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Anticheat Update Tracking

(not-matthias.github.io)
124 points not-matthias | 1 comments | | HN request time: 0.264s | source
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varun_ch ◴[] No.44420989[source]
Forgive my ignorance, but why don’t game developers put more effort into limiting the amount of data accessible to the client (restricting it only to what’s reasonably necessary)? For example, couldn’t more movement physics be validated or handled server side? Cheats might still be able to read some data from the game process, but ideally, they’d be limited to issuing inputs like any other player, based only on the same visible output everyone sees. Is it cost? Does this model just not align with how the client/server split looks in games?
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tekla ◴[] No.44424067[source]
You don't want clients suffering a bad experience because they don't have gigabit internet
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1. jeroenhd ◴[] No.44424412[source]
Games hardly eat up more than a megabit of bandwidth in practice, unless you start streaming. Even streaming games from the cloud to your computer will usually take less than 20-30mbps.

Latency is the real killer, though. A 10ms round trip + a few ms of simulation time at 144Hz will have physics objects "correct" their position after 4-5 frames have already been rendered. Bump that up to 30ms (still a perfectly common amount of latency) and you're reverting objects after 10 frames of animation.