this post was submitted on 27 Apr 2024
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[–] [email protected] 9 points 7 months ago (6 children)

It's easy to just handwaive and say "Server side will fix it" but here's a major issue:

You have to render people in before they appear. How do you do that without the client knowing where people are?

[–] [email protected] 27 points 7 months ago (2 children)

but here’s a major issue:

You're acting like other games have never successfully ran server-side before. Hell the whole net engine doesn't need to be server-side at all. But you can run server side checks on shit at the very least. A player being 100 ft in the air is likely a cheater... A player making a shot through impenetrable terrain is likely a cheater. Tarkov is missing these basics. Forget ESPs and other bullshit.

[–] [email protected] 2 points 7 months ago

If you should absolutely be checking for repeat issues and basics. Not trying to excuse that shit, just saying server side isn't a silver bullet.

[–] [email protected] 10 points 7 months ago* (last edited 7 months ago) (1 children)

If the trajectory and speed says either the client or another player will cross a wall soon where the player sees them THEN it could send the data to the client. You need some tolerance for ping up to maybe 200ms but that's it. Wallhacks could give you at most a flash of a couple specific people.

[–] [email protected] 2 points 7 months ago* (last edited 7 months ago) (2 children)

You need to account for every gap in the wall, nook and cranny and peephole for these sightlines. You'd have to bake so much detail into every calculation server side that it would effectively be rendering the entire map to host a single game.

[–] [email protected] 5 points 7 months ago

There are many ways of doing this. I know the source engine uses visboxes, which are calculated once at map compile time. It takes a while to compile, but it means that clients can use the pre-compiled data to calculate parts of the map that are visible and the server can use them to determine what the player can see at a given time. I'm not sure whether it does that or not, but it would make sense to use that data.

[–] [email protected] 1 points 7 months ago* (last edited 7 months ago) (1 children)

It could be a client-side check with verification on the server. Basically transmitting which places are in view. Ray casting like the other person said. Not raytracing which is much more computationally intensive. A server side check basically so that the client can't just say they're looking around every corner at once.

[–] [email protected] -4 points 7 months ago (1 children)

But then you're adding extra latency to all visual calculations.

Your client needs to know if something is visible within the framerate of their PC.

You cannot do that fast enough.

[–] [email protected] 1 points 7 months ago (1 children)

Why not? More computationally intensive things are done to calculate lighting in a lot of modern games as I alluded to. Yes it would increase the load on your CPU but that's less of a problem nowadays with higher core counts and clock speeds and it's not like modern anticheats don't steal some CPU cycles already. I think you underestimate the power of modern computers. I'm not trying to be condescending here but it is worth remembering that gigahertz means BILLIONS of calculations per second.

We're only talking in theoreticals right now anyways, it is entirely possible that a game studio has tried this and it hasn't worked, I just don't put a lot of faith in modern game companies.

[–] [email protected] -2 points 7 months ago (1 children)

You cannot break the speed of light with computational effort.

You're saying that you want to have a round trip from client to server and back happen in-between frames.

You cannot do that. Period. You will not ever have latencies that low.

Even if you frame lock it at 60fps that means you're calculating views, sending the data up the tube, checking it on the server, responding back with all the data about the new character that should appear and then rendering the new guy within 17ms.

That is physically impossible.

[–] [email protected] 2 points 7 months ago (1 children)

That's why I already proposed tolerance for ~200ms with trajectory projections

[–] [email protected] -2 points 7 months ago (1 children)

So you're going to take all the places a character could be in the next 200ms, do Ray casting on all of them and send that data to the server to check every 17ms?

While the server also does that for 15 other players at the same time.

Do you know what algorithmic complexity is? Big O notation? If so - that's a n³ * 15m³ problem space that you're expanding out across 200ms every 17ms, where n is player locations possible in x/y/z and m is the other players locations. Physics collisions are usually the biggest drain on a computer's cycles in game and in the worst case that's n² complexity.

You're talking insanely taxing here.

[–] [email protected] 2 points 7 months ago (1 children)

It's mainly client side not server side. I'm not typing out an essay for you about a random ass idea I had one day on a forum.

