It uses all of about 3 mb when running, and it uses VERY little cpu usage as its only grabbing a single pixel at any given point in time, performing some math and logic, and continuing on to the next pixel, VERY quickly, but efficiently.
Reticule bloom is solved by how my scanner works. It's a pixel precision system, so you can specify the EXACT spread on a pixel count from the center of the screen. Can't get any more precise than that =D
It's AMAZING for a sniper rifle. I have less than a millisecond response time between someone popping out of a corner and me firing on him.
It works for ANY game as long as the reticule changes color on enemy cross over
Im putting finishing touches on the latest iteration. Ill pm you the link to it when im done
Reticule bloom is solved by how my scanner works. It's a pixel precision system, so you can specify the EXACT spread on a pixel count from the center of the screen. Can't get any more precise than that =D
It's AMAZING for a sniper rifle. I have less than a millisecond response time between someone popping out of a corner and me firing on him.
It works for ANY game as long as the reticule changes color on enemy cross over
Im putting finishing touches on the latest iteration. Ill pm you the link to it when im done
![=]](/forum/images/emotions/=].gif)

