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I never understood why this isn't the case already for competitive games. I'm not a game dev so I don't know if there are hidden complexities but for e.g. a gam
by beaconstudios 8y ago
I never understood why this isn't the case already for competitive games. I'm not a game dev so I don't know if there are hidden complexities but for e.g. a game like CS:GO with a small number of moving parts, couldn't the server only send positions to a player if they are liable to be able to see the other person, in a manner similar to occlusion culling and spatial partitioning? That would at the very least prevent wallhacks beyond a short distance, and some level of validation on inputs would prevent speedhacks, spinbots etc. I'm guessing the limitation is on the amount of work the server would have to do?
- drivebyops 8y agoThis already happens, spinbots and speedhacks aren’t a thing anymore. The current hacks are aim triggers, aim lock, aim/spray assist, and some close proximity wallhack. The cheats calculate the recoil spread and auto lock to enemy heads. It’s obviously not as a bad as before with client side bullets, but it is still a problem.
- beaconstudios 8y agois that a recent innovation? I haven't really played CS regularly for about a year, but before then when I'd overwatch I saw quite a few cases of blatant long-distance wall hacks - people looking directly at an opponent's head through a wall from spawn to spawn. I'm not sure how you could feasibly prevent the remaining hacks server-side as they're nigh-indistinguishable from player skill, if the hacks supply some non-determinism/jitter so you're not instantly snapping to a player's head when they're behind you.