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by lukan
355 days ago
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"I think ideally you'd send players only what they could possibly see before next the next packet comes in." 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. |
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That's what I'm thinking with the server-side behavior analysis to detect players seemingly using information their client was sent (in case they made a certain movement) but they shouldn't have actually seen (because they didn't make that movement). Though even without that, restricting wallhacks to corners that you could already almost immediately see around would already be a significant improvement.
> And otherwise what you describe makes netcode way more complicated, than it already is. Resulting in a worse game experience.
It's what I think is the ideal and would definitely take some work to implement in practice, but if implemented well I'd argue the measures would be invisible to players in almost all scenarios, and game experience would be superior to solutions that have rampant wallhackers and/or don't work on many machines due to invasive client-side anti-cheat.