it’s for speed. if I tell you they’re out of sight now, but will be visible in 50ms, it’ll be faster than waiting 50ms to recv their new position that’s visible and waiting on network latency which could be another 50ms in addition
Right but we’re talking about 100s of ms of human reaction time (faster reaction time is around 200ms for ultra pros). Wall hacks where you only get 100ms of warning aren’t much good. So they absolutely could do something with it.
Server side anticheat can’t detect lot of client side anticheat. Ideally you want to have both, if you want to catch most cheaters. One is not a full replacement for the other method. Local anticheat has the advantage of being much cheaper for the developer / publisher.
Depending on the implementation, client side anticheat isn’t needed at all. Take the game Speedrunners for example. There is zero need for the server to do anything other than accept player inputs, process them, and return them to the clients.
So if coded correctly, where the server trusts nothing and does the math itself, it is impossible to cheat while having zero anticheat on the client.
And that’s without there being any additional cost.
Unfortunately we are in the minority. Most people don’t know the difference or even care. So like with physical media, they only care about the majority.
Anti-cheat should be server side. Cheats are done on external hardware now as kernel AC chased them into the undetectable zone, well played.
No game is worth sacrificing your entire PC to play.
Same reason I don’t use the Hypervisor Denuvo bypasses.
There’s so many cheats that are only possible because the game’s net code is just weirdly implemented.
Like wall hacks, why can I see this other player on the other side of the map, why you sending me their position.
it’s for speed. if I tell you they’re out of sight now, but will be visible in 50ms, it’ll be faster than waiting 50ms to recv their new position that’s visible and waiting on network latency which could be another 50ms in addition
I’ve been working on a PvP game for the last few months.
Visibility checks aren’t needed in all cases. Most RTS/2D/2.5D games don’t have this problem, or it is minimal.
For games that do need them, they tend to be AAA FPS, which have the budget to make simple changes like lag compensation.
Right but we’re talking about 100s of ms of human reaction time (faster reaction time is around 200ms for ultra pros). Wall hacks where you only get 100ms of warning aren’t much good. So they absolutely could do something with it.
Server side anticheat can’t detect lot of client side anticheat. Ideally you want to have both, if you want to catch most cheaters. One is not a full replacement for the other method. Local anticheat has the advantage of being much cheaper for the developer / publisher.
Depending on the implementation, client side anticheat isn’t needed at all. Take the game Speedrunners for example. There is zero need for the server to do anything other than accept player inputs, process them, and return them to the clients.
So if coded correctly, where the server trusts nothing and does the math itself, it is impossible to cheat while having zero anticheat on the client.
And that’s without there being any additional cost.
It’s more costly to the developer when I dont buy their kernel AC game.
Unfortunately we are in the minority. Most people don’t know the difference or even care. So like with physical media, they only care about the majority.