Open SpookySec opened 1 year ago
This version of the project is very barebones. So unfortunately the ESP is pretty much a small rectangle around the Enemy's head.
Your ESP not tracking correctly is either as you said a viewmatrix / camera issue, a slow overlay, or even a slow communication between your driver and usermode.
This project memory-wise is all single-threaded, uses a self-created Dx9 object attached to the NVidia overlay, and uses a default DirectX pen to draw a simple rect around the Enemy's head. The viewmatrix and camera though are completely fine though, so while the overlay isn't the fastest, there are no big noticeable errors with the overlay.
The overlay is never going to be full-featured or eye-candy, as even the live build doesn't look as good as it could, though later today I'll go ahead and update the project along with some screenshots and a test video.
I might as well update and rewrite some stuff this weekend as well. This could turn into a maintained open-source version of the cheat if I have the energy for it. Who knows.
Check the repo sometime before midnight EST and you should see some samples and improved code. If you have any more specific questions feel free to ask here, or contact me at:
Discord : buddy#3823 Email : admin@rogue.rip
I know this is asking for a lot,
I've been writing an external myself only testing on SPT-AKI before writing a driver to go along with it, so using ReadProcMem (slow), I would just like to ask if there's a video showcasing this ESP in particular as I'm trying to optimize my code to make it smoother.
Currently, if my camera is standing still, the ESP is smooth, it's only when I start moving the camera that it becomes jittery/laggy (there's a delay until it updates to the new position), I'm thinking I need to update the vmatrix more often, since standing still looks smooth.
Anyway, I'm asking if there's any showcase of this code in action, to see the limit of how smooth an ESP can get, and learn how this is doing it.
Thanks for taking your time!