![]() So at the end I have around 15-20 threads, and spread the work among each one of them so less cpu usage because some % of each core is used unlike 1 thread and core being used. then I check if the value is invalid and if it is then read the pointer again to refresh the value.įor each player I create a new thread which does its rendering, for filtering players and looping through each actor I have another thread which runs every 500ms this thread also refreshes all player actor pointers. Heres how my external does its stuff:įor uworld decryption I create a new thread which has a while loop and has a sleep for 1 second.įor persistent level and other pointers I cache them, meaning I read them once and then store the values. ![]() ![]() Your execution time is getting wasted at reading and decrypting stuff every frame.
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