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Raw Accel is not a PDF product or a single “best settings” preset. It is a free, open-source, signed Windows mouse-acceleration driver and GUI that applies user-defined mathematical curves to mouse input. Start with the official GitHub release, choose a curve based on your movement style, and tune one variable at a time.
This guide covers the current Raw Accel workflow and curve terminology. The official project page surfaced v1.7.1, released July 27, 2025, as the latest release checked on August 18, 2026; verify the release page again before installing because the project remains under development.
Which Raw Accel curve should you start with?
Use this as a starting decision guide, not a performance ranking:
| Goal | Starting curve |
|---|---|
| Easiest rising response to understand | Linear |
| Quake, Quake Live or InterAccel-style acceleration | Classic |
| Source or CS-style acceleration | Power |
| Smoother movement toward a maximum sensitivity | Natural |
| A balanced change around an anchor speed | Synchronous |
| Two distinct sensitivity zones | Jump |
| A custom shape or Windows-like approximation | Look Up Table |
Raw Accel changes the relationship between hand speed and pointer movement. Slow movements can remain relatively controlled while faster movements produce more screen travel. That is different from simply increasing mouse DPI or in-game sensitivity, and it is separate from Windows Enhance Pointer Precision.
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Acceleration does not automatically improve aim. It changes the movement relationship, so the correct setting is the one you can reproduce consistently after practice.
What Raw Accel changes
Raw Accel operates on the mouse-input stream and applies a mathematical formula based on movement speed. In practical terms, the same physical distance may produce different amounts of screen movement when moved slowly versus quickly.
- Slow movement: useful for pixel corrections, recoil control and careful tracking.
- Fast movement: can provide more screen travel for turns and large target switches.
- Caps and limits: can prevent high-speed output from becoming excessive.
- Device settings: can affect how input speed is interpreted for individual mice, DPI normalization and polling-rate-related behavior.
Raw Accel is not the same as changing hardware DPI. Some DPI controls affect chart scaling, normalization or calculation units rather than the physical DPI selected in mouse firmware.
Download Raw Accel from the official source
Use the RawAccelOfficial/rawaccel repository or its latest-release page. Avoid third-party mirrors and sites that present themselves as official.
- Open the official GitHub repository.
- Select Releases.
- Open the latest release.
- Under Assets, download the packaged ZIP whose name follows the
RawAccel_X.X.X.zipformat. - Do not use the green Code → Download ZIP button. That downloads source code, not the packaged application.
The authoritative technical reference is the project’s Guide.md. If you make a printable handout from this article, describe it as an original reference—not as an official Raw Accel PDF.
Requirements and installation
The official guide lists these requirements:
- Windows 10 or Windows 11.
- x86-64 support.
- Visual C++ 2019 runtime.
- .NET Framework 4.7.2 or newer.
- Administrator access for driver installation.
- A Windows restart after installing or uninstalling the driver.
Obtain the Microsoft prerequisites through the links in the official guide rather than random download sites.
Install the driver
- Extract the complete official release ZIP. Do not run files from an archive preview.
- Run
installer.exe. - Approve the administrator prompt.
- Restart Windows.
- Launch
rawaccel.exeand configure the curve.
Opening the GUI by itself does not install the driver. The driver must be installed and Windows must be restarted before the settings can affect mouse input.
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Core controls explained
Sensitivity Multiplier
The Sensitivity Multiplier scales the post-calculation output and controls general pointer speed before the Y/X relationship is applied. Increasing it makes movement faster; decreasing it makes movement slower. It is not acceleration itself.
The official guide advises keeping the multiplier no greater than DPI ÷ 1000 to avoid desktop pixel skipping under the stated Windows 6/11 pointer-sensitivity condition. Treat this as a project-documented desktop guideline, not a universal gaming rule.
Y/X Ratio
The Y/X Ratio controls vertical output relative to horizontal output:
1.0: equal vertical and horizontal scaling.- Above
1.0: more vertical output relative to horizontal output. - Below
1.0: less vertical output relative to horizontal output.
