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Riot has a pretty good article about why it is hard: https://technology.riotgames.com/news/demolishing-wallhacks-... . Anything more than simple geometry makes server side calculations costly, especially when you're targeting 128 tick/s.

Their settled solution is still not perfect, hence still the need for client-side anti-cheat. The final video clip is definitely done to look effective than it actually is. Those positions are transmitted based on space, not time, and in a real game you'd be moving slower.

Mobas generally have a lower tickrate and simpler vision setups



Looks like they put in some effort. You will get better results by having this type of anticheat baked into the engine from the very beginning and requiring a GPU on the server.

What I had in mind is having a primitive physics simulation with point clouds (+ velocity smearing) for entities and geometries for surfaces. You will be able to to do many more checks this way.




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