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(Counter-Strike 2 Fog Of War) Server-sided anti-wallhack occlusion culling for Counter-Strike 2 servers
FAQ This FAQ answers the repeated questions from Reddit, Discord, GitHub, and live server testing. What is CS2FOW? CS2FOW is a server-side anti-wallhack plugin for Counter-Strike 2 community servers. If an enemy is fully hidden behind solid map geometry, CS2FOW can stop sending that enemy's live entity data to the client. If the client never receives the hidden enemy position, a wallhack has much less useful data to draw. Is this a visual filter? No. CS2FOW does not blur, hide, or modify anything on the player's PC. It runs on the server and controls which enemy entities are transmitted to each client. Does this work on Valve matchmaking? No. CS2FOW is a Metamod server plugin for community and dedicated servers. Players do not install it, and it cannot be used on Valve official matchmaking unless Valve implements something similar inside the game. Can players get VAC banned for joining a CS2FOW server? No expected risk from CS2FOW itself. It runs on the server. It does not modify client files, inject into the client, or ask players to install anything. Can cheats bypass this? Not in the usual "update the cheat" way. If the server sends enemy positions, cheats can read them. If the server does not send hidden enemy positions, a cheat cannot recover exact live data it never received. Cheats can still use weaker signals such as sound events, last-known positions, common prefire spots, teammate information, or game sense. CS2FOW reduces the main wallhack data source; it does not make cheating impossible. Does this remove a player from the server? No. The enemy still exists normally on the server. Hit registration, bullet penetration, damage, movement, and game rules still happen server-side. CS2FOW only changes whether that enemy entity is transmitted to a specific client. Can I still wallbang hidden enemies? Yes. If you shoot through a wall or door correctly, the server can still register the hit.
Your client does not need to know the enemy's exact position for the server to process the bullet. What exactly is hidden? In the current preview, CS2FOW filters living enemy pawns and their currently held weapons from living T/CT recipients. It does not filter teammates, self, dead players, spectators, HLTV, projectiles, dropped world items, particles, effects, or sounds. Are bots affected? Yes, if they are living enemy pawns. Bots are treated like normal players for visibility computation. Dead bots, spectated players, teammates, and spectators are not filtered. Why do spectators still see everything? By design. CS2FOW filters only for living T/CT players. Dead players, spectators, and HLTV remain unfiltered because spectator behavior is different from live gameplay and is easier to break. Does it block radar cheats? Partly. If a radar cheat depends on enemy entity positions sent by the server, CS2FOW reduces that data too. Hidden enemies are not transmitted, so there is less live position data to draw. It does not currently hide sound events, teammate information, bomb information, or every possible world clue. What about sound ESP and footsteps? Sounds are separate from player entities. Player position is entity data. Footsteps, gunshots, and other audio cues are sound events. CS2FOW currently focuses on entity visibility and does not randomize or strip sounds. Sound filtering needs careful design because the server does not know who is cheating. Any sound change affects legitimate players too, and footsteps are a core CS mechanic. What about smokes? The current preview does not use smoke as an occluder. CS2FOW uses static map geometry. Smokes are dynamic and need different handling. A simple future version could approximate active smokes with volumes, but real smoke behavior needs more research so it does not break normal gameplay. What about doors, breakables, props, or moving blockers? Not covered in the current preview. CS2FOW uses static baked map geometry. Dynamic occluders such as doors, breakables, props, smokes, particles, and projectiles are intentionally out of scope for now. What about dropped weapons? Dropped weapons are a real information leak and should be handled later.
They are not continuous player ESP, but they can leak decision-making information in clutches. For example, a weapon appearing, disappearing, or moving can reveal where a player probably rotated. The clean future fix is to visibility-filter dropped weapon entities too. Why did a weapon muzzle pop in around a corner? The preview checks points around the player body, not every held weapon muzzle. If a gun sticks around a corner before the body is visible, the weapon can pop in when the player is transmitted. The likely fix is to add weapon muzzle or weapon-bounds visibility samples so the player is revealed early when the held weapon becomes visible. How accurate is the visibility check? Spatially, it uses the real CS2 map physics resource, not a hand-made map. The baker extracts static world collision triangles from the mounted map, builds a BVH8 acceleration structure, and the runtime checks multiple observer and target points against that geometry. It is accurate for solid static walls, floors, corners, and normal map cover. It is not a full simulation of every dynamic gameplay object. Does it cause pop-in when peeking? The goal is early reveal, not exact last-millisecond reveal. CS2FOW predicts using movement and ping, reveals enemies slightly before exact visibility, and keeps revealed enemies visible briefly. This intentionally leaks a small near-corner window to avoid late pop-in. The preview still needs real server testing for edge cases. What latency does CS2FOW use? Player network latency, not server frame time. CS2FOW uses recipient RTT/ping plus the worker update interval to decide how far ahead to reveal. Higher-ping players can receive a larger early-reveal buffer, capped by configuration. Does higher ping make this worse? Higher ping is handled by revealing a bit earlier. That does not make networking perfect, but CS2FOW does not wait for the client to say "I cleared the wall." The server already knows player positions and map geometry. Does CS2FOW run visibility checks every tick? No. A worker thread refreshes the visibility matrix on an interval. The default is 10ms. CheckTransmit only reads the finished matrix and does not run BVH traversal, ray math, file IO, locks, or baking. Is this heavy on the server? In testing, no meaningful overhead was observed.
