this post was submitted on 27 Apr 2024
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[–] semperverus@lemmy.world 0 points 6 months ago (1 children)

Whats sad is that people keep wanting more client-side anticheat to fix this, when the real answer is server-side anticheat and changing the engine to stop being so leaky with that much information.

[–] huginn@feddit.it 0 points 6 months ago (1 children)

It's easy to just handwaive and say "Server side will fix it" but here's a major issue:

You have to render people in before they appear. How do you do that without the client knowing where people are?

[–] 30p87@feddit.de 0 points 6 months ago (1 children)

By rendering people, as in sending data about an object that should be rendered, in a few pixels before they would be visible. And not at all on distances, without a scope (as they would not be visible). Footsteps etc. could be represented by two noise levels precalculated by the servers very roughly, so you can tell someone is there behind you, but a cheat could not determine where exactly.

[–] huginn@feddit.it 0 points 6 months ago (1 children)

You want a server to determine if a player should be visible (ie render each player's perspective) and then get that back to them right before someone walks around the corner? With latency you'd need to render people in at least 200ms before they appear... Which is still plenty of time for a hacker to flick to them and kill them.

[–] 30p87@feddit.de 0 points 6 months ago

True that, but I imagine such sudden flicking to seemingly random positions to be much more obvious than if the hacker had 10 seconds to see the player, tactically preaiming a corner pretending to hold an angle to then be lucky and hit a shot. Would be harder on games with smaller maps, CS like, as holding angles would be much more common than in open worlds - eg. Tarkov.