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vkou 2 hours ago

That only solves half of the cheating problem - illegal inputs from clients.

The other half is much harder to solve. For a simple example - my client knows that there is an enemy player around a corner. It knows exactly where that player is, because that player is walking, and making noise. A cheats could allow the cheater to see his opponent's player's model through the wall.

For a more blatant example, consider cheats in a first-person shooter that just snap your aim to the nearest enemy's head. This involves zero violation of the game's logic, and also makes the game completely unplayable for everyone in a lobby.

soloridindan an hour ago | parent [-]

You already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind it if they're sneaking. A game that allows zero home-in time sounds like a flaw in the game and something solvable on the serverside.

You can replace a playermodel with wider "sound coming from around here" if you want to make it even harder for a cheat to pinpoint a sound

ChocolateGod an hour ago | parent | next [-]

> The server also doesen't need to tell you they are behind it if they're sneaking

This requires the server to calculate line of sight checks for every player, which is costly, requires loading the entire geometry into the server and would be horribly prone to latency. Then you're looking at potential performance problems on the client due to only knowing about a player the second its in view and having to stream the assets to the GPU, which if don't happen in time for the frame you'll experience as hitching.

> You already know where an enemy is if you hear them behind the wall

Yes but this requires using your brain rather than just seeing them straight up through a wall.

__alexs an hour ago | parent | prev | next [-]

I feel like you've only played 1 genre of video game or something.

vkou an hour ago | parent | prev [-]

> You already know where an enemy is if you hear them behind the wall,

You know they are somewhere behind the wall, you don't know which exact angle they are behind the wall, because headphones and our ears don't work with that degree of accuracy.

The cheater can just swing the corner with his cursor already pre-positioned exactly on his target. Between peeker's advantage (inherent to any online game with latency) and human reaction time, there's not a lot you can do to fight that.