The HUD

Know who you're up against, without taking your eyes off the table.

Gandalf

Gandalf

Co-founder of Poker Sciences

The HUD

The chapter on the Players page announced it: the study of your opponents was about to gain an in-game HUD.

Here it is.

The HUD (Heads-Up Display) shows, in real time and directly on your tables, a block of stats for every opponent sitting across from you.

You choose the stats, their layout and their colors.

Poker Spin Tracker handles the rest: detecting your tables, recognizing the players, placing the blocks in the right spot and updating the numbers hand after hand.

This chapter covers the essentials: enabling it and knowing which rooms are compatible, building your HUD, and reading it without falling into the small-sample traps.

The HUD configuration page in Poker Spin Tracker.
Screenshot of the HUD configuration page

Compatible rooms

For now, the HUD works on four rooms:

RoomSupported spins
WinamaxExpresso
PokerStarsSpin & Go
UnibetPower Spin
iPoker (PMU Poker)Twister

Two notable absences, for two different reasons:

  • GG Poker: nicknames are anonymized at the source (seen in the previous chapter) and the hands are only available after the fact. No HUD is possible on this room, no matter which tracker you use.
  • Betclic: the room does not allow HUDs, and does not write the hands to your disk live.

The general rule: the HUD only exists where the room writes your hands live and allows its use. A room that only provides the history once the game is over cannot feed a real-time display.

Where to find it, how to enable it

The HUD is configured on the Players page , HUD tab.

Everything starts with the Enable the HUD switch, at the top of the tab: as long as it is off, nothing shows on your tables.

The HUD tab of the Players page: at the top the enable switch and the HUD selector (new, rename, duplicate, delete); on the left the block editor, with the 3-max / Heads-up toggle, the grid with its PRE and POST tabs and its BTN, SB, BB rows, then the display, comparison and marking settings; on the right the preview of the HUD placed on a mock table, with a Fish, a Reg and the Hero block.
The HUD tab: the editor on the left, the preview on a mock table on the right.

What it needs

The HUD relies on live import (Import your first hands): the tracker has to monitor the folder where your room writes your hands, exactly as it does for your automatic imports.

On macOS, enabling it also requires the Screen Recording permission: that is what makes it possible to locate your table windows and read the nicknames on display.

If you have only just granted it, a restart of the app may be necessary. The tracker remembers your intent and will enable the HUD on the next launch.

Some machines cannot display the HUD: Intel Macs (the screen-reading engine isn't available on them), Windows ARM and Linux. The tab tells you clearly when that is the case.

A masked bard plays poker against two opponents in a tavern.
There is this mysterious bard. He has been coming here for a few months, and I had never seen anyone win that much. As if he could read straight through his opponents.

Building your HUD

A ready-made HUD

You have nothing to build to get started: the tracker ships a default grid, with a preflop section organized by position and a postflop section (c-bet, barrels, initiative bets).

It is more than enough for your first sessions.

A block, sections, cells

A HUD block is split into sections, displayed as tabs inside the block: only one is visible at a time, and you switch from one to the other with one click, even in game.

Each section is a free-form grid whose rows and columns you choose.

You can even place several blocks per opponent (the panels), each positioned wherever you want.

A close-up of a HUD block: the two section tabs PRE and POST at the top, the player name below, then a grid of three rows (BTN, SB, BB) and three columns of cells, each with its abbreviation and its colored value, and one empty cell marked with a "+".
A block: its sections as tabs (PRE, POST), and the grid of cells for the section on display.

Two formats, two HUDs

You configure the 3-max HUD and the heads-up HUD separately: the relevant stats aren't the same three-handed as they are heads-up.

In game, the tracker switches on its own from one to the other as soon as a player is eliminated.

Adding a stat

Click the "+" of an empty cell: the catalog opens, with three families:

  • General stats: the catalog of classic stats (VPIP, open, limp, c-bet…), filterable by format, position and opponent type.
  • Precise: a custom stat, built from an exact action line (for example "SB open 2x, then fold to a 3-bet").
  • Text: a free cell, with no number, to label a row. That is how the default grid shows BTN, SB and BB at the start of each row.
The HUD stat catalog: the three tabs General stats, Precise and Text at the top; on the left the list of stats grouped by decision situation (Volume, Preflop overview, Hero is first to act, Hero faces a limp, faces an open, faces an open-shove, Hero limped then faces an ISO); on the right the restriction column open on its Position sub-tab, with the Button, Small Blind and Big Blind cards, and the confirm button.
The stat catalog. On the left the stats grouped by situation, on the right the restriction attached to the cell.

On top of that comes the Number of hands cell, set apart in the catalog: it shows the number of hands you have played against that player.

Organizing the grid

A right-click on the grid opens the structure menu: insert or delete rows and columns, add or remove sections and panels.

Drag and drop moves a stat from cell to cell, or to another section by dropping it on that section's tab.

A click on a cell renames its abbreviation.

The menu opened by right-clicking a cell of the block: insert a row above or below, delete the row, insert a column to the left or to the right, delete the column, add or delete a section, add or delete a panel.
The structure menu, on a right-click over the grid.

Each cell can also be given a background color to group your stats visually.

