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by lukan
350 days ago
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"Game clients need to have zero trust" Good luck implementing anything fast this way. Have you thought about a bit, what this means? Only ever give the client what it can see? With common real world ping times around 60 ms? It would result in very slow shooters. Where you have to wait a bit to see what is around the corner after going there. Not that practical. In my opinion most anti cheat is BS anyway and even if some gets banned, the main problem is, game companies seem happy with the solution of just selling new accounts to cheaters. |
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I think ideally you'd send players only what they could possibly see before next the next packet comes in. If their ping is 60ms and the game's tickrate is 128Hz, each tick they'd be receiving everything visible from within 68ms walking/running/jumping/etc. of their position 60ms ago.
Could be combined with server-side behavior analysis to detect players seemingly using information their client was sent but they shouldn't have seen. Packets from the client of what they actually did in that 60ms should be half received by the server and half in flight to the server by that point, so the client can't retroactively lie.
Wouldn't eliminate the advantage of this kind of cheating entirely, but might make it small enough that for many current cheaters it no longer justifies the risk.