FWIW I tried to install Valorant in a VM recently (because I'm tired of installing the root-kit anti-cheat on my main PC in order to play it). It simply fails to launch the anti-cheat, and so doesn't launch the game.
FWIW I tried to install Valorant in a VM recently (because I'm tired of installing the root-kit anti-cheat on my main PC in order to play it). It simply fails to launch the anti-cheat, and so doesn't launch the game.
I know it's sometimes too costly, but game studios should invest more on server-side security measures and mostly distrust the clients.
The problem is that developers treat PC like a locked console. This is just a completely fruitless uphill battle. PC gives power to its users, while consoles give power to the developers. PCs are designed to not sandbox or lock you, you can do anything with them without having to break its sandbox first. The mindset with the developers that deploy intrusive anti-cheat is to have the users locked in so they can ship their centralized server model and hope they can deal with the hopefully lesser amount of cheaters themselves, instead of giving the moderation power to the users themselves.
The fact that the client can remove the wall and see something behind it is due to the fact that the client is trusted to do the hiding. An untrusted client would not receive the enemy position until the enemy is visible. This, however, comes with the drawback that the server needs to do the culling - That's why pretty much nobody does it right now.
Aimhacks would still be possible, of course, but client-side anti-cheat can't prevent those either.
But... it is done with a z-buffer.
If an opponent is obscured behind a nearby pillar or something, that's not going to be culled in software - that's done by the hardware z-buffer as part of the render process.
You can see this for yourself if you look at a game being run with wireframe rendering. You'll see it's in the same render node so it's still rendered - it's just obscured by closer geometry. And it's how some cheats actually work - they basically turn the wireframe back on!
'Tracing a shot' is casting one single ray.
For example read this article someone else linked https://technology.riotgames.com/news/demolishing-wallhacks-... and look at the last animation.
Also you are forgetting that you just said that line of sight was done in hardware and you didn't explain how that would work for a server testing if shots actually hit.
> You can see this for yourself if you look at a game being run with wireframe rendering. You'll see it's in the same render node so it's still rendered
What does this even mean? What is "it" here and what is a "render node" ? There are hierarchies of transforms and players are going to be separate from the environment. This doesn't actually mean anything.
> it's just obscured by closer geometry. And it's how some cheats actually work - they basically turn the wireframe back on!
Yes, you are restating the context of what people are talking about, not what is actually being talked about, which is the timing of when the server should send visibility information, which is what your link is actually about.
Your link is actually directly contradicts what you are saying since it uses both an expanded bounding box based motion extrapolation and precomputed visibility, neither of which has anything to do with a z-buffer.
Can you see how the red outline of the opponent appears while they're obscured behind the pillar?
When that red outline appears it's showing that the opponent is now being rendered, and that the z-buffer is being used to obscure them from behind the pillar.
This discussion is about how to make the red outline not appear until the opponent is actually visible.
The article goes into lots of ways to make the red outline appear later, but it still appears before the opponent is actually visible on screen.
That's the issue that people want to solve.
Consider an example of an opponent with just one pixel of their gun visible around a corner. How do you send that information to the client without telling them there's an opponent there, so that the user has to actually see the pixel? You'd have to just send that one pixel, right? Now we're talking about rendering server-side!
Yeah, that's game rendering in the engine. That's visualizing something, not illustrating how the server is doing it. Did you actually read and understand your own link?
"That's the issue that people want to solve."
No it isn't, you misunderstood your own link to the point that you have it backwards.
The server not rendering the entire game from each person's perspective every for every player every frame.
The problem is being able to see every player walking around all the time.
Think for a moment what would happen if the server actually had perfect visibility - by the time you can see them it is already too late. You should be able to see them and then the server starts sending you a position. By the time you know you should see them, you should have already seen them and the other player pops into frame.
That isn't even buried in your own link, it's at the very top.
"Consider an example of an opponent with just one pixel of their gun visible around a corner. How do you send that information to the client without telling them there's an opponent there, so that the user has to actually see the pixel? You'd have to just send that one pixel, right? Now we're talking about rendering server-side!"
