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- Mar 3, 2026
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Anyone currently digging into the ARC Raiders binaries? Had to dump some structures manually and the view projection logic is giving me a headache.
Currently looking for a stable MinimalViewInfo offset. Testing at +0x2AC0 results in serious jitter — wondering if the CameraCache is wrapped or if there is a specific bit-shift I am failing to account for in the current build.
Also, a quick sanity check on the skeletal structures: is MeshDeformerInstance (0x7C0) still the play for ComponentSpaceTransforms? I have got bones resolving to (0,0,0) after the theia decryption returns. It feels like I am hitting an encrypted pointer or just working with a stale offset that hasn't been updated for the latest instructions.
For those bypassing the integrity checks, I am mirroring the handler via a kernel DPC bridge to skip the timer at:
If you have cracked the bone transforms or found a cleaner viewmatrix path without the jitter, drop your findings below.
Currently looking for a stable MinimalViewInfo offset. Testing at +0x2AC0 results in serious jitter — wondering if the CameraCache is wrapped or if there is a specific bit-shift I am failing to account for in the current build.
Also, a quick sanity check on the skeletal structures: is MeshDeformerInstance (0x7C0) still the play for ComponentSpaceTransforms? I have got bones resolving to (0,0,0) after the theia decryption returns. It feels like I am hitting an encrypted pointer or just working with a stale offset that hasn't been updated for the latest instructions.
For those bypassing the integrity checks, I am mirroring the handler via a kernel DPC bridge to skip the timer at:
Code:
runtime+0x7A8310
- MinimalViewInfo: +0x2AC0 (high jitter)
- MeshDeformerInstance: 0x7C0
- Decryption Routine: theia
- Bypass Method: Kernel DPC Bridge
- MeshDeformerInstance: 0x7C0
- Decryption Routine: theia
- Bypass Method: Kernel DPC Bridge
If you have cracked the bone transforms or found a cleaner viewmatrix path without the jitter, drop your findings below.