Common Features

Shared across all camera tools

This documentation covers features and controls that work the same way across all GhostInTheCamera camera tools. Individual tool pages document game-specific features and exceptions.

Usage

All camera tools follow a similar installation process. Download the tool for your game, extract it, and run it while the game is loaded.

Steps

  1. Download — Get the latest version from the tool's download page
  2. Extract — Unzip the archive to a folder of your choice
  3. Launch Game — Start the game. Generally speaking it is advised to inject tools once loaded into the game world and avoid injection during loading screens.
  4. Run Tool — Run the .exe file.
  5. Inject — Press the inject button on the UI
  6. Confirm — The tools shoud indicate successful injection. If any errors are displayed please retain the logs (GITCTools.log is created in the same directory as the tools exe) for troubleshooting.

Antivirus Warning — Some antivirus software may flag the tool as suspicious due to its DLL injection technique and how the tool needs to manipulate game memory to take over the games own camera. This is a false positive. You may need to add an exception in your antivirus. If you are not comfortable with this, you are free to not use the tool.

Visual C++ Runtime — It is unlikely, but if the tool fails to start, ensure you have the latest Visual C++ Redistributable installed.

Free Camera

Core

The tools' free camera can be controlled via mouse/keyboard and/or any XInput gamepad that is connected to the system. The input method can be selected from the UI. The keyboard and mouse configuration uses the numpad for movement to avoid conflicts with in-game controls. Arrow keys control rotation (pitch and yaw). Roll is controlled via the numpad 1 and 3 keys.

Keyboard

  • Move forward / back Num 8 Num 5
  • Move left / right Num 4 Num 6
  • Move up / down Num 9 Num 7
  • Look (pitch / yaw)
  • Roll left / right Num 1 Num 3
  • Zoom in / out Num + Num -

Gamepad

  • Move LS
  • Look (rotate) RS
  • Move up / down LT RT
  • Roll left / right D← D→
  • Zoom in / out D↑ D↓

Camera Toggle

Action Key
Enable / disable camera INS

Hotsampling

Advanced

Hotsampling allows you to change the game's rendering resolution on the fly, enabling captures at resolutions higher than your monitor supports. It also allows custom aspect ratios to be used and is useful for ultrawide or multi-monitor setups.

Hotsampling UI showing three input methods: Direct Entry, Aspect + Megapixel, and Aspect + Multiplier

Tools

The tools' hotsampling page is where you set your target resolution. There are multiple ways to enter your desired resolution:

  1. Direct Entry — Type in width and height values.
  2. Aspect Ratio and Megapixel — Select an aspect ratio and set a megapixel target. The target resolution is calculated automatically.
  3. Aspect Ratio and Multiplier — Select an aspect ratio and set a multiplier based on your desktop resolution (using the long edge as a reference).

Used resolutions will be stored in the recently used list and can be reapplied by double clicking on them.

Workflow

  1. Set up your shot at normal resolution
  2. Use the tools to resize the game window to your target resolution
  3. The game will automatically re-render at the new resolution
  4. Capture your screenshot
  5. Resize back to your normal resolution

Do not try to hotsample in fullscreen mode. Always use windowed or borderless windowed

Higher resolutions require more VRAM and GPU power. If you experience crashes or instability, try lowering the target resolution. This is especially true for 32bit games which have much lower ceilings on resolution.

Hotsampling is not supported in fullscreen mode. Use windowed or borderless windowed

Hotsampling is inherently unstable. Crashes can occur. Save your game often.

HUD Toggle

Remove all on-screen UI elements for clean screenshots. This typically hides health bars, minimaps, button prompts, and other HUD elements.

Key Action
DEL Toggle HUD visibility

Some games have UI elements that render through different systems and may not be hidden by the standard HUD toggle. Check the game-specific documentation for workarounds.

Time Control

Freeze the game world while maintaining full camera control. Some games allow more fine grained time control. Check the documentation for each tool to understand if this is available.

Game Pause

When paused, the game simulation stops completely but the camera remains fully controllable. Some tools also support slow motion for capturing specific moments.

Time Controls

Key Action
Num 0 Toggle pause
PgDn Set game speed (slow motion)

Camera Paths

Advanced

Create predefined smooth camera tracks for cinematic shots. Paths are created with nodes - each node represents a position and rotation in 3D space. During playback, the camera interpolates between nodes for fluid movement.

There are is a variety of controls for creating, editing, and playing back paths. Paths can be visualised using a 3D overlay, to provide visual feedback while creating them. Paths can also save gamespeed on a per node basis allowing for dynamic shots with interpolated gamespeed changes. There are multiple interpolation modes available to control how the camera moves between nodes. The default mode is suitable for most situations, but other modes can be used for specific effects - experiment to see how they work!

Other features include unpausing before playback, delaying playback start, easing in and out of the path beginning/end and applying camera shake during playback. Paths can also leverage a LookAt system where the rotation of the path is overriden to look at the player object. This is not available in all tools - check the game specific documentation for more information. Where player data is available for a game, the tools also allow player relative paths where the path position is relative to the player position. This allows for dynamic shots that follow the player around.

Creating and playing back a camera path

Keyboard

  • Create path F2
  • Add node F3
  • Delete node F4
  • Play path F5
  • Delete path Ctrl + F4

Gamepad

  • Create path LB + Y
  • Add node LB + A
  • Delete node LB + B
  • Play path LB + Start
  • Delete path LB + X

Path Scrubbing

The path progress slider on the Paths UI allows you to scrub through the path. You can scrub while the path is playing or when it is stopped. Playback will start from where you set the slider.

Node Editing

Edit individual path nodes using a 3D gizmo overlay. Select nodes, drag them to new positions, and adjust rotation and FOV. You can also preview the path playback.

Ctrl+E Toggle edit mode

Interpolation Modes

Interpolation determines how the camera moves between nodes. Different modes produce different curve characteristics — the default Catmull-Rom is a good general-purpose choice.

Mode Description
Catmull-Rom Default. Smooth cubic spline that passes through all nodes. Good general-purpose choice.
Centripetal Chord-length parameterized Catmull-Rom. Avoids loops and self-intersections on sharp turns.
Bezier Cubic Bezier curves. Provides precise control but requires understanding of control points.
B-Spline Smooth locally-controlled curves. Requires 4+ nodes. Path DOES NOT pass exactly through nodes.
Fritsch-Carlson Monotonic cubic Hermite. Prevents overshooting between nodes — useful for smooth speed ramps.

Easing Modes

Easing controls acceleration at the start and end of path playback. Applies on top of interpolation.

Mode Description
Linear Constant speed throughout. No acceleration or deceleration.
Ease In Starts slow, accelerates toward the end.
Ease Out Starts fast, decelerates toward the end.
Ease In-Out Slow at both ends, fastest in the middle. Most cinematic for standalone shots.

Path Visualization

When enabled, the path is rendered as a 3D overlay in-game showing the curve, nodes, and direction arrows. Useful for understanding the camera's trajectory while composing shots. Can be toggled per-path or globally.

Camera Modes

Advanced

Beyond the standard free camera, the tools offer special camera modes that change how the camera behaves in relation to the player character. These modes are only available in games where player position data can be accessed — check your game's specific documentation.

Look-At Mode

In Look-At mode, the camera automatically rotates to keep the player character in frame while you freely adjust position. You can also move the look-at target with offsets to focus on a specific point relative to the player object.

This can be toggled through the UI for use in free camera or in paths.

