Posted: Thu Oct 03, 2024 1:24 pm Post subject: why is AOBScan so slow in emulator games?
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
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. _________________
I don't know where I'm going, but I'll figure it out when I get there.
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