SirMaster 2 days ago

How do you stop a client-side wallhack with server side anti-cheat?

  • nevon 2 days ago

    Don't send the client information about players they should not be able to see based on their current position.

    • MindSpunk a day ago

      How does it know what isn't visible? Can it handle glass? Frosted glass? Smoke? What if I can't see the player but I can see their shadow? What if I can't see them because they're behind me but I can hear their footsteps? What if I have 50ms ping and the player is invisible after turning a corner because the server hasn't realized I can see them yet?

      To answer all those questions you either have to render the entire game on the server for every player (not possible) or make the checks conservative enough that cheaters still get a significant advantage.

      • littlecranky67 a day ago

        GeforceNow begs to differ.

        I know, not the same, but IMHO the future of anticheat. We just need faster fiber networks.

    • xeonmc 2 days ago

      And under such system, how do you stop people from abusing latency-compensation to make their character appear out of thin air on the opponent’s perspective by fake-juking a corner to trick the netcode into not sending the initial trajectory of your peeks?

      • vablings 2 days ago

        Fortnite had this same issue when BR was first released. It was promptly fixed after cheaters started abusing it by adding more stringent checks.

  • LanceH 2 days ago

    run your own servers, an admin watches them track people behind walls, player gets banned, move on. Oh, they took away player run servers...

  • shmerl 2 days ago

    Improve your server AI to catch weird behavior. Client side approach with this malware idea is simply unacceptable.