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karmakaze 9 hours ago

There's different levels of cheating. We can avoid the worst cases by not putting the game state/Netcode in the users computer which basically makes it like an X Server.

It would add some latency but could be opt-in for those that care enough for all players in a match to take the hit.

Thaxll 8 hours ago | parent | next [-]

All the games that use kernel anti cheat have the simulation running on the server.

You can't make a competitive fps game with a dumb terminal, it can't work because the latency is too high so that's why you have to run local predictive simulation.

You don't want to wait the server to ack your inputs.

ThatPlayer 34 minutes ago | parent [-]

> All the games that use kernel anti cheat have the simulation running on the server.

There's an exception with fighting games. Fighting games generally don't have server simulations (or servers at all), but every single client does their own full simulation. And 2XKO and Dragon Ball FighterZ have kernel anti cheat.

Well I'm just nitpicking and it's different because it's one of the few competitive genres where the clients do full game state simulations. Another being RTS games.

DrinkyBird 18 minutes ago | parent | prev [-]

Go play the original Quake (not QuakeWorld) online and you will soon realise why games realised that concept was flawed as soon as it was implemented.

It works fine for LAN but as soon as the connection is further than inside your house, it’s utterly horrible.