| ▲ | ThatPlayer 4 days ago | |
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 | ||
| ▲ | coppsilgold 3 days ago | parent [-] | |
Looks 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. | ||