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.
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.