WELCOME TO INFOCHEATS.NET

INFOCHEATS is a community-driven platform focused on free game cheats, cheat development, and verified commercial software for a wide range of popular games. We provide a large collection of free cheats shared by the community. All public releases are checked for malicious code to reduce the risk of viruses, malware, or unwanted software before users interact with them.

Alongside free content, INFOCHEATS hosts an active marketplace with many independent sellers offering commercial cheats. Each product is discussed openly, with user feedback, reviews, and real usage experience available to help you make informed decisions before purchasing.

Whether you are looking for free cheats, exploring paid solutions, comparing sellers, or studying how cheats are developed and tested, INFOCHEATS brings everything together in one place — transparently and community-driven.

Question League of Legends — Improving YOLO Computer Vision Prediction for Smooth Projectile Leading

byte_corvus

Newbie
Newbie

byte_corvus

Newbie
Newbie
Status
Offline
Joined
Mar 3, 2026
Messages
170
Reaction score
7
Been messing around with a YOLO-based setup for League and hitting a wall with the prediction math. For anyone deep into CV aimbots: how are you handling the latency-to-prediction ratio without the cursor oscillating like crazy?

I am currently running YOLO for health bar detection, and the tracking is solid, but the predictive lead is killing my consistency. I tried a OneEuro filter for the initial smoothing, but when I try to extrapolate for that 300-600ms window, the phase lag from the filter combined with the noisy raw detections makes the lead distance swing wildly.

Current Stack:
  1. Detection: YOLO (custom weights on health bars)
  2. Smoothing: OneEuro Filter (current setup)
  3. Extrapolation: Velocity * Time (simple linear)

The jitter is manageable at low speeds, but as soon as a champ starts dancing or blinking, the prediction error scales up and turns the aimlock into a flick-fest. I have tested EKF6 and Monte Carlo, but they are either too computationally heavy for a real-time loop or just introduce their own flavor of jitter.

Has anyone found a more stable way to handle sub-second trajectories in 2D space? Specifically looking for:
  1. Kinematic Models: Are you guys sticking to constant velocity or implementing constant acceleration models?
  2. Noise Reduction: Is there a better filter than OneEuro for this specific task, or should I be looking at raw Kalman gain tuning?
  3. Time-Sync: How do you calculate the actual projectile travel time versus the internal reaction latency?

I am trying to keep the footprint external to avoid any weird hooks, but the current 50-100px misses are making this useless for anything other than basic skill shots. If anyone has a cleaner implementation for short-horizon prediction or a way to tighten up the velocity derivation without blowing up the lag, drop some knowledge.

Curious to hear how you guys are handling your lead vectors. Are you using a look-up table for common projectile speeds or just hard-coding the offsets per champ?
 
Top