Sensory DMA VALORANT cheat

Sensory DMA VALORANT cheat

VALORANTVALORANT
Undetected
03/10/2026

Sensory is a hardware-based DMA cheat for Valorant. The core feature of this product is its full support for DMA hardware, providing a fundamentally different approach to interacting with the game. Features are divided into multiple categories, including in-depth visual settings for displaying players and abilities, alongside flexible aim assist tools. The product also implements support for external input devices, a built-in radar, and a unique system for managing lineups.

1 day600 GCC
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Sensory Cheat for Valorant: The DMA Advantage

Sensory is a specialized DMA cheat for Valorant designed for users with compatible hardware. It provides extensive capabilities for visual map control and fine-tuning interactions with opponents.

The toolset is organized into logical categories. The visual section delivers complete information about the match state, while the targeting systems offer dozens of customizable parameters to fit any playstyle.

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Sensory is a DMA cheat for Valorant built to run on a second PC alongside a memory-read card. Without that second machine the key does nothing: it needs one, not as an option, and this is software for a different setup, not a smaller version of a regular cheat.

DMA cheat for Valorant: what the setup needs, and what already ships in the key

The card and the second computer are not part of the purchase; the listing covers only the software this key activates. The requirements name one game client, Riot Client, because Valorant has only the one client to support. Game Mode is listed as "All," which means windowed and fullscreen play both work. One row reads "Spoofer: Yes": at the time of writing, the card states HWID masking ships inside the key itself, so it is not a separate purchase. Valorant's Vanguard starts in kernel mode with the OS on the game PC; Sensory runs on the second machine instead, where the card's PCIe feed gets interpreted and drawn as the overlay. Separately from the card, it also supports external mouse controllers — Raspberry Pi, KMBox Net, Makcu, MoonLink, Ferrum — in their own panel, unrelated to the memory read.

Visuals, lineups and radar: how the picture reaches the player

The overlay draws over the capture card's feed on the second machine's own monitor, set through a display panel for DirectX 11 or OpenGL. Mouse input from the game PC passes through Mouse Passthrough, so aiming and shooting stay on the main keyboard and mouse, not a second set. Separately from the overlay there is a Web Radar: the map opens in a browser tab and can be shared to a phone or a friend as its own link, useful for anyone not watching that second screen directly. Inside the Visuals group, ESP is broken out by agent and item rather than one toggle: Box ESP sets its own outline thickness and rounding, Chams offers three modes — normal, shaded, glow — with separate colors for visible, non-visible and Dormant targets, and dropped weapons plus the spike carrier get their own ESP row, useful for tracking round economy. The World group keeps lineups apart from general ESP: landing popups for thrown abilities, prediction wireframes and a community lineup import matter for agents like Sova, whose abilities decide a round before contact, not for a routine gunfight.

Aim assist splits into three modules, not one switch

The point of three separate tabs — Aim, Auto Aim, Flickbot — is that each tunes independently: Aim carries trigger logic with team and visibility filters, Auto Aim is a magnet-key auto-engage tool, and Flickbot handles snap-to-target movement with its own acceleration and distance-smoothing curves under Curves. Target priority is set by FOV, distance, lowest health, or a combination, and the hitbox is chosen per weapon: body for a guaranteed hit, head when one kill decides the round. Recoil compensation runs on Pitch and Yaw separately from aim assist, worth knowing if only recoil control is wanted, with auto-engage off. The Misc group adds per-agent Anti Flash timings (KAY/O, Skye, Yoru, Vyse, Phoenix, Breach — up to 1000ms) and Bunny Hop with its own jump intervals: both matter between rounds, when rotation speed decides map control.

Duration and purchase

The Sensory key is sold for 1, 7, or 30 days, paid for in GCC — the platform's internal balance, which can be topped up in the same checkout window if it falls short. The key lands in the account immediately after payment, together with its expiry date. The full feature list — 6 sections — sits higher on this page; this block covers what it does not: which machine does what, and where the picture goes. This suits anyone looking for a valorant cheat built for DMA hardware rather than a single-PC build; more on cheats for Valorant on the game page.