Anti-cheat disclosure
We hate cheaters as much as you do. RankKD exists to make you better between matches, and it is built so that nothing it does could give anyone an edge inside one. This page explains exactly how it works.
- Nothing touches the game. RankKD never injects code into a game, never reads a game's memory, never modifies game files, and never draws overlays on top of your game.
- Everything comes from your screen and your controller or keyboard/mouse input. RankKD records what's displayed and what you press.
- Nothing happens live. Analysis runs after the match ends. There is no live information, no assists, and nothing that plays any part of the game for you.
RankKD captures your gameplay with Windows Graphics Capture, the screen-capture API built into Windows, the same OS feature used by Xbox Game Bar and OBS. It receives finished frames after the game has rendered them. It does not hook the game's renderer, and does not run inside the game's process. From the game's perspective, RankKD recording is no different than running OBS to record or stream your gameplay.
Your graphics card has a separate encoder built just for turning frames into video, and during normal gameplay it sits completely unused. That's where RankKD does its recording. The part of your GPU that draws the game keeps doing its job untouched, which is why the FPS impact stays minimal, and why nothing about the game itself ever needs to change.
RankKD knows a match started the same way you do: by looking at the screen. On-screen text and interface elements in the captured frames are read with computer vision (OCR) to recognize menus, lobbies, and match states. Detection never queries the game, reads its memory, or uses any non-public interface. It reads pixels that are already on your display.
Your mouse, keyboard, and controller activity is recorded from the operating system's standard input APIs. RankKD only ever reads inputs; it cannot and does not generate, modify, block, or replay input to any game. There is no macro capability, no recoil compensation, no automation of any kind.
Keyboard capture is a privacy concern we take seriously, so here is exactly how it works. It is optional: turn input recording off in settings and everything else keeps working. When it's on, it runs only during an active match, and only while your game is the focused window: nothing is recorded in menus, between matches, or if you tab out. And it watches only a small, fixed set of gameplay keys: movement (WASD) and the handful of common bindings a match is actually played with, not your full keyboard. We collect the minimum that makes input analysis work. The result is a record of how you moved and fought, never of what you type.
Analysis begins after the final scoreboard. Your recording syncs to RankKD's servers and the coaching breakdown is computed there, minutes after the match, never during it. While you are in a match, RankKD is doing exactly one thing: recording.
- No code injection into any game process
- No reading or writing of game memory
- No modification of game files or configuration
- No overlays, ESP, or drawing over the game
- No live stats, callouts, or information during a match
- No input generation, macros, or automation; input is read-only
- No interference with anti-cheat software
If you're a player with a question about how any of this works, or a publisher or anti-cheat vendor who wants technical detail beyond this page, reach out via support, and we'll be happy to answer any questions in detail.