Posted: Sat Dec 06, 2014 11:21 pm Post subject: C# ReadProcessMemory() Slow/Lagged compared to CheatEngine
I have made a hack in C# that monitors a memory address that ranges from -10 to around 0. It starts at -10 (float) and when I have the hack simulate a key press it holds the key until the value at the address is less than or at 0 and at that point it performs an operation. The problem is when I use it there is a latency issue which causes this value to be significantly off by 200 to 300 milliseconds and when I use ReadProcessMemory() it does not account for the latency or is effected by it and so the value is wrong but I also use cheatengine to monitor this address which does compensates or doesn't seem to be effected by the latency. For instance if the true value cheatengine reads is 0.240 my hack using ReadProcessMemory() reads it as 0 so it ends up releasing the key much later than I want. If it were reading the address the same way as cheatengine there would be no issue. This address and value refers to an on screen visual indicator.
How do I achieve the same value reading as cheat engine or is there a way to incorporate cheat engine with my hack, maybe cheat engine provides the value to my hack or something. Any help is appreciated.
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