2 ms·
Riot has a pretty good article about why it is hard: https://technology.riotgames.com/news/demolishing-wallhacks-valorants-fog-war https://technology.riotgames.
by ThatPlayer 11mo ago
Riot has a pretty good article about why it is hard: https://technology.riotgames.com/news/demolishing-wallhacks-valorants-fog-war https://technology.riotgames.com/news/demolishing-wallhacks-... . Anything more than simple geometry makes server side calculations costly, especially when you're targeting 128 tick/s.
Their settled solution is still not perfect, hence still the need for client-side anti-cheat. The final video clip is definitely done to look effective than it actually is. Those positions are transmitted based on space, not time, and in a real game you'd be moving slower.
Mobas generally have a lower tickrate and simpler vision setups
- coppsilgold 11mo agoLooks like they put in some effort. You will get better results by having this type of anticheat baked into the engine from the very beginning and requiring a GPU on the server. What I had in mind is having a primitive physics simulation with point clouds (+ velocity smearing) for entities and geometries for surfaces. You will be able to to do many more checks this way.