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Overwatch allows none of that and seems to have some pretty well-designed netcode. Clients only send their controller inputs and the server has full authority o
by DavidVoid 6y ago
Overwatch allows none of that and seems to have some pretty well-designed netcode. Clients only send their controller inputs and the server has full authority of what actually happens. Blizzard's GDC talk about it is really good if you want an explanation of how to make a game feel responsive and fair without giving clients authority over everything [1].
Ofc this does not eliminate aimbot or wallhacks, but it gets rid of pretty much all other forms of cheating.
[1] https://youtu.be/W3aieHjyNvw?t=1341 https://youtu.be/W3aieHjyNvw?t=1341 (Netcode talk starts at 22:22)
- chupasaurus 6y agoIt does eliminate most of wallhack opportunities, unlike CS:GO/PUBG/CoD:Warzone/Valorant.
- throwaway2048 6y agoCS:GO does not belong in that category
- chupasaurus 6y agoEach one from that list could be removed by a certain criteria. By server-client architecture and netcode CS:GO is worse than the others by a few miles, yeah.
- throwaway2048 6y agoIts really not, it has full server side simulation/verification, PUBG has none and is completely client side for instance. The only viable hacks in CS:GO are aimbots and extremely limited wall hacking (basically you can see a few "feet" around corners, the server does not send you any other data). This compares to PUBG where you can press a button and headshot the entire map at once, while flying through the air and spawning guns.