| ▲ | zamalek 4 days ago | |||||||
> I suspect the answer to cheating will ultimately be big brother and hiding information from the client. The speed of light makes this _marginally_ problematic to do. It is possible that a unit might move out of the fog of war, or out of cover, during the latency to the client (or between server ticks). You'd effectively have pop-in during some scenarios - but it would be minor and the net benefit would probably make it worth it. I recall one of the MOBAs adding this during its lifecycle, HoN I think? | ||||||||
| ▲ | ThatPlayer 4 days ago | parent [-] | |||||||
Riot has a pretty good article about why it is hard: 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 | ||||||||
| ||||||||