Behaviour is modelled, not faked
Where something has to look human, it is built to match how people actually move, then checked against that rather than against a feeling. Convincing is a measurable property, so we measure it instead of hoping.

Tooling that behaves like a hand, not a script.
Sylnar builds precision tooling for competitive games. Hardware-driven, held to how people actually move, and tuned against measurements rather than impressions.
The core, measured
The market is full of products that name the same dozen features. What none of them show you is the behaviour underneath, because showing it invites the question of whether it holds up. Everything under this name is built to be shown.
Where something has to look human, it is built to match how people actually move, then checked against that rather than against a feeling. Convincing is a measurable property, so we measure it instead of hoping.
Timings, durations and thresholds are drawn fresh rather than fixed. A value that never changes is the easiest thing in the world to notice, and it is the first thing most tools get wrong.
Where the software cannot prove something, it says so instead of filling the gap. Absent beats wrong, every time, in every product we build.
The first product to carry all of that is Sylnar CS2, where the aim model is plotted in full rather than described. See it on the product page →
Sylnar is the platform. Each product is built on the same core: read the world accurately, present it honestly, and never guess where a guess would show.
A hardware-driven overlay for Counter-Strike 2. True line-of-sight visuals, an in-overlay radar, per-weapon aim profiles and recoil control.
The DMA firmware every product reads through. Its job is the anti-cheat, and which ones it covers decides what we can build next.
Arc Raiders and Call of Duty are next, with Fortnite, Rust, Apex and more behind them. Accounts carry across every product.
Sylnar runs on a second machine and reads the game over hardware. That is the whole reason it can behave the way it does, and it is also a real barrier: a spare PC, a capture card and an input device, before you run anything at all.
We are not going to pretend otherwise to widen the audience. The requirement is the filter, and we would rather have the people willing to meet it than everyone else.
Nothing is installed on the machine you play on, and nothing about how you play changes.
Every subsystem reports its timings and its health to a diagnostic log. When something is slow or wrong, the log says which part and by how much, so a fix goes to the right place instead of being guessed at.
Behaviour is checked against captures from real play and against offline simulation before it reaches anyone. More than one confident theory has been thrown out by a measurement, which is rather the point of taking them.
The machine you play on runs the game and nothing else. Everything Sylnar does happens on separate hardware, which is an engineering decision before it is anything else.