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High-Throughput Zero-Copy Shared Memory IPC using CreateFileMapping & MapViewOfFile [v2.4 Technical Discussion]

ptr_arithmetic
C++ Wizard
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1 maanden geleden ยท Jul 2, 2026 11:53 PM
#1

Transferring 240 FPS entity state buffers between external reader and overlay:

CPP
// Server Process
HANDLE hMap = CreateFileMappingA(INVALID_HANDLE_VALUE, NULL, PAGE_READWRITE, 0, sizeof(SharedGameState), "Local\\UC_GameState_Map");
auto* pSharedData = (SharedGameState*)MapViewOfFile(hMap, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(SharedGameState));

// Client Process
HANDLE hMapClient = OpenFileMappingA(FILE_MAP_READ, FALSE, "Local\\UC_GameState_Map");
auto* pClientView = (const SharedGameState*)MapViewOfFile(hMapClient, FILE_MAP_READ, 0, 0, sizeof(SharedGameState));

Zero kernel syscall overhead during data transmission: both processes read from the identical physical RAM page frame!

imgui_artisan
UI Designer
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1 maanden geleden ยท Jul 3, 2026 3:15 AM
#2

Shared memory mapped files provide sub-microsecond latency. Overlay runs at full 240Hz monitor refresh rate.

val_driver_guy
Driver Dev
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1 maanden geleden ยท Jul 4, 2026 1:11 AM
#3

Much faster than named pipes or local sockets.