How it works
Ray tracing through map geometry supports visibility checks, penetration checks and grenade collision prediction. Player hitbox tests use the model’s runtime damage capsules, while smoke checks account for obscured sight lines. These checks support aim, trigger and grenade features wherever the required map and game data is available.
Sight lines and shot paths
Map-geometry traces support aim visibility and trigger shot-path checks. Through-wall aim evaluates penetration through map obstacles. Smoke receives its own sight-line checks.
Hitboxes and projectile collision
Runtime damage capsules define trigger hit tests and the hitbox edges used by cm-mode aim acquisition. Grenade collision traces account for the projectile’s volume when predicting impacts and bounces.
Data availability
Geometry ray tracing is used for gameplay checks, rather than a graphics-quality setting. Features depend on the available map geometry and valid game data. When map geometry is unavailable, visibility can fall back to spotted status.
See the complete CS2 product for requirements and access, and read the security information before use.