- Status
- Offline
- Joined
- Mar 3, 2026
- Messages
- 421
- Reaction score
- 7
Anyone here digging into Nvidia's OpenGL implementation lately?
I've been messing around with Warsow, which is built on a modified Quake engine (the source is out there, making the initial reversing pretty straightforward). I've successfully mapped out most of the structures, including a working ViewMatrix for an ESP, but I've hit a wall with persistence.
The issue is specifically with nvoglv64.dll. This is where Nvidia handles the heavy OpenGL math, and the ViewMatrix I found is accessed and written to exclusively within that driver module.
Right now, I'm stuck manually finding the address in Cheat Engine and throwing it into the build every time. Since it's an internal driver allocation, a standard AOB scan for the matrix itself is tricky if the surrounding bytes are too generic or volatile.
Environment Details:
If you've dealt with Nvidia's driver-side matrix storage before, how did you handle the pointer stability? I'm looking for a way to find a reliable signature or perhaps a hook location that won't break with every minor driver update.
Anyone found a stable offset in this DLL or a better way to hook the matrix update?
I've been messing around with Warsow, which is built on a modified Quake engine (the source is out there, making the initial reversing pretty straightforward). I've successfully mapped out most of the structures, including a working ViewMatrix for an ESP, but I've hit a wall with persistence.
The issue is specifically with nvoglv64.dll. This is where Nvidia handles the heavy OpenGL math, and the ViewMatrix I found is accessed and written to exclusively within that driver module.
- Pointer scanning is absolutely useless here. The address changes every session and standard scans fail to find a path.
- The matrix is definitely real—the ESP works perfectly once the address is manually updated in the client.
- Standard game module pointers don't seem to lead back to this specific driver-side allocation.
Right now, I'm stuck manually finding the address in Cheat Engine and throwing it into the build every time. Since it's an internal driver allocation, a standard AOB scan for the matrix itself is tricky if the surrounding bytes are too generic or volatile.
Environment Details:
Code:
Module: nvoglv64.dll
Engine: Modified Quake Engine (Warsow)
Target: ViewMatrix for ESP
If you've dealt with Nvidia's driver-side matrix storage before, how did you handle the pointer stability? I'm looking for a way to find a reliable signature or perhaps a hook location that won't break with every minor driver update.
Anyone found a stable offset in this DLL or a better way to hook the matrix update?