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SYLNAR

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

250
updates / sec
State refresh rate
3.9
milliseconds
Average update time
99.2
percent
Tracking uptime
01 / Why this one

Anyone can ship a feature list.

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.

01

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.

02

Nothing is a constant

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.

03

It refuses to guess

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 →

03 / Who it is for

This was never going to be for everyone.

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.

What you need

  • A second Windows PC with a spare PCIe slot
  • A supported DMA capture card
  • A Makcu input device
  • A monitor or capture path for the second machine

Nothing is installed on the machine you play on, and nothing about how you play changes.

04 / Approach

Built on measurement, not assumption.

Instrumented end to end

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.

Verified, then shipped

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.

Nothing where you play

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.