5 ms·
It isn't an unsolvable problem though, there's only jitter because the implementation isn't very good Implementing a more conservative anti wallhack cheat wher
by 20k 3mo ago
It isn't an unsolvable problem though, there's only jitter because the implementation isn't very good
Implementing a more conservative anti wallhack cheat where player positions start streaming in slightly earlier still significantly cuts down on the efficacy of wallhacking, while entirely avoiding the jitter problem. Characters in CSGO move at a fixed speed, so you can calculate exactly how many ticks in advance you need to start sending that data in, before they will become visible to another client around a corner - and add a margin
There's also no excuse for sending player positions through a smoke for example - the server should be performing visibility culling
With the two combined you could cut the utility of wallhacks by 80%, in a way that would be completely unnoticeable. The real reason that this has never happened is that valve's investment into anticheat has always been pretty minimal compared to what's necessary for it to be effective (VAC has generally been the least effective anticheat). They're a small company which largely develops steam as a platform, not VAC or anticheat solutions for games
- paulryanrogers 3mo ago> They're a small company which largely develops steam as a platform, not VAC or anticheat solutions for games If anyone can afford to develop effective anti-cheat, Valve can.
- not_a9 3mo agoThey’d need to either poach folks from other firms or go for a third party solution. Cursed timeline: Valve pays Epic for good EAC build on CS2 + whatever encryption solution they have for Fortnite executable, 99.9% P2Cs disappear day 1
- paulryanrogers 3mo agoValve is rich. They can afford to develop in-house expertise.