Player Boxes & Filled Boxes
Box-based player indicators with separate display options.
PLAYER BOXES • SKELETON • HEALTH • WEAPONS • DISTANCE
The current MW4 Visuals group combines player ESP with boxes, skeleton-style information, team/downed filters, snaplines, distance, health, shield, weapon and name data. Separate Misc controls cover AI/Bot, vehicle, item, crate, weapon and ammo awareness.
Player ESP. The current feature list includes player boxes, filled ESP boxes, skeleton-style visuals, snaplines, distance, health, shield, weapon and name information. Those options are designed to keep different types of player information separate rather than forcing one fixed overlay.
Team, downed and visibility filters. The menu can distinguish team and downed states and includes visibility-related controls. Filters matter because a crowded visual layer becomes less useful when every possible marker is displayed at once.
Distance and maximum range. Distance information provides range context, while maximum-distance settings can limit how far visual information is displayed. The screenshots above show distance labels in actual gameplay rather than a mockup.
World and object awareness. The Misc group expands beyond players with AI/Bot, vehicle, item, crate, weapon and ammo ESP options plus item-type filtering. These are documented separately from the player-only Visuals list so buyers can see what belongs to each feature group.
Colors and interface control. The product also lists customizable colors, crosshair controls, screenshot protection and a disableable watermark. Those options affect presentation rather than changing the underlying player data displayed by ESP.
The footage and screenshots on this site were captured from the beta build. Because the retail game is a separate checkpoint, the Status page should be used for current post-release compatibility rather than assuming an older capture reflects every later patch.
Box-based player indicators with separate display options.
Additional visual structures for positional context.
Displays supporting player-state and equipment information.
Identifies players and adds range information to the visual layer.
Controls which player states are included in the display.
Limits the range at which the configured information is displayed.