The palette is deliberately neutral, with no green and no red: in the tracker, those two colors judge a value, whereas here the background only organizes.

To the right of the editor, the preview places your block on a mock table with real players from your database (a fish and a reg you have run into a lot): you compose your HUD while seeing immediately what it will look like in game, with real values.

Your own block

By default, the HUD also shows a block for you, with the same stats as your opponents': the direct comparison, on screen, between your game and theirs. The Hide for Hero switch, in the preview, removes it.

Several named HUDs

You can create several HUDs (new, rename, duplicate, delete) and switch from one to the other: the selected HUD is both the one you edit and the one displayed in game.

Handy for testing a variant without touching your main setup.

The HUD management bar, at the top of the tab: the dropdown of the selected HUD, then the New, rename, duplicate and delete buttons.
The HUD management bar: the selected HUD is the one you edit, and the one displayed in game.

On your tables: what happens on its own

Once the HUD is enabled, you have nothing to do at the start of a session.

As soon as a table window opens, the tracker detects it and starts the live import, a few seconds before the first hand.

It also reads the nicknames displayed on screen: the blocks appear right at the start of the first hand, with the full history you have on each player, without waiting for a hand to be played.

The blocks are anchored to the table window: move the table, they follow. Every table gets its own blocks, even in a heavy multi-tabling session.

Adjusting position and size

Drag a block to reposition it, pull the handle at the bottom right to resize it.

The settings are stored per room: place your blocks once, they apply to all your tables, in all your sessions.

Live values

Each stat shows the player's full history, current session included, and updates on every new hand. When a player busts, their block disappears and the HUD switches to your heads-up setup from the first hand of the duel.

The colors of the values compare each stat to a reference, exactly as in the Leak Finder: preflop against the reference GTO ranges, postflop against the average of the regs.

  • Green: on target (±5 points)
  • Red: too aggressive
  • Blue: too passive

Before each nickname, you find the logo of their category ( fish, reg, as covered in Fish vs Reg) and the dots of your custom tags (Your opponent tags).

Both markings can be turned off in the settings of the HUD tab.

Finally, click a nickname: a compact player card opens next to the block, the same one as on the Players page, without ever stealing the focus from your poker client. Move the cursor away and it closes.

Two characters watch a bard play poker in a tavern.
I have been watching him for weeks trying to work out his secret.

The small-sample traps

In Spins, you meet most of your opponents over a handful of hands: a few dozen at best, often fewer.

At that scale, many of the numbers on display mean almost nothing.

A stat is a fraction, and everything depends on its denominator. VPIP moves on every hand: a few dozen are enough to sketch a profile.

A "fold vs 3-bet" only moves when the situation comes up. Over the same volume, it often rests on two or three occurrences.

The tracker protects you with two safeguards:

  • Grayed-out block: below 20 hands seen on a player, all of their values show in gray. Readable, but to be taken with a grain of salt, and with no comparison color.
  • Grayed-out stat: the Min. sample setting grays each stat individually as long as its number of occurrences is too low (10 by default, adjustable). A VPIP measured over 200 hands stays white while a "fold vs barrel" seen twice turns gray.

And a stat without a single occurrence simply shows "—".

Add the Number of hands cell to your grid: it shows the number of hands you have played against that player, across your whole history. It is the number that tells you how far to trust the others, and it is never grayed out.

The safeguards don't do everything: three biases lie in wait for any HUD read.

Mechanical extremes

With only two occurrences, a stat can only show 0%, 50% or 100%.

You see a 100%, and you tell yourself:

He folded twice to my 3-bet, I've found my victim.

No: you have seen two folds. Plenty of perfectly sound players would show the same 100% after two occurrences.

Extreme values are the norm in small samples, not a signal.

Sampling variance

Even a frequent stat swings hard early on. A player whose real VPIP is 25% can easily show 40% after 20 hands, simply because he was dealt a run of playable hands.

The order of magnitude to remember: at 20 hands, a VPIP is read to within ±20 points; it takes a few hundred hands to read it to within ±5 points.

Confirmation bias

An image forms fast: one bluff shown, two limps, and the label is stuck on.

After that, you read the stats in the direction of the label: the 40% VPIP "confirms" the maniac, the 100% fold "confirms" the victim.

Stats should test your impressions, not decorate them. The rarer a stat, the more hands it needs: in game, rely first on the frequent stats, and keep the fine reads for real samples.

A character deep in thought in a tavern.
Even though I now have enough information on his game, I still haven't worked out what makes this mysterious bard so formidable.

In game, favor general stats

Your HUD only analyzes one player at a time: that is its strength (the information is personalized) and its limitation (the sample is tiny).

That is the big difference from your analysis away from the tables.

In the Leak Finder, when you study the Fish or the Regs, you aggregate the hands of hundreds of players under a single tag: even a very precise stat ends up resting on a solid sample.

On a single opponent, it will almost never have one.

A precise stat built in the Precise tab stays relevant in game if its situation comes up on nearly every hand, like the open sizings of the default grid.

But a rare action line will stay gray, or misleading, on almost all of your opponents.

In game: general, frequent stats (VPIP, open, limp, c-bet…), which give a usable read within a few dozen hands. Precise stats come into their own away from the tables, on entire populations.

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The HUD