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Short answer: the game already knows where the player behind the wall is. The only reason it's hidden from you is that the game doesn't draw it on screen. What we call ESP makes that existing information visible.
Below we explain why this is possible, which methods exist and how they differ.
CS2 is an online game. The game on your computer constantly talks to the server and receives the positions of players on the map. This information sits in your computer's memory — because the game has to be able to draw a player instantly the moment they come round a corner. If it had to ask the server at that moment, the delay would make the game unplayable.
So the position of the enemy behind the wall, is present on your own computer even though you can't see them. The game simply says "it's behind this wall, don't draw it".
ESP (Extra Sensory Perception) comes in here: it reads the position data in memory and draws it on screen as a box, skeleton or line. It doesn't "see" behind the wall — it shows data that's already known.
"Seeing through walls" isn't one thing; there are several display styles, usually used together.
Draws a rectangle around the enemy. The most common and readable style; it shows even distant players clearly.
Draws the player's bone structure as lines. You can tell which way the enemy is facing and whether they're crouching.
Shows the enemy's remaining health. Helps you decide whether to take a fight.
Recolours the whole character model; the full model is visible even behind a wall.
Creates a glow effect around the player. Less distracting than a box.
Text like name, weapon in hand and distance. Lets you spot a distant AWPer in advance.
The hardest part of ESP isn't drawing the enemy but knowing whether that enemy is actually visible. The question "is this player in my line of sight right now, or behind a wall?" isn't as simple as it seems.
Simple methods guess and are often wrong: they mark an enemy who is actually behind a wall as "visible". The right way is to use the map's real geometry to cast a ray between you and the enemy and check whether anything blocks it.
In practice this distinction lets you show visible and hidden enemies in different colours. At a glance you know who's exposed — knowing which corner to watch is worth far more than just knowing a position.
These are often confused: seeing an enemy behind a wall and being able to hit them through it are separate things. In CS2 not every bullet goes through every wall; the surface's material and thickness determine how much damage the bullet has left on exit.
An AK-47 bullet goes through a thin plywood wall easily and deals lethal damage; through thick concrete the bullet either doesn't get through at all or arrives with barely a scratch's worth of damage. That's why a good "wallbang" indicator calculates not just where the enemy is but how much damage will be left if you fire through that wall.
EloHane's two products work differently. Internal runs inside the game: Chams and Glow hook into the game's own rendering, with separate colours for visible enemies and enemies behind walls; box, skeleton, bars and off-screen arrows are edited with a live preview. External only reads the game's memory and places nothing inside the game; its visibility check is based on ray tracing over the map's real geometry, and its wallbang indicator takes the surface material and thickness into account.
If you're curious how the settings will look in-game, try the live preview on the features page without downloading anything.
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