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It's accessing player location data after it's been decoded into structs in the game memory. The packets are encrypted, so you'd need to MiTM the key exchange t
by bri3d 7y ago
It's accessing player location data after it's been decoded into structs in the game memory. The packets are encrypted, so you'd need to MiTM the key exchange to decrypt them, which takes you the same place this device goes (you either need something running in the OS, or something outside of the OS with access to host memory) - and it's a lot easier to just let the game handle that for you and slurp the data once it's available.
- ohmaigad 7y agoWhy is the game sending all this data which is essentially just hidden by the UI? What is the point of sending enemy location and health data when they aren't near/visible to the player? For a non game dev like me it sounds like wasted bandwidth and a way to enable wallhack.
- Risord 7y agoBecause knowing which data is hidden by UI from server is hard problem. To achieve real-time feeling game apply (most) your inputs immediately without having to wait relatively long time confirmation from server. So if you decide to push button and peek around corner you expect to see enemy immediately but server will know about your peek "much" later. You can for sure limit some information by locations but you always must leak more than it's actually seen by client. Also it isn't easy to solve: can any part of volume be seen from another volume inside arbitrary 3D environment. Enemy size and movement through network frame => players all possible eye positions. I think current best solutions rely on very rough (manual?) map piecing. So is it worth to invest for such thing that makes some cheats bit less powerful but cannot really prevent them.
- mrguyorama 7y agoKeep in mind that CS:GO is ALREADY built on very very old BSP maps, so knowing that some players aren't visible to others is super trivial, if not 100% accurate (ie it's a little conservative)
- imtringued 7y agoIn warthunder this results in very noticeable pop in of enemy vehicles when you are using aircraft in realistic tank battles. The rendering distance for both tanks and aircraft is the same but since aircraft are 2km above the ground their effective view distance is much shorter than that of a tank.
- lwansbrough 7y agoVALORANT (Riot’s new CSGO competitor) uses a fog of war technique which only sends data for players in a certain radius or cone I believe. It can be done, it’s just silly to expect Valve to make important and valuable changes like this to their game.