What the application actually does
Six areas of the application, described as they behave. Every visual on this page is rendered from the application's real parameters; none of them is a screenshot.
Crosshair editor
The editor works on the overlay’s own schema, so what you see is what gets drawn: per-arm length and thickness, gap, rotation, scale, outer and inner outlines, centre dot, spread ring and glow.
- Undo history coalesces continuous adjustments, so a slider drag is one step.
- The compare panel diffs a held snapshot against the working copy, parameter by parameter.
- Colour tools report contrast against the target backdrop while you pick.
Presets and library
258 built-in presets across Valorant, CS2, Fortnite and Apex, plus everything you save. Folders, favourites, descriptions and timestamps live in a sidecar keyed by preset id, so organising a built-in never modifies it.
- Search and sort by name, game, recency or favourite, with counts that stay correct.
- Shipped presets cannot be overwritten or deleted, by edits or by imports.
- Favourites are a single store; the legacy key is migrated on first read.
Import and export
Export writes a versioned transfer file with your values as they are. Import plans before it applies: entries, conflicts and repairs are listed first, and each entry is kept, replaced or skipped by your choice.
- Conflicts default to keeping your preset; replace is an explicit per-entry choice.
- Imports above 25 crosshairs require an acknowledgement before anything is written.
- Out-of-range values are normalised on the way in and listed in the preview.
Game profiles
Crosshairs carry a game tag or a universal one. A profile can switch automatically when its game reaches the foreground, and can be restricted to switch only while a matched process is in front.
- Automatic switching is optional; with it off, no process polling runs at all.
- Restricted profiles stop switching if process tracking becomes unavailable.
- Selecting a profile by hand overrides auto-selection until the game changes again.
Weapon-slot switching
Each slot holds a crosshair and a recorded key. The passive hook observes the keyboard without consuming a single event, so the game sees exactly what it would see without crshhx.
- Defaults: shotgun on 1, rifle on 2, SMG on 3, sniper on 4, utility on 5. All rebindable.
- A key already used by another slot is refused, and the conflict is named.
- If the hook cannot start, the page states the reason and explains the fallback transport.
Overlay window
A dedicated topmost window, centred on the monitor you choose, drawing nothing but the reticle.
- F10 toggles the overlay and F9 cycles presets without leaving the game.
- Stretched compensation for 4:3, 16:10, 5:4 and custom ratios keeps the reticle square.
- ADS morphing (shrink, dot-only, fade) and firing bloom with configurable decay.