4 ms·
It is easy to prevent wall hacks and speed hacks. Prediction input resolution, server keeping an authoritative representation on the server, and limiting the sy
by jbluepolarbear 5y ago
It is easy to prevent wall hacks and speed hacks. Prediction input resolution, server keeping an authoritative representation on the server, and limiting the synced objects to the current view of the player are all easy when done individually. Thinking about all these concepts at the same time can be confusing for people new to the topic, but each subject is relatively easy to understand and implement.
I’d say that this article handles the speed hack issue because of authoritative server state, but doesn’t go far into limiting what is sent to the player or not. The issue arises when you didn’t make your game multiplayer from the start and adding prediction and sync visibility isn’t an option, that’s where you get player authoritative states that share their states with the other players. Client authoritative is easy to implement, impossible to prevent cheating.
- Hikikomori 5y ago> limiting the synced objects to the current view of the player are all easy when done individually. Its so easy to do, but pretty much no game in the industry does it? I guess they must all be incompetent.
- jbluepolarbear 5y agoWall hacks aren’t the issues you think it is, you’re more thinking corner peeking which is a whole different monster. Wall hacks most competitive games solve, but because of extrapolation and latency corner peeking is inevitable. There are mitigations, but each solution has its pros and cons.
- Hikikomori 5y agoNo, I'm not confused about this, I'm talking about regular old wallhacks/ESP that only requires the client to know about other players position and draw an overlay over the game. To my knowledge Valorant and csgo are the only ones that have done it. And it took what, almost 20 years for csgo to do it? In their cases it works because they have simple maps and a low amount of entities like players, so its not too much work for the server to do culling so they can hide positions of other players until its needed. But when in close proximity they can be seen through walls, like around a corner you can shoot through (at least csgo has penetration) and to avoid pop-in. And the other players still produce sound so information about other player positions are still sent to all clients and could be used for ESP. So no, this is not a solved problem, and is only partly so in very few games.