u/HalfEntity

Just rolled credits with an in-game completion time of 8:32:42. Then I checked Steam and it says I've played 13.6 hours. That's a 5 hour difference and I'm pretty sure I only had the game open when I was actually playing it... I don't leave it running in the background.

Why is there such a big gap? Also another question, is this a good completion time? It would be nice if Capcom had added a comparison scale for this below the completion time.

reddit.com
u/HalfEntity — 19 days ago
▲ 0 r/Steam

Hear me out.

Valve has been terrified of the number 3 for two decades. Every '3' they've ever attempted has died in a Bellevue server room.

Solution: skip it.

*Half-Life 4* Boom. Curse broken. Number 3 never happened. We don't talk about it. NPCs in the game vaguely reference "the events of the last war" and you're just supposed to figure it out.

Gabe wins. The meme lives on. We finally get our game.

This is the only way.

reddit.com
u/HalfEntity — 20 days ago
▲ 12 r/Warzone

Spent a few hours digging into how this lobby stats tool actually works and I figured it out. The architecture is more invasive than the marketing implies, and I want to put this out there because the "is it safe?" question gets answered way too casually. The developer and his minions of course says it's safe for monetary gains but anything that reads the game's memory is CHEATING.

TL;DR: WZAgent installs a driver that reads your Warzone process's memory. Every subscriber is unknowingly contributing data to a centralized harvesting network. Activision officially announced enforcement against it in August 2024. Don't use it.

Test 1: Could it be packet capture?

I installed Wireshark, set up a UDP capture on my active network interface, and ran it through a complete Warzone session including queueing into a Resurgence lobby that filled with players. I then analyzed the capture file:

  • Inspected the raw bytes of the packets going to and from the matchmaking server during the lobby join
  • Searched the entire capture for any plaintext player names or Activision IDs. Found none.

Result: Packet capture is ruled out. The data is encrypted on the wire. You cannot extract lobby info from network traffic alone.

Test 2: Could it be log file parsing?

I checked the standard locations where Warzone could write log/player data files:

  • C:\Users\[user]\Documents\Call of Duty\ (older path, didn't exist on my install)
  • C:\Users\[user]\AppData\Local\Activision\Call of Duty\ (current path, did exist)
  • Subfolders including players\, crash_reports\, etc.

The files I found were:

  • Settings text files (audio prefs, video settings, keybinds)
  • Binary game state files containing only gameplay option strings like "third_person", "always", "tap_all"
  • A launchdata file (empty)
  • A crash telemetry binary (no relevant data)

Result: Log file parsing is ruled out. Modern Warzone (cod25 build) does not write lobby roster, player IDs, or match data to disk anywhere. Activision stripped this out compared to older versions.

Test 3: Could it be OCR?

WZAgent's UI shows player names in username#NNNNN format (the Activision UnoID). I checked whether this format appears anywhere on screen during a Warzone lobby. It doesn't. The in-game lobby UI shows only gamertags without the #NNNNN numeric suffix. That suffix is internal to Activision's account system and the game's memory.

Result: OCR is ruled out for WZAgent's specific behavior. OCR could in theory grab gamertags from the lobby screen, but it cannot produce the full username#NNNNN format because that format is never displayed on screen.

What that leaves:

After ruling out packet capture, log file parsing, and OCR through direct testing, the only remaining way to get the data WZAgent displays is to read it from cod.exe's process memory while the game is running. That requires a driver running on the user's machine with kernel-level privileges (because user-mode access to cod.exe gets caught by Ricochet).

This isn't speculation. It's process of elimination after I personally tested every alternative I could think of.

The core thing nobody talks about:

WZAgent isn't really a "stats lookup tool." It's a distributed data collection network. Every paying subscriber is unknowingly a data collector for the entire system. Here's how:

When you launch Warzone with WZAgent running, their driver reads your game's memory and extracts the in-match scoreboard for all 150 players in your lobby. That data (every player's Activision ID, kills, deaths, team, level) gets uploaded to WZAgent's backend.

Multiply that by every other subscriber. Every match every WZAgent user plays uploads player records to their database. With thousands of users playing daily, they're harvesting millions of player observations per day.

Where your KD comes from:

Surprisingly, not from Activision's API. WZAgent doesn't query Activision for stats at all. Their backend is just a giant crowdsourced cache, populated entirely by their users' drivers extracting in-match data.

