This method even worked for Wiresharking all PS3 traffic in real time for a GTA Online session, running the tcpdump on a little plastic old mipsel SoC OpenWrt router that was also doing all the routing (not a passive sniffing box), without noticeable effect on gameplay. (I was trying to detect cheaters.)
BTW, for anyone new to tcpdump, you can also specify selectors/filtering on the command line, to reduce the traffic. The filtering in Wireshark is on top of that.
online games are pretty low volume though, data is usually transmitted at a few Kbps per player. Just out of interest, how did you try to spot cheaters doing that?
Correct, not working for Rockstar. And I'm pretty sure R* stopped caring about cheaters ruining Online for last-gen console, shortly after that could push people to buy the game again, for current-gen. :)
Perhaps he was looking for an abnormal amount of traffic, attempting to resend the same message, and hoping the server will do it multiple times in the same frame. I would guess trying to find spots where the client is overly trusted.
Indeed, this method is cool. It allowed me to sniff the traffic between some poorly documented IoT device and a remote server (unencrypted, what else) via OpenWrt:
wirelive.sh: