https://technology.riotgames.com/news/demolishing-wallhacks-...
Not many first person games have that "fog of war", it turns out to be quite hard to implement well.
https://technology.riotgames.com/news/demolishing-wallhacks-...
Not many first person games have that "fog of war", it turns out to be quite hard to implement well.
This video compares Valves own fog-of-war implementation to the implementation used by FACEIT, a third party competitive matchmaking service, which shows there's a pretty wide range of trade-offs to be made. Valve went for conservative and fast, while FACEIT went for aggressive and (presumably) slow:
https://www.youtube.com/watch?v=8w1ICIBO3D4
Valves implementation is better than nothing, it at least stops cheaters from knowing which direction the other team is going at the start of a round, but beyond that it doesn't stop them from knowing exactly where most enemies are standing around corners because the serverside visibility checks are so coarse.
This has been replaced by 'subtick' which I don't know enough about to comment.
Many custom servers in games like CS enable a more aggressive version, in cases where you geographically will be close, so you can rule out high latency connections and have more aggressive fog of war.
The engine has a flag that is mainly used to draw the player's weapon (which is rendered above the rest). Using this flag for players was the "engine compliant" way of making a wall hack.
Or in team fortress, replace the sniper's red aimpoint dot with a big model. They become easier to avoid.
Of course not great from large distance / players behind multiple walls but I think the server wouldn't send you the info of those guys anyway.
https://old.reddit.com/r/GlobalOffensive/comments/37ebes/maj...
> Added trace-based visibility checks to prevent networking invisible enemy players.
If you're remembering playing with the r_drawothermodels console command to get a faux-wallhack effect, that was still subject to the engines clientside occlusion culling so it didn't show everything the client (and real cheats) were actually aware of.
The thing I remember was that my friend's graphics card had a global transparency setting built in (AKA a wall-hack mode lol). You could see other players come into view as soon as the came into an area that was rendered. Then a CS patch came out and the players weren't visible until very shortly before they would become visible had we not had the uhh... transparency mode on haha.