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by Ukv
353 days ago
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> 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. 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. |
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That still makes wallhacks possible if standing close to a corner.
And otherwise what you describe makes netcode way more complicated, than it already is. Resulting in a worse game experience.
I am annoyed by any lag or stuttering and find it immersion breaking.