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by IPTN
603 days ago
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You should be able to limit analysis for this type of detection to only the input leading up to a kill/hit and ignoring everything else. The majority of the time players are not shooting could be used to do the analysis with plenty of time to boot midway in a round let alone a full game. Also simple analysis of only the input streams as you stated really doesn't have to do with the phys rate of the game server and should be alot cheaper computationally. It can be offloaded to another process even if it was found to be too impactful to run alongside the game server directly. Something all those extra cores might be good for. |
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a) run on 2nd pc passively capturing the screen and commands to a fake mouse device plugged into both machines,
b) "humanise" the aim with ai models trained on professional players
c) add random variances within the limits of human reaction times
So it doesn't solve things, really it'd still be playing catchup.