KimP0ssible Autosplitter

OCR-powered auto-split timer for speedrunners

v1.3.7
Documentation Log a bug or feature request

KimP0ssible Autosplitter uses real-time OCR to read on-screen text from your game and automatically trigger splits in your speedrun timer. Originally built for Tom Clancy's The Division 2 (which has no native autosplitter support), it now works with any game that displays text you can match against — just create an XML profile and go.

Created by @KimP0ssible — thanks to @Summy_the_Dummy, @Bazookas and @Gast for helping through the process.

Download

Portable — no installation required. Extract and run.

⬇ Download AutoSplitter

Windows 10/11 · 64-bit · ZIP archive (~28 MB) · Self-contained, no dependencies

AutoSplitter screenshot

Features

🎮 OCR Screen Reading

Captures a region of your screen and performs character recognition to match keywords for each split segment. Powered by RapidOCR with PaddleOCR's PP-OCRv5 English recognition models for high accuracy on stylised game fonts.

🔃 Auto-Update

Checks for new versions at startup and offers a one-click update. Downloads and installs the latest release automatically — no manual re-downloading required.

🔗 LiveSplit Integration

Connects directly to LiveSplit Server (TCP) to send split, start, and reset commands in real time. Enabled by default — works alongside your existing LiveSplit layout.

📄 XML Profiles

Each game/mission is a standalone XML config file. Create, edit, and share profiles easily. Multiple keyword variants per segment for fuzzy matching.

🚀 RapidOCR (PaddleOCR)

Bundled PP-OCRv3 detection + PP-OCRv5 English recognition via ONNX Runtime (CPU). 88% accuracy at ~40–65 ms per inference on our Division 2 + Lincoln Memorial test corpus. Models ship with the app; no downloads or GPU required.

🎬 Game Overlay

Borderless always-on-top overlay mirrors your split table and timer directly over the game. Draggable, auto-sized, with position saved per profile. Toggle via the Overlay checkbox.

🕐 Frame-Accurate Timing

When the OCR interval fires, the engine retries up to a configurable number of buffered frames (newest first, max target FPS minus 1) until one triggers a keyword match. The split timestamp comes from the matching frame, not the current time — giving you the most accurate timing of when the text actually appeared on screen.

⚡ Native C++ Performance

Written entirely in C++20 with the Win32 API — no Electron, no Python, no runtime overhead. Near-zero CPU usage between OCR frames and an instant startup. OCR runs at 1 Hz by default; the rest of the app stays out of your game's way.

System Requirements

ComponentRequirement
OSWindows 10 or 11 (64-bit)
OCRRapidOCR (CPU, models bundled, ~40–65 ms per inference) — no GPU required
DisplayAny resolution and DPI scaling (capture region is configurable)
RuntimeMicrosoft Visual C++ 2015–2022 Redistributable (usually already present on Windows 10/11). All other dependencies bundled; package is ~28 MB zipped.

Read the full documentation → for setup instructions, settings reference, XML profile format, hotkeys, and troubleshooting.

Changelog

v1.3.7 — May 14, 2026

v1.3.6 — May 11, 2026

v1.3.5 — May 10, 2026

v1.3.4 — May 9, 2026

v1.3.3 — May 8, 2026

v1.3.2 — May 8, 2026

v1.3.1 — May 8, 2026

v1.2.3 — May 4, 2026

v1.2.2 — April 28, 2026

v1.2.1 — April 24, 2026

v1.2.0 — April 22, 2026

v1.1.0 — April 20, 2026

v1.0.2 — April 14, 2026

v1.0.1 — April 14, 2026

v1.0.0 — April 13, 2026

v0.77-beta — April 7, 2026

v0.76-beta — April 2, 2026

v0.75-beta — April 2, 2026

v0.74-beta — April 2, 2026

v0.73-beta — April 1, 2026

v0.72-beta — April 1, 2026

v0.71-beta — April 1, 2026

v0.7-beta — April 1, 2026

v0.6-beta — March 31, 2026

v0.5-beta — March 31, 2026

v0.4-alpha — March 30, 2026

v0.3-alpha — March 30, 2026

v0.2-alpha — March 29, 2026

v0.1-alpha — March 28, 2026