• Echo Dot@feddit.uk
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    2 days ago

    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.

    • PapstJL4U@lemmy.world
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      16 hours ago

      Culling is already done to reduce wall hacks, but a) sound needs an origin and b) people notice the difference between 3 frames and 6 frames reaction (1f =16.6ms)

    • Alberat@lemmy.world
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      2 days ago

      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

      • Echo Dot@feddit.uk
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        2 days ago

        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.

        • LwL@lemmy.world
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          1 day ago

          100ms more is absolutely enough to be massive because it just subtracts from however long you need to recognize the other player after they become visible. Not to mention that in slower paced shooters, people might just remain stationary near a corner for very long, and you can’t magically know when they start to move. Also in games where you can die with one well placed shot it could be 10ms and still be a significant advantage because you just need to be faster than your opponent.

          Afaik valorant does try to not send any info that won’t be needed, that doesn’t mean it’s immune to wallhacks, it just limits their effectiveness.

        • [object Object]@sh.itjust.works
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          1 day ago

          They can see each other though, which means one player may get information about the enemy 100ms ahead of another. That would be quite an advantage in a lot of games, especially in Rainbow 6 Siege where TTK is super short.

            • [object Object]@sh.itjust.works
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              21 hours ago

              Nvm, I though you were talking about letting players know of the enemy location only when they are visible, which won’t be easy to calculate without creating some game-affecting latency.

      • Sir_Thominick_IV@lemmy.world
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        2 days ago

        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.