Begin at the neutral value and leave it alone while tuning the main curve unless you have a specific reason to alter vertical movement.
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Gain switch
The gain switch determines whether the selected curve is interpreted in the sensitivity graph or the gain graph. It is not merely a cosmetic display option for every curve.
For Linear, Classic and Power, similar velocity-curve shapes can generally be represented under either interpretation with different parameter values. For Natural, Jump and Synchronous, switching modes can produce genuinely different curve shapes. Always retest the curve after changing the switch.
Input speed, output caps and offsets
These terms describe different parts of the calculation:
- Input-speed cap: limits the speed range at which the curve continues to respond.
- Output cap: limits resulting output or gain.
- Offset: establishes a starting output or sensitivity behavior where that curve supports it.
- Limit values below 1: can create negative acceleration in relevant modes, where faster movement produces proportionally less output.
Names and behavior changed across Raw Accel versions, particularly v1.5 and v1.6. Do not copy an old screenshot or JSON file without checking its version against the current release notes.
DPI normalization and device configuration
Raw Accel v1.6 added device configuration options including DPI normalization, polling-rate-related input-speed behavior, per-device configuration and the ability to disable the driver for a selected device.
Distinguish between:
- the mouse’s actual hardware DPI;
- DPI normalization used by the driver;
- chart scaling used to display or calculate movement units; and
- the resulting in-game output.
Changing a value in the chart or device configuration does not necessarily change the physical DPI setting in the mouse.
Raw Accel curve reference
Linear
Linear uses the simplest rising relationship: as input speed increases, output increases at a corresponding rate.
It is a good first choice if you want a curve that is easy to reason about. The trade-off is that it can feel mechanical or abrupt when acceleration is high. Small parameter changes may noticeably affect fast swipes, so a cap can be useful when high-speed sensitivity becomes excessive.
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Classic
Classic follows the style associated with Quake 3, Quake Live, InterAccel and similar implementations. It multiplies speed by a rate and raises the result to an exponent, allowing you to tune both strength and curvature.
Choose it when migrating from Quake or InterAccel or when you want a familiar power-like acceleration model. The official guide notes that a Linear curve can be replicated in Classic with an exponent of 2, subject to the relevant parameter interpretation.
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Common mistake: assuming that an old InterAccel field maps directly to a current Raw Accel field. Older concepts such as legacy modes, offsets and caps may not map one-to-one; rebuild and verify the curve if an import fails.
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Power
Power models the style associated with Source Engine games and the m_customaccel 3 model. It is the natural starting point for readers trying to approximate Source or CS-style acceleration.
Source’s default m_customaccel_exponent value of 1.05 corresponds to a Raw Accel exponent value of 0.05 according to the official guide. Source acceleration is frame-rate dependent, so Raw Accel can only simulate it for a chosen frame rate. The documented relationship uses:
scale = 1000 / in-game FPS
output offset = 1
This is a model-specific conversion, not a guarantee that every Source-based title will feel identical. Compare slow aim, tracking and fast turns separately.
Natural
Natural starts at a base sensitivity of 1 and approaches a maximum sensitivity as movement speed rises. It is suited to players who want a smoother transition and dislike an aggressively rising Linear or Classic curve.
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Change first: use the decay behavior to control how quickly the curve approaches its maximum, then adjust the maximum or overall output.
Synchronous
Synchronous creates a logarithmically symmetrical sensitivity change around a selected synchronous speed. It is intended for experienced users who can identify a comfortable central movement speed and want the response balanced around that anchor.
Its important controls are:
- Synchronous speed: the central speed around which sensitivity changes.
- Motivity: the total amount of sensitivity change.
- Gamma: how quickly the transition occurs.
- Smooth: how the curve tails into and out of the transition.
The official guide recommends leaving Smooth at its default of 0.5 for the documented mathematical behavior. Change it deliberately only when you want a sharper or softer transition.