[–] [email protected] -2 points 7 months ago (1 children)

I'm just baffled by the idea. No need to defend it though, this is all arbitrary anyways. It's not like anyone is going to do this.

[–] [email protected] 1 points 7 months ago

True, I'm of the belief that gaming companies aren't too fussed about cheaters if they're bringing money in some way.

[–] [email protected] 5 points 7 months ago (2 children)

You do something called raycasting to determine visibility beforehand, and don't render anything not visible.

[–] [email protected] 8 points 7 months ago

lol raycasting isn’t optimized for server side deployment, it would increase the poly count of the mesh tenfold, which would in turn increase average ping and fps. Couple that with the client side rendering problem and I don’t know anything about development just kidding

[–] [email protected] 3 points 7 months ago

Your suggesting the server maintain a real time render for every single player and somehow manage to get the data back to them in less than 17ms so that they don't have empty frames that suddenly become people?

Because that's a ludicrous requirement in terms of latency (ping is totally reasonable at any value under 100ms) and server capacity.

Because your solution sounds like it would cause popping constantly and be a major burden on the server, which is already the largest overhead on a released game.

[–] [email protected] 4 points 7 months ago (1 children)

By rendering people, as in sending data about an object that should be rendered, in a few pixels before they would be visible. And not at all on distances, without a scope (as they would not be visible). Footsteps etc. could be represented by two noise levels precalculated by the servers very roughly, so you can tell someone is there behind you, but a cheat could not determine where exactly.

[–] [email protected] 2 points 7 months ago (1 children)

You want a server to determine if a player should be visible (ie render each player's perspective) and then get that back to them right before someone walks around the corner? With latency you'd need to render people in at least 200ms before they appear... Which is still plenty of time for a hacker to flick to them and kill them.

[–] [email protected] 2 points 7 months ago (1 children)

True that, but I imagine such sudden flicking to seemingly random positions to be much more obvious than if the hacker had 10 seconds to see the player, tactically preaiming a corner pretending to hold an angle to then be lucky and hit a shot. Would be harder on games with smaller maps, CS like, as holding angles would be much more common than in open worlds - eg. Tarkov.

[–] [email protected] 1 points 7 months ago

My point was that you're multiplying server costs several times to do that complex rendering and still not solving the problem.

[–] [email protected] 1 points 7 months ago

Hell. I have enough trouble knowing where I am much less predicting where other people will appear.

[–] [email protected] 1 points 7 months ago (1 children)

I don't know game development but uh do you? What are you rendering when the player can't see them? I might legitimately just not get what you mean

[–] [email protected] 3 points 7 months ago (1 children)

You constantly have to render people in when they can't be seen but will soon be seen. Which also means instead of keeping track of just locations the server needs to render the scene in sufficient detail as to determine sightlines.

Usually games just do this by sending info to clients of where everyone is and letting the clients render people in when the client determines that the sightline isn't interrupted.

Some games will just not send the positions until they're within a certain range of each other, but I'm a realistic game like tark you'd need several kilometers of info in case someone scoped in.

If you don't do this correctly it leads to characters popping into existence from thin air

[–] [email protected] 1 points 7 months ago* (last edited 7 months ago) (1 children)

You could use things like ray tracing to determine if one player can be seen by another on the serverside and only send packages when they can see.

But to resource heavy to do that.

Edit: Thinking about it, you simply have to render the whole map with all players server side and based on that determine which players can see each other and based on that send the information to the clients.

[–] [email protected] 0 points 7 months ago (1 children)

You do see why that's a serious issue right? Before the Server did nothing more than maintain a list of x,y,z coordinates of player positions. Now it's rendering the entire game space and doing 3d calculations.

That's several orders of magnitude more complex and costly.

[–] [email protected] 1 points 7 months ago (1 children)

That's exactly what i said.

Still no reason to put a root kit on the customers PC.

[–] [email protected] 0 points 7 months ago

There's no way in hell you'll ever get a game company to agree to that. You're talking 100x the expense of running a server at a minimum.