This is gibberish and is a lot like Frank Abignail trying to BS pilots. Once again your own link explains why this is nonsense from a lot of different angles, did you even read what you linked or did you just look at the pictures? It explains everything clearly.
Why are you so abusive in your replies? What causes you to talk to people like this?
> You should be able to see them and then the server starts sending you a position.
Yes that's what I'm saying you'd need for an untrustworthy client. But even that's not quite good enough - if you can 'see' them but it's just one pixel that the user might miss - should the client really get the full location information? It could highlight the enemy from that when a player would likely miss it otherwise.
> The problem is being able to see every player walking around all the time.
No that's a weaker version of the overall problem. If you give the player's location to the client when the player may not actually be able to see them then you're relying on a trustworthy client.
You originally said that a server would have to render the game and use the z-buffer to do any occlusion culling, but this is not only not correct, it is contradicted by something you yourself linked. Why not just admit that this was a guess and not from experience or research into how game engines work?
"But even that's not quite good enough "
You are the only one saying that. Going from seeing every player on the map all the time to only seeing players a few frames before you would have seen them anyway is a huge leap, which is again, what people are talking about and exactly what you linked.
"should the client really get the full location information? "
What partial location information are you envisioning here?
Again, focus on backing up what you originally said first instead of trying to shift the goalposts from how servers would "have to" do occlusion culling.
You: "But... it is done with a z-buffer. If an opponent is obscured behind a nearby pillar or something, that's not going to be culled in software - that's done by the hardware z-buffer as part of the render process."
Then I explained why this doesn't make sense on the server as a generalization and isn't necessary from a technical angle.
Then you ignored that you were both snarky and wrong, provided your own source which directly contradicts what you originally said and ultimatly called yourself a victim of aggression when I pointed this out.
https://technology.riotgames.com/news/demolishing-wallhacks-...
Bingo, game servers need to be as lightweight as possible because whatever calculations they have to run need to run per player per tick. Detailed occlusion calculations would be impractical, so at best it's very rough. And of course you don't want a situation where an opposing player isn't even seen until they've already shot you, so it needs to err on the side of visibility.
Every latency-sensitive online game has to make a bunch of tradeoffs between performance and security, and performance is generally more important.
Now think about how many times a second you'd need to trace from every pixel on the screen to every part of the geometry on every opponent in order to check if it was visible or not to see if a player was legitimately able to view any part of their opponent.
For example read this article someone else linked https://technology.riotgames.com/news/demolishing-wallhacks-... and look at the last animation.
Anyone familiar with game engine programming would never consider what you are saying. That link is a more in depth version of what I just said, ray casts are being done on the server for visibility and have nothing to do with rendering the game to do it. It is literally demonstrating that they are already doing what people were wondering about.
Using an over-approximation causes the opponent's location to be revealed to the client even when the opponent isn't quite on screen yet, requiring the client to be trusted to not show this information early, which is what people in this thread want to avoid.
That's the whole point of the discussion.
This is what the article is showing - can you see how the red outline of opponents appears early, and how the client is being relied upon to hide them until they're actually visible? That's what people don't want.
You for some reason are ignoring what you originally said to focus on something else you are seem to misunderstand the context of.
What you originally were saying was that you would have to render polygons in hardware for the server to have any idea about occlusion, which the link that you gave not only disproves, but assumes that no one would think in the first place.
The whole point is that wall hacks let you see people running around the whole level and it is just a matter of work for the server to only send positions a few frames before you are going to see a player.
Everyone else is on the same page, but you think the player position being sent right before they appear is a problem? That's the solution in your own link.
...and when an untrustworthy client gets that info it can highlight the opponent just before they come into frame, or highlight them fully even when they're mostly concealed, giving you an advantage.
That's the point of the thread. That's what people want to avoid. That's what the link wants to avoid, and says it doesn't manage to quite do and explains why it's hard.