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- Mar 3, 2026
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Boys, need a sanity check on a project I am working on. I am currently basing my work off the Loara Deadlock external source written in Rust, using egui/eframe for the overlay and drawing logic. The problem: My ESP is ghosting and jittering pretty hard whenever players hit higher movement speeds. To clarify: It is not a misaligned viewmatrix issue—the ESP stays locked on target, but there is a nasty micro-twitch/ghosting effect on the visuals themselves regardless of my own camera movement.
Tech Stack Breakdown:
Even with the thread split, the jitter persists. Memory reading is consistently updating around 1ms, and the render loop is sitting at ~7-8ms. Recording it is useless because the jitter is so subtle it gets smoothed over by the capture frame rate, but it is definitely noticeable when playing.
Is this a fundamental limitation of external ESP in this engine, or am I missing something with frame interpolation? Has anyone encountered this in their own Rust-based externals? If someone has a fix or a better approach for the synchronization, drop your thoughts below. I am starting to run out of ideas here.
Tech Stack Breakdown:
- Rendering: egui/eframe.
- Threading: Separated into two distinct threads (1 for Rendering, 1 for Memory/RPM/Aimbot).
- Data Sync: Switched to ArcSwap to eliminate locking delays on the render thread.
Even with the thread split, the jitter persists. Memory reading is consistently updating around 1ms, and the render loop is sitting at ~7-8ms. Recording it is useless because the jitter is so subtle it gets smoothed over by the capture frame rate, but it is definitely noticeable when playing.
Is this a fundamental limitation of external ESP in this engine, or am I missing something with frame interpolation? Has anyone encountered this in their own Rust-based externals? If someone has a fix or a better approach for the synchronization, drop your thoughts below. I am starting to run out of ideas here.