The sad truth is that a little of my faith died when FPP ranked flopped. I’ve been addicted and no other BR has even come close. I religiously played this game since day one. Are they afraid that if they ban cheaters that they won’t have a big player base left? I really hope that isn’t the case. They promised us packet encryption for months. And then it’s even more frustrating seeing PUBG not doing much about it. Everyone knows the demoralizing feeling of dying to a cheater. Obvious radar users or strike pack(or Xim). I have stretches of games in ranked where i run into cheaters 3-4 games in a row. FPP had little to no cheaters but i guess the community would rather run into cheaters every other game opposed to not being able to see around cover. I don’t understand why everyone just dead with the cheaters. tech debt, implementation costs, running costs, performance etc.So i came over from FPP to play ranked mode. There’s a lot of factors that must be considered to determine if “some x feature functionality” is feasible or not. The only time it would be completely effective is if the client didn’t move (but last known still works), or at long distances. Which for the most part negates the intended purpose of the replication overhaul. reloading, changing attachments, footsteps, equipment rustling, dropping/picking up loot, equipping an item, healing/meds, firing, throwing an item etc etc.Įveryone of these conditions would fire off a positional update. If your game uses a lot of player movement/item sounds (spawn at location), then valorants approach would send an update in these scenarios … regardless if occluded.Į.g. Valorants system replicates if the player makes a sound that could be heard (within attenuation range). There’s also the issue of audio = update. With high pings your looking at players being up to 9 frames ahead of the server (outright malicious peekers advantage). Some games … Battlefield, CoD, PubG, Warzone etc have player latencies as high as 500ms mixed with pings in the teens or less. The compute times would decimate server tick.Īnother factor you have to look at is avg player latencies, loss, variance. For example 32 - 100+ player games on large maps. This isn’t something that can be done by the average/above average indie dev. But they did it in a 10 player arena shooter. In those cases it’s better if you just don’t write anything.Īnyway, just to clarify, I am talking about server not sending updates to other non-relevant clients, not about the owner of it.Īlso, here’s an actual article from Riot Game about implementing exactly what I wanted, in Unreal Engine, for anyone who’s interested.ĭemolishing Wallhacks with VALORANT's Fog of War | Riot Games Technology “you don’t know what you’re talking about, go learn”, without giving any actual information or links, doesn’t help anyone and will drive the community down. Writing a post in a forum that’s suppose to help people and share information, and saying In this regard they’d simply maintain a mark on the last known position.Įver had a game lag out for a second or two? Did you notice that other players stopped moving? Last known position! Same applies to Don’t do that. Current cheats simply mark a players position frame to frame. Hiding a player in an attempt to limit or outright stop replicating information would not work. The data can then be sent to another device on the local network (phone, laptop, pc, tablet etc) and display a radar map, a 1:1 view with esp overlay and so forth. The longstanding approach is using DKOM to read game memory directly. Clients were routing through VPN’s that would sniff the packet and provide a radar map for another device to display. PubG (UE4 based game) recently started encrypting there updates (replication data) to stop middleware esp/wallhacks. A week after they patch for specific cheats the cheats are updated and working again (ESP, Wallhack, Radar). These are games that spend millions on client-side cheat software, anti-cheat engineers, reverse engineering, patching etc. Look at games like PubG, WarZone, CoD, Battlefield…CSGO. There’s no other cost effective approach to be had at this time. For ESP/wallhack etc you’re going to have to look at mitigation/server-side detection/arbitration instead of prevention.
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