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Anyone currently digging into the Frostbite engine transitions?
Got back into the Battlefield grind recently and ran into a classic issue. The ESP works perfectly on foot, but the moment I hop into a vehicle, everything disappears. It seems to be seat-dependent too — certain positions in the vehicle break the render entirely while others might behave differently.
Potential fixes to check:
It's been a while since I've messed with these specific Frostbite quirks and I've forgotten the exact fix from the older games. Has anyone else encountered this on the current builds?
who's tweaked this camera logic recently?
Got back into the Battlefield grind recently and ran into a classic issue. The ESP works perfectly on foot, but the moment I hop into a vehicle, everything disappears. It seems to be seat-dependent too — certain positions in the vehicle break the render entirely while others might behave differently.
If I remember correctly, this was a recurring issue in older Battlefield titles. When you switch from a standard soldier entity to a vehicle seat, the game updates the camera or ViewMatrix differently. If your logic is hardcoded to pull only from the local player's soldier camera, you're going to lose the render the second you mount a tank or a transport because the active camera instance changes.
Potential fixes to check:
- Verify if the ViewMatrix needs to be pulled from the active vehicle camera manager rather than the default soldier camera.
- Ensure your WorldToScreen (W2S) isn't breaking because the local player's pointer or state changes significantly when seated.
- Check if the offsets for the camera matrix shift depending on which turret or seat is active.
It's been a while since I've messed with these specific Frostbite quirks and I've forgotten the exact fix from the older games. Has anyone else encountered this on the current builds?
who's tweaked this camera logic recently?