Game analytics In development

Preaim and Pathing

Route and crosshair placement analysis for professional CS2 demos.

94.5% Kills with line of sight The map geometry check passed before any aim analysis was trusted.
34 Tests passing Across parsing, routes, peeks and the report.
64 Hz Positions read at Every tick, with velocity from a centred difference.

What it does

Starting with Mirage, it reads professional FACEIT demos and recovers each player’s opening route, the angles they clear in order, how each angle is peeked (a jiggle, a counter-strafe peek, a swing or a slow slice) and the exact ticks of every event. A recorder then launches the demo in the game, skips to those ticks and captures labelled clips.

Built carefully

  • Geometry first. Before trusting any aim analysis, the map mesh was checked against the demos: 94.5% of clean kills have line of sight from killer to victim, and every demo is above 90%.
  • Rounds rebuilt from state. The demos lack a reliable end of round event, so rounds are reconstructed from per-tick game state, and the round count matches the final score in all nine demos.
  • Readable reports. Each player gets one self-contained interactive report with a route radar, a timeline, an event table and colours chosen to pass a colour blindness check.

Status

Routes, peeks, the report and the clip recorder work. Automatic angle discovery and threshold tuning are next.

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