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- Mar 3, 2026
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Anyone currently digging into the latest Vanguard memory protection? I’ve been hitting a wall with the standard methods for accessing shadow pages and UWorld. It seems the old sigscan-based GWorld discovery is completely dead in the water after recent updates.
I managed to get a basic ESP and aimbot running, but the implementation is disgusting. I'm currently using a background thread performing a raw heap scan. I dumped the game into a custom SDK and used some scripts to pull strings from .rdata and .text for analysis. This allowed me to find potential targets and eventually access UWorld without touching shadow page decryption, but it’s far from optimal.
The Issue with Heap Scanning:
Current Messy Implementation:
I’ve been comparing my SDK builds to public offset lists and they align for the most part, but the real hurdle is the CR3 encryption. Opening vgk.sys in IDA is a nightmare—the decompiler just chokes on the obfuscation. There’s been talk about the CR3 encryption being a permutation polynomial, but that info feels outdated or the constants have rotated again.
Is there actually a reliable way to decrypt these regions now? Vanguard is definitely stepping up the entropy on their memory structures. I refuse to believe heap scanning is the only way to stay functional without getting clapped by the integrity checks.
Who's actually cracked the latest CR3 rotation or found a cleaner way into the shadow pages?
I managed to get a basic ESP and aimbot running, but the implementation is disgusting. I'm currently using a background thread performing a raw heap scan. I dumped the game into a custom SDK and used some scripts to pull strings from .rdata and .text for analysis. This allowed me to find potential targets and eventually access UWorld without touching shadow page decryption, but it’s far from optimal.
The Issue with Heap Scanning:
- It doesn't update instantly—latency is a killer.
- Page-walking for module classes is incredibly messy.
- It feels like a band-aid solution rather than a proper bypass.
Current Messy Implementation:
Code:
if (!LooksLikeUserHeapPtr(cand)) return false;
uintptr_t vtable = km::RPM<uintptr_t>(cand);
if (!LooksLikeMainModulePtr(vtable)) return false;
uintptr_t cls = km::RPM<uintptr_t>(cand + 0x10);
if (!LooksLikeUserHeapPtr(cls)) return false;
uintptr_t root = km::RPM<uintptr_t>(cand + actor_root_component);
if (!LooksLikeUserHeapPtr(root)) return false;
uintptr_t mesh = km::RPM<uintptr_t>(cand + character_mesh);
if (!LooksLikeUserHeapPtr(mesh)) return false;
uintptr_t dmg = km::RPM<uintptr_t>(cand + shooter_damage_handler);
if (!LooksLikeUserHeapPtr(dmg)) return false;
uintptr_t ps = km::RPM<uintptr_t>(cand + playerstate_pawn);
if (ps && !LooksLikeUserHeapPtr(ps)) return false;
I’ve been comparing my SDK builds to public offset lists and they align for the most part, but the real hurdle is the CR3 encryption. Opening vgk.sys in IDA is a nightmare—the decompiler just chokes on the obfuscation. There’s been talk about the CR3 encryption being a permutation polynomial, but that info feels outdated or the constants have rotated again.
Is there actually a reliable way to decrypt these regions now? Vanguard is definitely stepping up the entropy on their memory structures. I refuse to believe heap scanning is the only way to stay functional without getting clapped by the integrity checks.
- Signature scanning for GWorld is effectively neutralized by mutation.
- vgk.sys uses heavy virtualization/obfuscation to prevent static analysis of the decryption routine.
- Shadow pages are being utilized to hide core engine structures from standard kernel-level RPM.
- vgk.sys uses heavy virtualization/obfuscation to prevent static analysis of the decryption routine.
- Shadow pages are being utilized to hide core engine structures from standard kernel-level RPM.
Who's actually cracked the latest CR3 rotation or found a cleaner way into the shadow pages?