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why is AOBScan so slow in emulator games?

 
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themandem
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PostPosted: Thu Oct 03, 2024 1:24 pm    Post subject: why is AOBScan so slow in emulator games? Reply with quote

my scripts take like 1-2 minutes to activate. it's for the shadPS4 emulator. is my only option to use code injection instead? can someone briefly explain why it is slow like the science behind it? i would like to understand what's going on and if there's a way to make the AobScans faster
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ParkourPenguin
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PostPosted: Thu Oct 03, 2024 9:32 pm    Post subject: Reply with quote

AA aobscan doesn't use multiple threads to scan for a single aob pattern.

If you have MEM_MAPPED enabled in the settings, some memory could be mapped to a file that's paged out currently- i.e. some memory must be read from disk and not from RAM.

Some patterns might take longer than others if the first few bytes are very common- e.g. if the pattern begins with "00 00 00 00..."

If you're scanning for code, excluding non-executable memory would speed it up by a lot. For data, scan on a certain alignment using fastscan.

I'd try using Lua to scan through executable memory only (see AOBScanUnique). If that's still too slow, create a new memscan object and scan through active memory using an undocumented WorkingSetOnly property.

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Dark Byte
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PostPosted: Fri Oct 04, 2024 4:03 am    Post subject: Reply with quote

Quote:

AA aobscan doesn't use multiple threads to scan for a single aob pattern.

Actually, AA aobscan does use multiple threads, and combines all aobscan commands into one single scan so only 1 pass is needed to scan the memory

Lua aobscan doesn't

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