So when you check "what's this guy's KD?", what you're seeing is a number computed from however many matches WZAgent's user base has happened to play with that person. It's not their official Activision-tracked KD. It's WZAgent's running average from their observation network.

This is why you see "N/A" for some players. Those are players that no WZAgent subscriber has ever been in a lobby with before. Their database genuinely doesn't have an entry. The more obscure the player, the more likely they're missing.

It's a self-reinforcing data loop:

  • You pay
  • Your driver harvests data
  • Backend cache gets richer
  • Next user gets better stats
  • More people subscribe
  • More drivers harvesting
  • Cycle continues

You're not just buying a stats tool. You're paying to be part of (and contribute to) a surveillance network on the entire Warzone player base.

Yes, it's technically a memory tool:

The way they extract this data is via a driver that reads cod.exe's process memory. The technical specifics aren't fully public, but reading another process's memory while staying invisible to Ricochet effectively requires it to be operating at the kernel level.

This is also why the data shows in username#NNNNN format. That internal Activision ID is in game memory but not on the actual lobby UI. OCR or screen scraping couldn't get that. Only memory access can.

Why you shouldn't use it. Seriously.

I'm not writing this to start a witch hunt or because I have anything against the developer. I'm writing it because the safety story being told is incomplete and people deserve to know what they're actually signing up for.

1. It runs a driver on your machine with system-level privileges.

Whatever else that driver could be doing on your computer, you have no way to verify. You're trusting anonymous developers running a gray-market tool with the deepest level of access to your system. There's no audit, no third-party review, no transparency. If they wanted to log keystrokes, scan your files, or do anything else, you'd never know. The trust required is enormous and unjustified.

2. Your gameplay data is being harvested whether you realize it or not.

The marketing sells "see other people's stats." The reality is "we read your computer's memory and upload your data to our servers." Most subscribers don't think of themselves as data sources. They are. Every match you play with WZAgent running, your game state goes to their backend and becomes part of their cache. That data is then sold (in the form of subscriptions) to other people.

3. You're funding the cheat-dev ecosystem.

The same engineers, same forums, same kernel-driver pipeline that builds aimbots also builds tools like this. Subscribing helps fund and normalize that ecosystem. Even if your personal use is benign (you just want to know lobby KDs), your money goes to people whose other work is actively harming the game.

4. The information you get isn't even reliable.

The KDs you see are running averages from observed matches, not official Activision stats. Players who haven't been observed enough show up as N/A or with skewed numbers. You're paying for a kernel driver, accepting ban risk, and harvesting other players' data, all to get an approximation.

Don't subscribe. If you already have, cancel and uninstall. The driver doesn't necessarily go away cleanly when you cancel the subscription, so check your installed drivers and remove anything related.

If you want lobby intel, just play the game and use common sense to figure out if lobby is strong or not. Average KDs at the start of a match aren't worth a system-level driver from anonymous developers, contributing to a player surveillance network, and a real ban risk on your account.

reddit.com
u/HalfEntity — 23 days ago

Spent a few hours digging into how this lobby stats tool actually works and I figured it out. The architecture is more invasive than the marketing implies, and I want to put this out there because the "is it safe?" question gets answered way too casually. The developer and his minions of course says it's safe for monetary gains but anything that reads the game's memory is CHEATING.

TL;DR: WZAgent installs a driver that reads your Warzone process's memory. Every subscriber is unknowingly contributing data to a centralized harvesting network. Activision officially announced enforcement against it in August 2024. Don't use it.

Test 1: Could it be packet capture?

I installed Wireshark, set up a UDP capture on my active network interface, and ran it through a complete Warzone session including queueing into a Resurgence lobby that filled with players. I then analyzed the capture file:

  • Inspected the raw bytes of the packets going to and from the matchmaking server during the lobby join
  • Searched the entire capture for any plaintext player names or Activision IDs. Found none.

Result: Packet capture is ruled out. The data is encrypted on the wire. You cannot extract lobby info from network traffic alone.

Test 2: Could it be log file parsing?

I checked the standard locations where Warzone could write log/player data files:

  • C:\Users\[user]\Documents\Call of Duty\ (older path, didn't exist on my install)
  • C:\Users\[user]\AppData\Local\Activision\Call of Duty\ (current path, did exist)
  • Subfolders including players\, crash_reports\, etc.

