Walls
Every map gets a compact 3D copy of its solid walls. CS2FOW uses it to check, for each pair of players, whether anything of the enemy’s body can be seen.
Server-side anti-wallhack
Wallhacks draw enemies from the position data your server sends. CS2FOW checks walls and smoke on the server, and when an enemy is fully hidden from a player it stops sending that player the enemy’s real live position. Players install nothing.
What it protects against
A wallhack reads enemy positions from network updates. CS2FOW keeps a hidden enemy’s real live position out of those updates for the players who cannot see them.
Every map gets a compact 3D copy of its solid walls. CS2FOW uses it to check, for each pair of players, whether anything of the enemy’s body can be seen.
Live smoke blocks sight too, including its changing edges. An HE grenade inside an existing smoke briefly opens a gap, but a wall still wins.
It also helps against radar cheats that read live enemy positions, because a hidden enemy’s real position is not sent.
How it works
Everything runs on your server. Players join as usual and install nothing.
CS2FOW turns the map’s solid collision geometry into a fast search index. Installed maps are prepared automatically on the server; Workshop maps can also go through the online Map Baker.
A background worker tests each enemy’s full hitbox shape against walls and smoke, with short forgiving checks for fast movement and ping.
Before each network update, hidden enemies are either withheld or sent with a decoy position, depending on the mode. When the check is uncertain or runs out of time, the enemy stays visible.
The player is not moved on the server. Movement, collisions, hits, wallbangs and damage all work exactly as before.
Modes
Set with cs2fow_mode. Strict is the default.
cs2fow_mode 1
Hidden enemies stay networked, but each player who can’t see them receives a decoy position instead of the real one. Needs a supported CS2 build and prepared map data.
cs2fow_mode 0
Uses the same wall and smoke checks but stops sending hidden enemies entirely. A hidden enemy can take a tick or two to redraw when they come into view.
cs2fow_mode 2
Only uses CS2’s own coarse visibility set (PVS). Cheaper and smoother, but weaker: wallhacks can still see some players behind walls or smoke. CS2FOW switches to this mode automatically if Strict is not available for your CS2 build or map.
Live release check
Checking…Recorded demos
Short clips recorded on test servers. Videos load only when you open one.
Platform support
Honest limits
FAQ
No. It stops the server from sending a fully hidden enemy’s real live position when a wall or smoke blocks the view. Cheats can still use sounds, teammate information and an enemy’s last known position. In Performance mode, some hidden positions are still sent.
CS2FOW checks extra points around the viewer’s shoulders and adds forgiveness for ping and fast movement to avoid late reveals. I have not confirmed its timing on a current live server, so check the compatibility status. If you see a problem, send me a clip on Discord.
Yes. The player is not moved on the server, so hits are still checked against the real position.
No. It limits the information sent to opponents. CS2AC is the plugin that checks for signs of cheating.
Usually not. CS2FOW prepares installed maps on the server. If your host blocks that, use the online Map Baker and upload the prepared files yourself.
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