Game cheats aren't magic — they're technically complex programs that interact with the game process at different levels. This article explains how cheats actually work under the hood: from basic memory reading to kernel-level drivers and hardware DMA solutions.

The Basics: How Games Store Data

Every online game is a program that stores information in RAM: player positions, health, weapons, items, map state. The game client receives this data from the server and renders it on screen.

A cheat essentially does one of two things:

  • Reads memory — extracts hidden data (enemy positions behind walls) and displays it to you (ESP, radar)
  • Writes to memory — modifies game behavior (aim assistance, recoil removal, speed changes)

The difference between cheat types lies in how they access this memory and at what privilege level they operate.

Internal Cheats — Process Injection

How They Work

An internal cheat injects its code (DLL) directly into the game's process. After injection, the cheat code runs inside the game as if it were part of it — with full access to all memory and functions.

The injection process:

  1. The loader finds the game process in the system
  2. Allocates memory inside that process
  3. Writes the cheat code (DLL) into the allocated memory
  4. Creates an execution thread — the cheat code begins running

Advantages

  • Full access — the cheat sees all game data directly, with no intermediate layers
  • Maximum features — aimbot, ESP, chams, triggerbot, no recoil, and any modifications
  • High performance — no overhead from external memory reading
  • In-game rendering — ESP and menus are drawn via DirectX/Vulkan hooks, appearing as part of the game

Risks

Anti-cheat scans the game's process memory and can detect foreign code. It also checks rendering hooks, modified functions, and suspicious execution threads. This is why internal cheat developers constantly update their evasion methods.

External Cheats — Working From Outside

How They Work

An external cheat is a separate process running alongside the game. It reads game memory "from outside" via system APIs (e.g., ReadProcessMemory on Windows) or through a custom driver.

To display information, it uses an overlay — a transparent window placed on top of the game where ESP boxes, lines, and other elements are drawn.

Overlay — What It Is

An overlay is a fully transparent window positioned over the game window. The cheat draws visual information on it: boxes around players, health bars, distance. To you, it looks like part of the game, but technically it's a separate window.

Advanced overlays use bypass methods so anti-cheat can't detect this window.

Advantages

  • Doesn't inject into the game — no foreign code inside the game process
  • Easier to update — doesn't depend on the game's internal rendering structure
  • Can survive game updates — if data structures haven't changed

Limitations

  • Fewer features — harder to implement chams, triggerbot, rendering modifications
  • Overlay can be detected — anti-cheats check for windows placed over the game
  • External memory reading — anti-cheat monitors access to the game process memory

Kernel-Level Cheats — OS Kernel Layer

How They Work

Kernel-level is the most privileged layer in the operating system. Regular programs run in user-mode (Ring 3), while the OS kernel and drivers run in kernel-mode (Ring 0).

A kernel-level cheat loads a custom driver into the Windows kernel. This driver has maximum privileges:

  • Can read and write any memory in the system
  • Can hide processes and files
  • Can intercept system calls
  • Operates at the same level as the anti-cheat itself

Ring 0 vs Ring 3

Intel and AMD processors have a "protection rings" system:

  • Ring 3 (user-mode) — regular programs, games, browsers. Limited access
  • Ring 0 (kernel-mode) — OS kernel, drivers, anti-cheats. Full access to everything

When an anti-cheat runs in Ring 0 (like Vanguard or EAC), a regular Ring 3 external cheat is easily detected. A kernel-level cheat elevates to the same level as the anti-cheat, gaining equal capabilities.

Driver Loading Methods

  • Manual mapping — loading the driver into kernel memory without system registration. Leaves no traces in the driver list
  • Vulnerable driver exploitation (BYOVD) — using a legitimate but vulnerable third-party driver to gain kernel access
  • Signed driver — if the developer has a code-signing certificate (EV certificate), the driver loads through standard means

Why It Matters

A kernel-level cheat can:

  • Read game memory invisibly to user-mode scanners
  • Hide its process and files from anti-cheat
  • Bypass kernel integrity checks
  • Run before the anti-cheat starts

DMA — Hardware Level

DMA (Direct Memory Access) takes a fundamentally different approach. Instead of software-based memory access, a physical device (PCIe card) reads the gaming PC's RAM directly through the PCIe bus.

Data is transmitted to a second computer where the cheat software runs. The gaming PC doesn't run any foreign software — it only plays the game. Anti-cheat can't detect the cheat because it simply doesn't exist on that system.

Detailed comparison of DMA and software cheats in our article: DMA vs Software Cheats.

Macros — No Memory Access

Macros stand apart. They don't read or modify game memory. Instead, they automate keyboard and mouse actions — for example, compensating weapon recoil with a series of micro mouse movements.

Macros work at the input device level (mouse, keyboard) or through software emulators. Since they don't interact with the game process, they're harder to detect — but some anti-cheats analyze input patterns and can identify unnatural behavior.

How Cheats "See" Enemies Through Walls

One of the most common questions: how does ESP show enemies that aren't visible on screen?

The game client knows positions of all players within a certain radius — the server sends this data for sound calculations, minimap, model preloading. The cheat simply extracts these coordinates from memory and draws them on screen — boxes, skeletons, distance.

Some games use server-side visibility checks — the server doesn't send data about players behind walls. This makes ESP harder but not impossible — data usually arrives slightly early, before the player becomes visible.

How Aimbot "Aims" for You

Aimbot knows enemy coordinates (from game memory) and your crosshair position. It calculates the angle needed to turn the camera, then:

  • Writes new angles to game memory (internal aimbot) — instant but risky
  • Emulates mouse movement (external aimbot) — smoother, harder to detect
  • Sends input through KmBox (DMA aimbot) — via hardware input emulator

Advanced aimbots add smoothing, FOV limits, and delay to make movements look human.

Comparison Table

TypeLevelFeaturesSafetyComplexity
InternalUser-mode (Ring 3)MaximumMediumMedium
ExternalUser-mode (Ring 3)ESP, RadarAbove averageLow
KernelKernel-mode (Ring 0)MaximumHighHigh
DMAHardwareESP, Radar, Aim (with KmBox)Very highVery high
MacrosInput devicesNo RecoilHighLow

What to Choose

Your choice depends on priorities:

  • Maximum features → Internal or Kernel-level
  • Balance of features and safety → Kernel-level or quality External
  • Maximum safetyDMA
  • Recoil control only → Macros

Detailed selection guide: How to Choose a Cheat. Feature descriptions (ESP, Aimbot, Wallhack): Cheat Features Guide.

IVSOFTE Cheat Catalog — internal, external, kernel-level, and DMA cheats for popular games. Browse catalog →