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Boys, I have been working on an AI-based external for Rainbow Six Siege (no memory reading, pure pixel processing) using Claude AI Pro for the logic generation, but I have hit a wall regarding optimization. I am looking for some feedback from those who have messed with similar pixel-based engines.
Here is what I have built out so far:
Questions for the devs here:
How are you handling the recoil smoothing for non-scriptable mice without getting hit by mouse input flags? Also, for those using AI-based autodetection, what are you feeding the AI to minimize the frame-delay and improve the detection speed on the operator cache?
If anyone has better ideas for the GUI logic or a more robust way to handle the resolution offsets without manual user input, drop your thoughts below.
Here is what I have built out so far:
- Side Detector: You cant view this link please login.- Thinking about adding a UI toggle for side/operator selection to account for aspect ratio and resolution differences. Is this the most efficient way to handle UI/Resolution scaling?
- Recoil Engine: You cant view this link please login.&You cant view this link please login.- Currently questioning the movement logic. Would switching to a GHUB driver make this more universal for all mice? I need this to be smoother and more humanized.
- Main GUI Hub: You cant view this link please login.- The goal is 90-100% autodetection using a local operator cache from in-game screenshots.
Questions for the devs here:
How are you handling the recoil smoothing for non-scriptable mice without getting hit by mouse input flags? Also, for those using AI-based autodetection, what are you feeding the AI to minimize the frame-delay and improve the detection speed on the operator cache?
If anyone has better ideas for the GUI logic or a more robust way to handle the resolution offsets without manual user input, drop your thoughts below.