bro, I’ve been using your Andromeda-CS2-Base cheat base for a while and ran into a pretty nasty performance drop issue related to skin changer & inventory systems, wanna share the details with you.
The problem specifically triggers when I load into the second map in a match. My FPS tanks hard down to only 20–30 FPS, which makes the game completely unplayable. The weird part is my CPU and GPU usage stay totally normal while the frame rate crashes—no overloading on either hardware side at all.
I tried troubleshooting to narrow down where the bottleneck comes from first: I fully removed the entire ESP module from the source code, recompiled the project from scratch and injected it again. The frame drop bug still existed after stripping ESP, so I can rule out ESP rendering being the cause here.
From all my testing, I’m almost certain the performance hit originates from the inventory modification or skin changer logic inside the base. Something in those two systems must be running inefficient background logic, repeated expensive calculations, or unoptimized memory operations that pile up after switching maps once.
Just wanted to report this bug clearly so you can look into it when you have spare time. Let me know if you need any extra info like my game build, hardware specs or more test cases to reproduce the issue easier!
bro, I’ve been using your Andromeda-CS2-Base cheat base for a while and ran into a pretty nasty performance drop issue related to skin changer & inventory systems, wanna share the details with you.
The problem specifically triggers when I load into the second map in a match. My FPS tanks hard down to only 20–30 FPS, which makes the game completely unplayable. The weird part is my CPU and GPU usage stay totally normal while the frame rate crashes—no overloading on either hardware side at all.
I tried troubleshooting to narrow down where the bottleneck comes from first: I fully removed the entire ESP module from the source code, recompiled the project from scratch and injected it again. The frame drop bug still existed after stripping ESP, so I can rule out ESP rendering being the cause here.
From all my testing, I’m almost certain the performance hit originates from the inventory modification or skin changer logic inside the base. Something in those two systems must be running inefficient background logic, repeated expensive calculations, or unoptimized memory operations that pile up after switching maps once.
Just wanted to report this bug clearly so you can look into it when you have spare time. Let me know if you need any extra info like my game build, hardware specs or more test cases to reproduce the issue easier!