The files I found were:

  • Settings text files (audio prefs, video settings, keybinds)
  • Binary game state files containing only gameplay option strings like "third_person", "always", "tap_all"
  • A launchdata file (empty)
  • A crash telemetry binary (no relevant data)

Result: Log file parsing is ruled out. Modern Warzone (cod25 build) does not write lobby roster, player IDs, or match data to disk anywhere. Activision stripped this out compared to older versions.

Test 3: Could it be OCR?

WZAgent's UI shows player names in username#NNNNN format (the Activision UnoID). I checked whether this format appears anywhere on screen during a Warzone lobby. It doesn't. The in-game lobby UI shows only gamertags without the #NNNNN numeric suffix. That suffix is internal to Activision's account system and the game's memory.

Result: OCR is ruled out for WZAgent's specific behavior. OCR could in theory grab gamertags from the lobby screen, but it cannot produce the full username#NNNNN format because that format is never displayed on screen.

What that leaves:

After ruling out packet capture, log file parsing, and OCR through direct testing, the only remaining way to get the data WZAgent displays is to read it from cod.exe's process memory while the game is running. That requires a driver running on the user's machine with kernel-level privileges (because user-mode access to cod.exe gets caught by Ricochet).

This isn't speculation. It's process of elimination after I personally tested every alternative I could think of.

The core thing nobody talks about:

WZAgent isn't really a "stats lookup tool." It's a distributed data collection network. Every paying subscriber is unknowingly a data collector for the entire system. Here's how:

When you launch Warzone with WZAgent running, their driver reads your game's memory and extracts the in-match scoreboard for all 150 players in your lobby. That data (every player's Activision ID, kills, deaths, team, level) gets uploaded to WZAgent's backend.

Multiply that by every other subscriber. Every match every WZAgent user plays uploads player records to their database. With thousands of users playing daily, they're harvesting millions of player observations per day.

Where your KD comes from:

Surprisingly, not from Activision's API. WZAgent doesn't query Activision for stats at all. Their backend is just a giant crowdsourced cache, populated entirely by their users' drivers extracting in-match data.

So when you check "what's this guy's KD?", what you're seeing is a number computed from however many matches WZAgent's user base has happened to play with that person. It's not their official Activision-tracked KD. It's WZAgent's running average from their observation network.

This is why you see "N/A" for some players. Those are players that no WZAgent subscriber has ever been in a lobby with before. Their database genuinely doesn't have an entry. The more obscure the player, the more likely they're missing.

It's a self-reinforcing data loop:

  • You pay
  • Your driver harvests data
  • Backend cache gets richer
  • Next user gets better stats
  • More people subscribe
  • More drivers harvesting
  • Cycle continues

You're not just buying a stats tool. You're paying to be part of (and contribute to) a surveillance network on the entire Warzone player base.

Yes, it's technically a memory tool:

The way they extract this data is via a driver that reads cod.exe's process memory. The technical specifics aren't fully public, but reading another process's memory while staying invisible to Ricochet effectively requires it to be operating at the kernel level.

This is also why the data shows in username#NNNNN format. That internal Activision ID is in game memory but not on the actual lobby UI. OCR or screen scraping couldn't get that. Only memory access can.

Why you shouldn't use it. Seriously.

I'm not writing this to start a witch hunt or because I have anything against the developer. I'm writing it because the safety story being told is incomplete and people deserve to know what they're actually signing up for.

1. It runs a driver on your machine with system-level privileges.

Whatever else that driver could be doing on your computer, you have no way to verify. You're trusting anonymous developers running a gray-market tool with the deepest level of access to your system. There's no audit, no third-party review, no transparency. If they wanted to log keystrokes, scan your files, or do anything else, you'd never know. The trust required is enormous and unjustified.

2. Your gameplay data is being harvested whether you realize it or not.

The marketing sells "see other people's stats." The reality is "we read your computer's memory and upload your data to our servers." Most subscribers don't think of themselves as data sources. They are. Every match you play with WZAgent running, your game state goes to their backend and becomes part of their cache. That data is then sold (in the form of subscriptions) to other people.