The expensive map work is done ahead of time or in a low-priority background bake. Runtime checks use pre-baked BVH8 data and AVX math instead of engine TraceRay spam. In a tested 12v12 worst-case scenario, the old trace-based approach could hit around 60ms. CS2FOW averaged around 1ms, with worst cases around 8ms. What about 32-player deathmatch? The worst case is more directed enemy pairs, especially if everyone is an enemy. CS2FOW was designed for that shape of work: pre-baked map data, BVH8 traversal, AVX packet math, a worker thread, early exits, and cached triangle packets. Server owners should still test their own maps and player counts with cs2fow_status. Why is it fast? Because it does not ask the engine to trace every segment. The baker converts map geometry into a runtime-ready BVH8. At runtime, AVX checks multiple child bounds or triangles in parallel. Most visibility checks exit early as soon as one clear segment proves the enemy should be visible. Why AVX instead of AVX2? AVX is the runtime baseline so more servers can run it. The BVH8 format still uses eight-wide floating-point vectors. That works with AVX. AVX2 is mostly useful for integer/vector operations that CS2FOW does not heavily depend on in the current traversal path. There is no scalar fallback in the preview. Why does my VDS say AVX is missing? Some VDS providers hide CPU features from the virtual machine. Even if the physical CPU supports AVX, the guest OS may not expose AVX or OS AVX state. Check with CPU-Z, lscpu, or your host provider. What does automatic map baking do? If the current map has no valid .bvh8 file, CS2FOW starts the packaged baker in the background at low priority. The server stays playable and fail-open while baking. After the bake validates, CS2FOW can activate during the same map session. Does auto-baking support Workshop maps? Yes, if CS2 has mounted the map and the server can read the VPK.
CS2FOW resolves the mounted map VPK, including Workshop addon VPKs that contain a nested maps/<map>.vpk, then bakes from that source. Why ship optional official map prebakes? Convenience and hostile hosting environments. Auto-baking should work for normal installs, but some Linux permissions, panel setups, or VDS policies can block background executables. Optional prebakes let server owners install official map data without running the baker on first load. What happens if Valve updates a map? CS2FOW validates the map source before using a bake. The bake stores the source physics CRC and size. On map load, CS2FOW compares the current map source with the baked source. If they do not match, the bake is rejected and CS2FOW fails open until a new bake is generated. For nested Workshop map packages, the nested map VPK source is also tracked. What does fail-open mean? If CS2FOW is not sure, it shows players normally. Missing map data, corrupt bakes, wrong CRCs, unsupported CPU features, stale worker results, failed hooks, and baking-in-progress states should never hide players incorrectly. Why did Linux report GLIBCXX_3.4.32 not found? Older Linux packages were built against a newer libstdc++ than some SteamRT3 servers provide. v0.1.1-preview rebuilt Linux artifacts against Valve's SteamRT3 Sniper SDK and added ABI checks for that runtime baseline. Why did Linux report automatic bake failed: Permission denied? The server likely could not execute the packaged baker or VRF binary. Check executable permissions on Linux: chmod +x game/csgo/addons/cs2fow/bin/cs2fow_baker chmod +x game/csgo/addons/cs2fow/tools/vrf/* Also check whether the hosting panel, container, mount options, or provider policy blocks executing files from the server directory. What is gamedata for? Gamedata stores small platform-sensitive offsets used by the plugin. CS2FOW needs these for things like reading the CheckTransmit recipient slot and resolving the entity system. If CS2 changes those layouts, gamedata may need an update. What should I include in a bug report?