1y ago · Feb 28, 2025 5:35 PM
Comparing pixel color sampling (Desktop Duplication API / GDI / Direct3D 11 screen capture) versus memory-based entity coordinates:
Pixel Scanning Approach:
- Uses to grab GPU framebuffers in ~1ms.
- Searches a bounding region (e.g. 100x100 pixels around crosshair) for high-contrast enemy outlines (like Purple/Yellow enemy highlights).
- Zero memory reading / zero process interaction.
Memory Coordinate Approach:
- Requires reading 3D position vectors from player structures.
- Projects 3D world space to 2D screen coordinates with matrix math.
- Provides 360-degree awareness and distance scaling.
What are your thoughts on performance tradeoffs between Desktop Duplication and Direct3D overlay pipelines?
Pixel Scanning Approach:
- Uses
CPP
IDXGIOutputDuplication- Searches a bounding region (e.g. 100x100 pixels around crosshair) for high-contrast enemy outlines (like Purple/Yellow enemy highlights).
- Zero memory reading / zero process interaction.
Memory Coordinate Approach:
- Requires reading 3D position vectors from player structures.
- Projects 3D world space to 2D screen coordinates with matrix math.
- Provides 360-degree awareness and distance scaling.
What are your thoughts on performance tradeoffs between Desktop Duplication and Direct3D overlay pipelines?
VectorByte | DirectX 11/12 Hooking & ImGui Overlays
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Math is the language of game engines.
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