slider. Low = smooth, high = snappy, max = ultra-snappy.                  |
| **Lock Delay**               | How long aim must be tracking before prediction engages.                       |
| **Tracking Zone**            | How close the crosshair must be to a target to count as locked.                |
| **Y Prediction**             | Vertical-prediction strength. Lower values stop upward drift.                  |
| **Velocity Aim Ahead**       | Scales aim-ahead by target speed. Faster targets get more lead.                |
| **Velocity Aim Ahead Scale** | Intensity of the velocity scaling.                                             |

#### Queue Age Threshold

| Setting       | What it does                                                                               |
| ------------- | ------------------------------------------------------------------------------------------ |
| **Threshold** | Max age before a mouse command is discarded as stale. Lower = more responsive, more drops. |

#### Latency & Prediction Debug Info

Read-only panel showing measured processing latency, target velocity, prediction state, and sample count.

***

### ML Mouse

Training and management for the ML-based mouse models used by GAN and Human aim types.

#### Training Data Collection

| Control                  | What it does                                                              |
| ------------------------ | ------------------------------------------------------------------------- |
| **Status**               | Read-only. Recording state.                                               |
| **Start/Stop Recording** | Records your mouse movements as training data while the aimbot is active. |
| **Movements Recorded**   | Live count plus realtime speed / movement-type / distance metrics.        |

#### Training Data Summary

Read-only panel showing total sessions, recent session stats, and tracked features.

| Control             | What it does                       |
| ------------------- | ---------------------------------- |
| **Refresh Summary** | Re-scans the training-data folder. |

#### Model Training

| Setting                 | What it does                                                                  |
| ----------------------- | ----------------------------------------------------------------------------- |
| **Architecture**        | VAE (balanced), GRU (fast inference), or Transformer (most complex patterns). |
| **Training Epochs**     | Passes through the dataset.                                                   |
| **Train Model**         | Trains a new model from scratch on collected data.                            |
| **Resume Training**     | Resumes from the last saved checkpoint.                                       |
| **Load Existing Model** | Loads a saved model without training.                                         |
| **Training Status**     | Read-only. Idle / in progress / complete / error.                             |
| **Model Info**          | Read-only. Architecture, hidden size, latent dim, best val loss, device.      |

#### Model Management

| Control              | What it does                                                 |
| -------------------- | ------------------------------------------------------------ |
| **Available Models** | All trained models on disk.                                  |
| **Refresh List**     | Re-scans the models folder.                                  |
| **Current Model**    | Read-only. Which model is active.                            |
| **Load Selected**    | Loads the highlighted model.                                 |
| **Save As**          | Saves the current model under a new name.                    |
| **Rename**           | Renames the selected model.                                  |
| **Delete**           | Deletes the selected model.                                  |
| **Status**           | Read-only. Result of the last load / save / rename / delete. |

***

### Entropy

Analyzes your aim's movement patterns to measure how human-like they appear. Primarily a diagnostic tool.

#### Enable

| Setting                     | What it does                    |
| --------------------------- | ------------------------------- |
| **Enable Entropy Analyzer** | Master switch for the analyzer. |

#### Live Features

Read-only dashboard of real-time movement features.

| Feature                       | What it measures                                          |
| ----------------------------- | --------------------------------------------------------- |
| **Path Efficiency**           | How direct the path is vs. a straight line to the target. |
| **Flip Rate / Flip Density**  | How often movement reverses direction.                    |
| **Oppose Fraction**           | Share of motion opposite the intended direction.          |
| **Backtrack Ratio**           | How much the cursor reverses along its own path.          |
| **Mean Speed / Speed Std**    | Average mouse speed and its variability.                  |
| **Accel Std / Jerk Std**      | Variability of acceleration and jerk.                     |
| **Angle Change / Angle Rate** | How much and how fast direction shifts.                   |
| **Event Hz (mean / median)**  | Mouse-event rate.                                         |
| **Total Distance / Events**   | Session totals.                                           |

#### Top Contributors

Read-only. Ranks the top six features driving the current entropy score.

#### Baseline

| Control                   | What it does                                                  |
| ------------------------- | ------------------------------------------------------------- |
| **Active Baseline**       | Which stored baseline is compared against.                    |
| **New**                   | Creates an empty baseline.                                    |
| **Delete**                | Deletes the selected baseline.                                |
| **Start Guided Baseline** | Structured phases for consistent baseline collection.         |
| **Start Free Record**     | Record a baseline from free mouse movement.                   |
| **Record Window**         | Captures the current feature window into the active baseline. |
| **Reload**                | Reloads the baseline from disk.                               |
| **Clear Baseline**        | Wipes all baseline data.                                      |
| **Export**                | Copies an entropy report to clipboard in Discord format.      |

#### Live Comparison — Real Mouse vs Bot

| Control                         | What it does                                                         |
| ------------------------------- | -------------------------------------------------------------------- |
| **Start Live Comparison**       | Tracks your real OS cursor alongside bot output.                     |
| **Feature Comparison Table**    | Read-only. Bot Output / Real Mouse / Difference for 11 key features. |
| **Real Mouse Top Contributors** | Read-only. Top 6 feature drivers for your real mouse.                |

***

### Plugins

Loads and manages Lua script plugins.

#### Plugin Manager

| Control                    | What it does                                                                             |
| -------------------------- | ---------------------------------------------------------------------------------------- |
| **Status**                 | Shows whether the Lua system is ready. Errors here mean the Lua library isn't installed. |
| **Reload All**             | Reloads every plugin from disk.                                                          |
| **Open Folder**            | Opens the plugins folder in File Explorer.                                               |
| **Plugin List**            | All detected plugins. Green = enabled, gray = disabled, red = error.                     |
| **Enable Selected Plugin** | Toggles the selected plugin on/off.                                                      |
| **Plugin Info**            | Name, version, author, description, hooks. Errors here mean the plugin failed to load.   |

#### Plugin Settings

For each plugin that defines configurable parameters, a panel appears with a labeled slider per parameter. The parameters are defined by the plugin itself.

***

### Logs

Real-time view of the application's logs.

| Control         | What it does                                         |
| --------------- | ---------------------------------------------------- |
| **Clear Logs**  | Empties the log area.                                |
| **Auto-scroll** | Scrolls to the bottom as new lines arrive.           |
| **Word Wrap**   | Wraps long lines instead of scrolling off the right. |
| **Filter**      | All / Info / Warning / Error.                        |
| **Log Viewer**  | Read-only, monospace, dark-themed log display.       |


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://guides.moonlight.zip/overviews/moonlight-ai-settings-overview.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