Ctrl+Shift+F5 Toggle Ctrl+Shift+F6 Reset offsets

Keyboard

  • Toggle Look-At Ctrl+Shift+F5
  • Reset offsets Ctrl+Shift+F6
  • Nudge target Ctrl+Shift+ Numpad

Gamepad

  • Toggle Look-At RB+Y
  • Reset offsets RB+B
  • Nudge target RB+D-Pad/RS

Fixed Camera Mode

Fixed Camera mode locks the camera's position relative to the player object. When enabled, the camera maintains its offset as the player object moves through the world — useful for tracking shots that follow the character without manual input. It can also be combined with slow motion features and reshade to create long exposure shots.

Ctrl+F7 Toggle

Keyboard

  • Toggle Fixed Camera Ctrl+F7

Gamepad

  • Toggle Fixed Camera RB+A

Camera Slots

Save up to 5 camera positions, rotations, and FOV values to slots for quick recall. Useful for comparing compositions or returning to a specific viewpoint. Slots persist across sessions.

Key Action
Ctrl+Del Open slots UI

Look-At and Fixed Camera modes require player data access. Not every game may support this — check the game-specific documentation to see if these modes are available.

Visual Effects

Additional effects that can be applied to the camera for cinematic results.

Camera Shake

Adds organic micro-movements to the camera simulating handheld footage or breathing. Combines drift (slow movement), jitter (small random shake), and breathing (subtle rhythmic motion). Can be applied to free camera, path playback, or both. Can be applied to position and rotation separately or together.

Camera shake is controlled via a global flag in the camera shake UI page. There are then free cam and path toggles which control the application of shake to each mode independently. If you have enabled shake through the path UI, make sure the global flag is enabled (it is enabled by default).

Camera shake is configured via the UI with the following parameters:

Setting Description
Intensity Overall strength of all shake effects (0.0 – 5.0)
Position Drift Amount and speed of slow positional wandering
Rotation Drift Amount and speed of slow rotational wandering
Jitter High-frequency random shake strength (0.0 – 1.0)
Breathing Rhythmic in/out motion strength and rate. Affects FOV slightly.

Depth Buffer Testing

While using the path visualisation or other overlays, you can enable depth buffer testing to permit a better sense of depth and spatial relationships. This is especially useful when working with complex scenes where objects may occlude each other. You can toggle the depth buffer display, cycle through available buffers, and switch between normal and reversed depth interpretations.

This is disabled by default and can be toggled on/off using the keybinds below.

Keyboard

Key Action
F9 Toggle depth buffer display
F10 Cycle through available depth buffers
F11 Toggle reversed depth interpretation

This may not work in all games, depending on how depth data is handled. You will need to enable and then visually confirm if the depth buffer is working correctly. This may involve cyclying through buffers using F10 until you find one that looks correct.

Settings & Input

All controls can be customized through the companion UI application.

Rebindable Controls

Every action can be rebound to a different key or button. Keyboard bindings support Shift, Ctrl, and Alt modifiers. Gamepad bindings support LB and RB as modifiers. Individual binds can be reset to defaults, or all binds reset at once.

Keybinds are configured per input method (keyboard vs gamepad) and persist across sessions. Open the Keybinds page in the UI to customize.

The default keyboard layout uses the numpad to avoid conflicts with in-game controls. If you don't have a numpad, rebinding is recommended.

Troubleshooting

Common issues and their solutions. For game-specific problems, check the individual tool documentation.

Tool doesn't inject

  • Ran as Administrator Do not run as administrator unless the game is also running as administrator or it won't be able to find the game process.
  • Game not fully loaded Wait until you're in gameplay, not on the title screen or loading
  • Antivirus blocking Add an exception for the tool in your antivirus software
  • Missing runtime Install the latest Visual C++ Redistributable

Camera moves too fast/slow

  • Adjust base speed Adjust the movement speed through the UI

Game crashes when hotsampling

  • VRAM limit Lower the target resolution or close other applications

Controls not responding

  • Camera not enabled Press INS to toggle the camera on
  • Wrong window focus Make sure the game window is focused, not the tool console
  • Check game input is not blocked or camera is not locked The camera may be locked (HOME) or game input blocked (Num .)