A native Escape from Tarkov map viewer for Windows and Linux. Everything on screen is extracted from the game's own files — geometry, lights, water, glass, loot, fire — and rendered by a GPU-driven Rust/Bevy engine: compute culling with Hi-Z occlusion, bindless materials, cascaded shadows, baked SH global illumination, SSAO / SSR / TAA, volumetric sun shafts.
The images below are offline Cycles renders of the same extracted packs, built by the Blender
importer in tools/blender/. They are not viewer frames.
Interchange, the checkpoint on the ZoneBearCamp forest road. Photoreal mode.
Interchange, the ULTRA mall central square. Photoreal mode.
Interchange, the wooded ZoneBearCamp bot zone. Photoreal mode.
Interchange, the power station yard. Game-accurate mode, finished with the game's own colour grade.
One camera, both modes: game-accurate on the left, photoreal on the right.
Atlas can put the map over the running game, standing exactly where you are.
How it opens. You press your own in-game screenshot key. Tarkov writes your position into the screenshot's filename; Atlas watches for that file, turns it into a position fix, and raises the overlay already framed on where you stand. There is deliberately no global hotkey and no input injection — a registered hotkey would swallow that key machine-wide so the game never saw it, a keyboard hook would observe every keystroke you type, and synthetic input is exactly what anti-cheat looks for. The screenshot flow needs none of those, so Atlas listens to a file and nothing else.
How it lines up. The panel is not a separate view of the map: Atlas projects the slice of the world your window covers with an asymmetric frustum, so a tree on the overlay sits at the same screen position as the tree behind it. The window itself is the same one Atlas always draws into — no second window, no second renderer — it simply drops its decorations, goes always-on-top, and resizes against the game's client rect.
How it closes. The big BACK TO TARKOV button, or ~ while Atlas has focus. Either
minimises Atlas so Windows hands the foreground straight back to the game. The dismiss key is
configurable in the settings panel.
One requirement: the game must be in windowed or borderless mode. Nothing can be drawn over exclusive fullscreen — that's a platform rule, not something a program can work around.
Grab a build from Releases, unzip it, and double-click atlas.exe — it opens a menu where you
pick a map and build or load its pack. No command line needed.
If you prefer one, you can point it straight at a pack instead:
atlas.exe packs/<map>.eftpack
Packs are built from your own game install (the menu's build button, or
python tools/build_map.py <map> --alllod). Game-derived data never ships with this repository.
On Windows, scripts\Build All Atlas Maps.cmd runs every map in a resumable queue, skipping packs
that already have a completed manifest. Configure EFT_ATLAS_ROOT, EFT_GAME_DATA,
EFT_ASSETS_ROOT, and EFT_TARKMAP_ROOT, or put the corresponding AtlasRoot, GameData,
AssetsRoot, and TarkmapRoot values in the ignored
scripts\build-all-atlas-maps.local.psd1. Keep Tarkov closed during extraction.
Atlas can render in a GPU-equipped Windows/Linux VM while Tarkov remains on the gaming PC. The
remote viewer needs the same prebuilt .eftpack; a screenshot only supplies a camera position and
orientation, so the screenshot image itself does not need to cross the network.
On the render VM, create a marker inbox and launch Atlas with remote mode enabled:
$env:EFT_REMOTE_MODE = "1"
$env:EFT_SCREENSHOTS_DIR = "C:\AtlasRemote\Screenshots"
# Optional: a read-only SMB share of Tarkov's Logs root for automatic map/FOV/task updates.
$env:EFT_GAME_LOGS_DIR = "\\GAMING-PC\EFT-Logs"
# Safe ONLY for a marker-only inbox; remote mode otherwise never deletes shared screenshots.
$env:EFT_DELETE_PROCESSED_SHOTS = "1"
atlas.exe packs\woods.eftpackRun the filename-only relay on the gaming PC (the inbox may be an SMB share on the VM):
.\scripts\remote-screenshot-relay.ps1 `
-SourceDir "$env:USERPROFILE\Documents\Escape From Tarkov\Screenshots" `
-InboxDir "\\ATLAS-VM\AtlasRemote\Screenshots"The relay creates zero-byte .png markers carrying EFT's original filename; it never reads,
copies, changes, or deletes the screenshot itself. Atlas ignores files that existed before either
process started. EFT_GAME_LOGS_DIR may point either to the shared Logs directory or directly to
one current log_* session directory. Without shared logs, select the correct pack manually.
For the first Proxmox proof of concept, pass one GPU through to a Windows 11 VM, install a Vulkan- capable NVIDIA driver, run Atlas in a normal console desktop, and stream that desktop with Sunshine/Moonlight. Microsoft RDP is not the target presentation path because Atlas deliberately uses Vulkan and needs the passed-through GPU to own the displayed desktop.





