KEYBIND DECISION ENGINE · LOCAL MODEL

Stop guessing where every action belongs.

BindIQ compares your current layout with your keyboard, mouse and reach preferences. It produces three explainable plans—never a mysterious “best bind.”

Open the workspaceYour bindings stay in this browser. No account, config-file access or upload.
01 / INPUT MODEL

Describe the desk, not an imaginary average player.

Mouse hand

This is an editable starter model, not an official game configuration.

LOCAL PROJECTS

Your local project library

Up to eight projects, stored only in this browser.
FIELD GUIDE / 03 PASSES

From a messy bind set to a decision you can test

BindIQ is most useful as a controlled three-pass workflow, not as a one-click promise.

01
R!E

Find the real collision

Map every action in its actual context. A reload/use collision in gameplay matters; the same input in mutually exclusive menus may not.

02
WQ

Protect muscle memory

Lock movement, jump or accessibility-critical binds before optimization. The engine must work around what you refuse to move.

03
QF

Trial one plan

Compare the three strategies, run the recall check, export the old layout and validate the chosen plan in a training mode.

MODEL CARD / PUBLIC METHOD

What BindIQ calculates—and what it cannot know

The engine uses physical key codes, a transparent keyboard coordinate model, action priority, same-context collisions, declared simultaneous/sequence relationships, your reach bands and the cost of changing learned binds. It does not measure your hands, reaction time, skill or a game’s hidden input processing.

01

Deterministic

The same project and strategy return the same plan. There is no generative AI or remote inference.

02

Hard constraints first

Locked binds, unavailable buttons and avoided inputs are handled before preference scoring. Every imported field is bounded and validated.

03

Verify in game

A high model fit is not a performance guarantee. Test one plan at a time in training and keep an export of the previous layout.

Model / v1.0BindIQ engine 1.0 / 2026.08

The public weight table documents how each strategy values relearning cost, modeled reach, same-finger load, action relationships, avoided inputs and conflicts. Scores compare plans only inside this model.

Questions before you move a learned bind

Does BindIQ change my game settings?

No. It cannot read or write installed game files. Apply recommendations manually in the game.

Is the highest score automatically best?

No. Scores compare plans inside this declared model. Comfort, accessibility and learned motor patterns still require an in-game trial.

Why are there three plans?

Keybind design has competing goals. Showing multiple strategies makes the trade-off visible instead of hiding it in one number.