Settings Guide
Rhythia's settings control how notes are drawn, how far ahead you read them, and how your cursor moves. Tuning them changes how easy or hard every map feels.
Sensitivity guide
As a beginner, starting at a lower in-game sensitivity can make it easier to learn patterns and develop controlled movement. As you improve, gradually increasing your sensitivity can make faster patterns and larger movements easier to execute.
New players should pick a consistent, sensible DPI and keep it the same if possible. A practical starting range is 400 DPI to 4000 DPI. Your in-game sensitivity is the setting that should change as you find what works for you.
Many players use roughly 0.4 to 0.8 in-game sensitivity, but sensitivity is completely correlated with DPI. The same in-game number can feel very different at different DPI values, so do not copy a sensitivity value without considering your DPI.
Do not start with an extremely high sensitivity or an extremely low sensitivity. Start somewhere controllable, learn the patterns, and slowly increase or adjust the in-game sensitivity as your skill and comfort improve.
Start controlled
Choose a comfortable sensitivity that lets you learn patterns without fighting your cursor.
Keep DPI consistent
Changing DPI and in-game sensitivity together makes it harder to understand what actually improved your control.
Increase gradually
When your current sensitivity starts limiting faster patterns, make small adjustments instead of jumping to an extreme value.
Controls how far ahead notes are visualized and how much time you get to read them.
Approach Rate (AR) sets how far in advance notes appear and travel toward the hit plane. It is the single most important setting for readability.
In Rhythia the editor exposes it as an Approach rate preview that controls how far ahead notes are visualized; in-game it ranges roughly 0–200 with a default near 40. Lower values make notes appear closer to the hit moment (less reaction time, more flow reading). Higher values give notes more travel distance, so you can pre-plan movement further in advance.
Players tuning AR usually pair it with their sensitivity: a higher AR rewards a faster, more confident aim since notes spend longer on screen.
Quick tips
How far from the camera notes spawn before they begin approaching the hit plane.
Spawn Distance (SD) is where notes first appear in 3D space before travelling to the hit plane. Combined with Approach Rate, it defines the total visible travel a note makes.
The editor's 3D mode previews 3D blocks and their related spawn distance, so you can feel exactly how much runway each note gets. In-game this is often shown as a Spawn Distance slider (default near 40, range up to 200).
A larger spawn distance means notes are visible earlier but also travel further, which can feel floaty; a smaller one makes notes feel 'on top of you' quickly. Tune it with AR so the runway feels comfortable.
Quick tips
How mouse movement is converted into cursor movement — and how the two relate.
DPI is a hardware property of your mouse (dots per inch the sensor reports). Sensitivity is the in-game multiplier applied on top of that raw movement. They correlate multiplicatively: effective cursor speed = DPI × sensitivity.
Doubling DPI and halving sensitivity keeps the same effective speed, so players treat them as one combined number. What matters is the effective dots-per-degree you aim with.
Higher effective speed covers the grid with less hand travel (great for jumps and streams), but reduces precision on small spacing. Lower speed is steadier but demands more physical movement and can feel slow on long jumps.
Rhythia is a mouse-aim rhythm game, so sensitivity directly controls how far your cursor travels between notes. Find one speed you can hit wide jumps without overshooting and small notes without jitter.
Quick tips
The 3D perspective effect that makes notes shift position as they approach.
Because Rhythia renders in 3D, notes have parallax: they move across the screen and change apparent position as they travel toward you. The camera height and depth (FOV and camera Z) control how strong this effect is.
Stronger parallax looks flashy but can make the note you are about to hit land somewhere different from where you first aimed. Weaker/slower camera movement keeps aim mostly on the hit plane.
Parallax matters most when using spin mode or camera motion, because the view rotates under the notes. If you find yourself aiming at where a note 'was' rather than where it lands, reduce camera depth or disable spin.
Quick tips
Rotates the camera/playfield during gameplay for a rotating view.
Spin mode rotates the view of the playfield while notes approach, so the whole grid turns under you. It is a visual/gameplay modifier that changes how you read direction and aim.
Because rotation changes every note's position relative to your cursor, spin mode demands stronger reading and continuous tracking. Some players find it more immersive; others disable it to keep a fixed reference frame.
It pairs with parallax: with spin enabled the camera motion constantly shifts where a note will land, so your sensitivity and AR need to feel comfortable with moving reference points.
Quick tips
Custom 3D models for notes that change their visual size, shape, and clarity.
Note meshes replace the default note appearance with imported 3D models (.mesh or .obj files) or generated shapes. In Settings → Notes you can import an image or mesh, or select Build.
A mesh's size and silhouette change how readable notes are and how much of the playfield they cover. A bulky mesh can visually 'hide' a following note or make spacing feel denser than it is.
Small, clean meshes with high contrast against the background are generally the most playable. Flashy meshes are fun but can make it harder to judge exact hit timing.
If the game crashes after importing a mesh, delete the folder from `%appdata%\CapoRhythia\skins\notes` and Rhythia will fall back to the default note appearance.
Quick tips
Fades out part of the notes so upcoming notes stay readable.
Half Ghost affects how notes are rendered as they approach — commonly fading or ghosting notes so that the playfield stays clean and the note you must hit next stands out.
It helps reduce visual clutter on dense patterns: instead of a wall of notes, only the notes near the hit plane are fully opaque while earlier ones appear faded.
Players who rely on reading far ahead sometimes disable it to keep every note clearly visible; players who aim by the 'next note' often keep it on for cleaner flow.
Quick tips
Shifts note timing relative to the audio to correct sync.
Note Pushback (or Note Offset) moves the hit timing of notes forward or backward relative to the audio. A positive pushback makes notes arrive later; a negative one makes them arrive earlier.
This is the in-game equivalent of the online offset: 'Shift note offset for the map' in milliseconds. It corrects when hits consistently feel early or late even though the map is timed correctly.
Tune it by playing a map and checking whether your misses are consistently early (push notes back) or consistently late (push them forward). Small 2–5 ms adjustments can change a map from frustrating to smooth.
Quick tips
The remaining settings worth tuning for performance and readability.
Background dimming reduces visual noise so notes stand out; dim more when the map background is bright or busy.
Colorsets define note colors. Pick colors that contrast with the background for maximum readability.
Hit sound volume and hitsound selection give audio feedback for timing; too quiet makes sync harder to feel, too loud can mask the music.
Cursor skin changes the cursor look — small, high-contrast cursors track better than large ones.
Borders help frame the playfield; a subtle border keeps your eye on the grid.
Keybinds are fully rebindable in Settings → Keybinds, including quick restart (`) and give-up (R) which matter during long sessions.
Volume is adjustable globally by holding Alt in the lower-right corner.
Quick tips