Cheating has always been a problem in FPSs, and it likely won't go away. That's why premier competitions have always been on LAN.
[1] https://www.pcgamer.com/introducing-gameref-the-anti-cheat-h...
[2] Hard to fully obfuscate audio sources, hard to obfuscate hitboxes since you still need them for collision checking (e.g. if a grenade bounces off an enemy player behind a wall—the server does not do all physics for all clients), and this is on top of the engine itself sometimes requiring actual entities, so you're stuck with these dummy entities in memory, and so on.
This stuff i way harder than people imagine. I think League eventually got it somewhat figured out, but it took a couple of years from what i recall.
[1] https://en.wikipedia.org/wiki/MDY_Industries,_LLC_v._Blizzar....
A. Smooth and consistent client experience, where bullets hit what you aim at (client-side prediction) where aimbots and wallhacks work.
B. Jittery/laggy client experience, where aimbots still work, but wallhacks are disabled?
You can only choose one option.
Generally, everyone agrees "A" is the best option and cheaters will be dealt with at game time. It's annoying, but that's the cost of online video games.
Various platforms even made it stricter. It was not uncommon to see enemies teleport from behind walls on Faceit as their settings were very strict.
However, Source 2 is more of a mesh based engine and so they just never bothered to implement this particular feature back in.
This is the reason why Valorant is the least playable among all competitive shooters if your internet is anything lesser than Google campus fiber, ironically in spite of having even-slower-than-CS movement physics on its side to mask the problem.
Riot conveniently cherry picks the best case scenario and handwaves the actual technical tradeoffs in their smug "we solved peeker's advantage!" engineering blog posts that are really just barely-disguised monorail Gish gallop.
And even then I heard of aimbots included in the gamer mouse that would 'infect'the computer when it's wired in.
[0]: https://www.reddit.com/r/GlobalOffensive/comments/35zwwy/opt...
Always confuses me why people speak so authoritatively on topics they aren't versed in. PVS culling is not even remotely comparable to occlusion culling, mainly because wallhacks are not relevant accross the map; in fact they are only useful when opponents are always well into your PVS range.
FYI: there are also some clever ways to get around PVS culling (mostly by inferring opponent position based on other indicators, like gunfire).
PVS culling solves the informational/strategic advantage aspect provided by wallhacks, but not the pre-aiming reaction-time advantage in a peeker vs holder scenario.
>CS2FOW uses static baked map geometry. Dynamic occluders such as doors, breakables, props, smokes, particles, and projectiles are intentionally out of scope for now.
Market window on Mirage just became more powerful on these servers :)
Very cool project nonetheless.
The screenshot in this repo is kind of similar to wallhacks, but you could imagine this could easily be extended to show dropped items and the 3D audio location: https://github.com/ryanjpwatts/esp-analysis
When it comes to cheating in video games, I subscribe more to the Dune philosophy than the LOTR philosophy. The ends (experience) definitely justify the means. Making sure that all cheaters are punished ~equally regardless of the effect of their infractions is fantastic in principle, but I'd rather if we could simply remove the ones that are obviously & openly ruining the experience.
False positives suck, but there is no reason to pander to the .01% performers if you are trying to keep a multiplayer game community alive. Esports has demonstrated this is a terrible approach. We had community servers that would ban people simply for being too good before all the matchmaking stuff started up. The anti-cheat was vibes based and arguably superior to anything going on today. It wasn't "fair", but it was generally a much better experience as a player.
The players who react to fake enemies self-identify as cheaters.
There are plenty more questions like paying for mods/review, securing the money, paying for servers, etc.. but my basic question is if cost of entry exceeds cost of reward from cheating has ever been attempted in a game.
Apparently buying a new copy of a $10-20 game isn't enough to keep people away from cheats. Less so when there is prize money on the line or skins (e.g. CS2) worth $100k.
I've seen private cheats for games with less-than-terrible anticheats charge that monthly, if not weekly. You're underestimating how much people are willing to pay to play with cheats, and overestimating how much regular people are willing to pay to play against players without them.
> Does it cause pop-in when peeking?
The goal is early reveal, not exact last-millisecond reveal.
CS2FOW predicts using movement and ping, reveals enemies slightly before exact visibility, and keeps revealed enemies visible briefly. This intentionally leaks a small near-corner window to avoid late pop-in.
This fails to address the main point of the "pop-in" issue relevant to fog of war systems, which is that it is the victim of the peek that gets the worst pop-in effect, the peeker much less so. The aggressive peeker gets the benefit of the early-prediction from the server since they're the initiator of the movement, whereas the victim only begins to receive the information after the peeker has already gotten two network roundtrips worth of early prediction."Fixing" this would make movement sluggish: any movement would need to be validated by the server. Meaning delay between pressing keys and actual movement.
Ultimately the server must decide when to "pop" players, regardless of client interpolation which can only happen after the pop. So why would the server delay the pop for one player?
>– Added trace-based visibility checks to prevent networking invisible enemy players.
I don't play multiplayer games anymore for that reason. Too easy to go on an emotional tilt where you feel like you're suffering from paranoia and suspecting too many players of cheating. It's absolutely ruined competitive games for me.
There is only one 'fps' I play, it's called holdfast and is about Napoleonic warfare. Muskets are so inaccurate that having a wallhack or an aimbot would be complete nonsense.
There are still people who cheat in other way, but it's extremely limited.
Cheaters killed 90% of the multiplayer game to me.