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 Valorant External — Visible Check & Render Time Offsets

byte_corvus

Newbie
Newbie
Newbie
Newbie
Status
Offline
Joined
Mar 3, 2026
Messages
330
Reaction score
7
Anyone else currently banging their head against the wall with external visibility checks in Valorant? Trying to stay away from memory writes is the play for longevity against Vanguard, but the standard UE heuristics are acting up lately.

I've been digging through my latest dump and testing the common LastRenderTime logic. In theory, it's simple: check if the last time the mesh was submitted for rendering is close enough to the current render time. But the engine updates seem to be making these values go stale or hiding them deeper in the component padding.

The Current Logic Issue
Using the standard float read:
Code:
float lastSubmitTime = read<float>(mesh + 0x480);
float lastRenderTimeOnScreen = read<float>(mesh + 0x484);
bool visible = (lastRenderTimeOnScreen + 0.06f >= lastSubmitTime);
The problem is lastRenderTimeOnScreen often stays frozen at old values even when the enemy is dead center in the crosshair. I've seen some builds switching these to doubles at 0x478 and 0x47C, which might be a precision thing or just different padding in the UPrimitiveComponent.

Current offsets being analyzed:
  1. UWorld: 0xC19A0C0
  2. Mesh: Actor + 0x4E8
  3. Bone Array: mesh + 0x738
The UPrimitiveComponent padding at 0x46C-0x47B and 0x480-0x48F seems to be where these fields are tucked away. Some suggest bRecentlyRendered, but that's historically noisy for external implementation without a clean pointer chain.

Potential Fixes?
If you're seeing stale values, the offset might have shifted into what the SDK calls padding. Also, check if you're reading the right primitive. Relying purely on render time can be flakey if the occlusion culling behaves differently between patches.

Are you guys still using the render time heuristic, or has anyone successfully implemented bSeenByResult externally without getting clapped?

who's tweaked this vis check logic lately?
 
Top