3. You're funding the cheat-dev ecosystem.

The same engineers, same forums, same kernel-driver pipeline that builds aimbots also builds tools like this. Subscribing helps fund and normalize that ecosystem. Even if your personal use is benign (you just want to know lobby KDs), your money goes to people whose other work is actively harming the game.

4. The information you get isn't even reliable.

The KDs you see are running averages from observed matches, not official Activision stats. Players who haven't been observed enough show up as N/A or with skewed numbers. You're paying for a kernel driver, accepting ban risk, and harvesting other players' data, all to get an approximation.

Don't subscribe. If you already have, cancel and uninstall. The driver doesn't necessarily go away cleanly when you cancel the subscription, so check your installed drivers and remove anything related.

If you want lobby intel, just play the game and use common sense to figure out if lobby is strong or not. Average KDs at the start of a match aren't worth a system-level driver from anonymous developers, contributing to a player surveillance network, and a real ban risk on your account.

reddit.com
u/HalfEntity — 23 days ago

Maybe this is a low iq question but handheld battery life is the biggest pain point lasting only 1.5 to 3 hours on AAA games. I’ve seen cases that try to solve this by having a strap where you need to manually adjust to hold a power bank in place which isn’t ideal.

Meanwhile, iPhones have had MagSafe for years. Snap a battery on the back, done. Feels like the obvious solution for a device that lives or dies by battery anxiety.

What’s stopping this from being standard on handhelds?

reddit.com
u/HalfEntity — 24 days ago

Hey all, looking for some real-world input before pulling the trigger.

I'm planning to buy the ROG Xbox Ally X (which would be my first handheld device). I went back and forth between Legion Go 2 for a while, and even though the Legion Go 2 has the OLED screen and bigger display, I landed on the Ally X for these reasons:

\- It's smaller and lighter, which matters more to me since I'm traveling to another country in July and will spend about 6h on a plane and many, many hours in a car.

\- Better battery life on the go

\- XAX In stock locally

\- Legion Go2 currently out of stock

My thinking: get the Ally X first as my travel/everyday handheld, and maybe pick up a Legion Go 2 (or its successor) later if I want a more home-focused device with the bigger OLED and bigger screen and keep XAX as travel device.

My actual question for current Ally X owners:

Are you sticking with Windows + Xbox Full Screen Experience, or did you switch to Bazzite/SteamOS? I play a mix of stuff: AAA games, Warzone, Rocket League and I also might try Fortnite, so anti-cheat compatibility matters to me somewhat but not as much. The main goal for me is running games smooth and get higher FPS as much as possible without making the games I play look ugly.

Has anyone tried dual-booting Windows + Bazzite? Is it worth the hassle for the FPS gains, or is XFSE good enough that you don't bother?

Would also be nice to hear any input from someone that owns both of these devices... I wouldn't be questioning anything like this if the XAX had an OLED screen.

reddit.com
u/HalfEntity — 25 days ago

Hey all, looking for some real-world input before pulling the trigger.

I'm planning to buy the ROG Xbox Ally X (which would be my first handheld device). I went back and forth between Legion Go 2 for a while, and even though the Legion Go 2 has the OLED screen and bigger display, I landed on the Ally X for these reasons:

- It's smaller and lighter, which matters more to me since I'm traveling to another country in July and will spend about 6h on a plane and many, many hours in a car.

- Better battery life on the go

- XAX In stock locally

- Legion Go2 currently out of stock

My thinking: get the Ally X first as my travel/everyday handheld, and maybe pick up a Legion Go 2 (or its successor) later if I want a more home-focused device with the bigger OLED and bigger screen and keep XAX as travel device.

My actual question for current Ally X owners:

Are you sticking with Windows + Xbox Full Screen Experience, or did you switch to Bazzite/SteamOS? I play a mix of stuff: AAA games, Warzone, Rocket League and I also might try Fortnite, so anti-cheat compatibility matters to me somewhat but not as much. The main goal for me is running games smooth and get higher FPS as much as possible without making the games I play look ugly.

Has anyone tried dual-booting Windows + Bazzite? Is it worth the hassle for the FPS gains, or is XFSE good enough that you don't bother?

Would also be nice to hear any input from someone that owns both of these devices... I wouldn't be questioning anything like this if the XAX had an OLED screen.

reddit.com
u/HalfEntity — 25 days ago