Jump
Jump applies one sensitivity or gain below a threshold and another above it. Instead of continuously changing sensitivity, it creates two movement zones.
It suits players who want stable low-speed aim and a distinct fast-motion response. The Smooth parameter controls whether the transition is abrupt or softened into a small sigmoid-like transition.
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Typical failure: a threshold placed near your normal tracking speed can make the response feel unpredictable. Move the threshold away from the movement range used for fine aim, or use Natural for a continuous transition.
Look Up Table
Look Up Table is an expert mode in which you define custom curve points in this format:
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The official guide gives these points as an approximation of Windows Enhanced Pointer Precision:
1.505035,0.85549892;
4.375,3.30972978;
13.51,15.17478447;
140,354.7026875;
These points are a project-documented approximation, not proof that Raw Accel and Windows EPP are identical in every context. Confirm Windows pointer speed and EPP state when comparing the two.
A repeatable tuning method
1. Record your baseline
Write down:
- mouse DPI;
- polling rate;
- game sensitivity;
- FOV and resolution;
- Windows pointer speed;
- whether Enhance Pointer Precision is enabled;
- current Raw Accel settings; and
- a short aim-trainer or in-game benchmark result, if you use one.
Keep your mousepad, grip, seating position and game settings consistent. The objective is to compare the curve, not a changing setup.
2. Choose one curve philosophy
Begin with Linear for simplicity, Classic for Quake or InterAccel migration, Power for Source-style behavior, Natural for a smooth transition, Synchronous for an anchored symmetrical response, Jump for two zones, or Look Up Table for a deliberate custom shape.
3. Start conservatively
- Use a neutral Y/X Ratio.
- Use a modest Sensitivity Multiplier.
- Use low or moderate acceleration.
- Avoid negative acceleration initially.
- Use a cap when fast flicks become uncontrollable, but understand whether it is an input-speed or output cap.
- Leave DPI and in-game sensitivity unchanged at first.
Do not change DPI, game sensitivity, curve type and acceleration at the same time. If you do, you will not know which change caused the result.
4. Tune slow movement first
Test pixel corrections, small target switches, recoil control and slow tracking. If these feel unstable, reduce base output or choose a smoother curve before increasing fast-motion acceleration.
5. Tune fast movement second
Test 90-degree turns, 180-degree turns, large target switches and edge-to-edge mousepad movements. If you frequently run out of pad, increase fast-motion output gradually. If you overshoot, reduce the high-speed portion or lower the cap rather than reducing all sensitivity.
6. Adapt before judging
Acceleration requires learning to reproduce physical movements at different speeds. Test across several sessions and compare both consistency and performance. Do not change the settings after every poor round; unfamiliarity can feel like a bad curve before adaptation is complete.
Illustrative starting profiles
These are philosophies, not universal presets. Exact values depend on DPI, polling rate, game sensitivity, available pad space and movement style.
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Conservative beginner
- Natural or low-strength Classic.
- Neutral Y/X Ratio.
- Modest acceleration.
- A cap only when needed and understood.
- No negative acceleration.
- Existing DPI and game sensitivity unchanged initially.
Quake or InterAccel migration
- Use Classic.
- Identify whether the old setup used sensitivity, gain, legacy, cap or offset terminology.
- Recreate the curve manually if old JSON does not import correctly.
- Compare low-speed aim and high-speed turns independently.
The project’s FAQ warns that older InterAccel concepts and fields do not map one-to-one to current Raw Accel controls.
Source or CS migration
- Use Power.
- Convert the exponent carefully.
- Choose and document the frame-rate assumption.
- Use the documented scale relationship.
- Check tracking and turns separately from micro-adjustments.
Windows-like custom curve
- Use Look Up Table.
- Start with the official EPP approximation points.
- Match Windows pointer speed and EPP state.
- Test rather than claiming exact equivalence.
Safety, signing and anti-cheat policies
The project describes its releases as signed, says the driver runs in system space and presents Raw Accel as modifying input with constant, user-defined formulas. It also states that settings changes include a one-second delay intended to mitigate abuse.
That is the developers’ design and compatibility position, not a guarantee that every game, anti-cheat system, league or tournament will permit the software. Before using it competitively, check the current game rules and the separate rules of the tournament or platform. Do not use a third-party input driver in a restricted environment merely because it is signed.
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Version and migration warnings
Raw Accel v1.5 and v1.6 introduced breaking or compatibility-relevant changes, including renamed parameters, changed cap behavior, changed Power behavior and incompatible JSON details. A v1.7.1 interface may not match an older tutorial.
- Put the Raw Accel version beside every screenshot or saved configuration.
- Do not blindly paste old JSON into a newer release.
- Prefer the current Guide.md over archived tutorials.
- Record settings manually when migrating from InterAccel.
Troubleshooting
The installer does not run
- Confirm that you are using 64-bit Windows 10 or Windows 11.
- Install or repair the Visual C++ and .NET prerequisites listed in the official guide.
- Extract the complete ZIP before launching the installer.
- Run
installer.exeas administrator. - Download a fresh archive from the official release page if the file appears incomplete.
- Restart Windows after installation.
Do not permanently disable antivirus protection. If security software blocks a file, inspect the exact file, version and detection details first.
The GUI opens but the mouse does not change
- Confirm that
installer.exe, not justrawaccel.exe, was run. - Restart Windows.
- Check that you launched the executable from the intended release directory.
- Check the device menu for a selected mouse that has been disabled.
- Check for another acceleration layer.
- Test in a controlled environment and in a game that processes input in the way you expect.
- Try a clearly noticeable but still conservative curve; a very mild curve may be difficult to perceive.
The graph alone does not prove that the driver is active. Verify the behavior with repeatable slow and fast movements.
The curve feels inconsistent
Check for excessive acceleration, an unsuitable cap, mismatched DPI normalization, different polling rates or device profiles, confusion between sensitivity and gain graphs, game-specific raw-input behavior, or insufficient adaptation time. Change one variable and repeat the same test.
High-polling-rate behavior is unusual
An official issue reports an angle-addition problem after movement above 2,000 Hz on v1.7.1. This does not show that all high-polling-rate mice fail. Test angle addition and other optional features independently at your actual polling rate.
Antivirus flags a file
An April 2026 GitHub issue reports an Avast detection involving wrapper.dll in v1.7.1. A single report does not establish whether a file is malicious or a false positive. Confirm that the archive came from the official repository, inspect the vendor’s exact detection details, compare the release and file path, review the project issue, and re-download if the archive is incomplete. Avoid unverified mirrors.
The desktop feels too fast or skips pixels
Check the Sensitivity Multiplier, DPI and Windows pointer sensitivity. The official guide’s DPI-derived guideline is specifically relevant when users combine high DPI with a high multiplier. Lower the multiplier and retest before changing several other settings.
Printable quick reference
For a personal one-page reference, record these fields:
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- Mouse model and device profile:
- DPI:
- Polling rate:
- Game and sensitivity:
- Windows pointer speed:
- Enhance Pointer Precision: on/off
- Curve:
- Gain mode:
- Sensitivity Multiplier:
- Y/X Ratio:
- Acceleration or curve parameters:
- Input-speed or output cap:
- Test notes:
This is an original checklist, not an official Raw Accel PDF. The project’s current documentation remains the best source for exact parameter definitions and version-specific behavior.
Bottom line
Choose the curve that matches the behavior you are trying to reproduce, not the one most often called “best.” Use Classic for Quake or InterAccel-style migration, Power for Source-style modeling, Natural for a smoother beginner-friendly transition, and Linear when you want the simplest rising response. Install only from the official GitHub release, restart Windows, verify that the driver is active, and tune slow aim before fast turns.
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