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Riot Games: Peeking into Valorant's Netcode (2020)

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61–70 of 93 posts

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#61
post #19

Any discussion of the game’s requirement to install kernel-level anticheat hooks that inspect the memory of every process running on the system?

in a windows PC context any game has the capability to run arbitrary code. You don’t need an AC to do any malicious damage.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#62
post #50
post #37

Earlier quoted context omitted.

Staircases too. There's one of the more respected instructors up near here in northern Oregon who does civilian tactical training stuff. Which is not my cup of tea, but it is interesting listening to the guy rant. He has what appears to be a deep seated fear/loathing for staircases.

I've heard that the stairs in castles all spiral the same direction so the disadvantage from being higher up on the steps is counterbalanced by having more space to swing your sword arm without blunting it on walls or the steps. Or at least if you're right-handed.

this has been debunked in these comments somewhere on here. people love their castle stairs on this site.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#63
post #45

I find it kind of weird that this is framed like a novel solution and discovery process when this has existed since the early 2000’s in other tactical FPS games. Did the author do no research into the competition/precursors before going down this path? Did they lie to make it seem more impressive? Whatever the case, it’s odd.

I don't disagree with you, but Valorant is the first and only FPS played by millions of people, so I can see why its presented this way. The vast majority of the audience has no prior art context, so Riot can get away with it :)

> first and only FPS played by millions of people

I have to assume that what you mean by this is "for millions of people, Valorant will have been their first and only FPS."

That may well be true! The knee-jerk response you're getting from others is because your statement sounds like you're saying "no other FPS game has ever had a million+ players."

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#64
post #44

Earlier quoted context omitted.

Its not bulletproof, but nothing really can be on the PC platform as it is today. Which is why I said somewhat successful, as no other anti cheat comes close.

it's not really a PC problem, its an attestability problem. Even with kernel level nonsense a cheat can be made technically undetectable by essentially making a 'player robot' that uses a camera and CV to watch a screen and traditional mouse/keyboard interfaces. It'll only be detectable via player-action/movement heuristics and 'best guesses', and it needs no hooks into software or OS. This type of 'bot' is going to…

I suppose this could be true for some kinds of hacks (e.g. aimbots), but is pretty much useless for things that require information, like wallhacks.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#66
post #4

Awesome insight. While playing FPS', I wondered why corners were a point of contention for me, both in dying or killing, and now I have additional insight. I can sit at a corner and die from an oncoming enemy, or I can take the corner and take the enemy. I assumed it was all due to my own biological perceptual system, and now I see the synchronization would be giving each player an advantage depending upon who's over…

I like to think of it as making sight-lines versus breaking sight lines.

And in fact, both people can be making one at the same time, but the trick is that they are a slightly different lines because each client has a slightly different idea of where both players are.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#67
post #50
post #37

Earlier quoted context omitted.

Staircases too. There's one of the more respected instructors up near here in northern Oregon who does civilian tactical training stuff. Which is not my cup of tea, but it is interesting listening to the guy rant. He has what appears to be a deep seated fear/loathing for staircases.

I've heard that the stairs in castles all spiral the same direction so the disadvantage from being higher up on the steps is counterbalanced by having more space to swing your sword arm without blunting it on walls or the steps. Or at least if you're right-handed.

If I recall correctly, that theory is challenged by: (A) there isn't a predominant direction to such staircases and (B) if enemy soldiers are in your staircases, it's all too late anyway.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#68
post #44

Earlier quoted context omitted.

Its not bulletproof, but nothing really can be on the PC platform as it is today. Which is why I said somewhat successful, as no other anti cheat comes close.

it's not really a PC problem, its an attestability problem. Even with kernel level nonsense a cheat can be made technically undetectable by essentially making a 'player robot' that uses a camera and CV to watch a screen and traditional mouse/keyboard interfaces. It'll only be detectable via player-action/movement heuristics and 'best guesses', and it needs no hooks into software or OS. This type of 'bot' is going to…

Its a PC problem because process memory is not protected from other processes or the kernel. Kernel anti cheat completely stops userspace cheats from working at all. It has problems with cheats abusing drivers or DMA based cheats, and of course hardware that only acts on your monitor output and adds input to your mouse. Your argument seems to be that it is not bulletproof therefor we shouldn't use it and allow simple userspace cheats like cheatengine to work again.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#69
post #8

Earlier quoted context omitted.

Didn't most first person games have this automatically because of using the Quake engine due to their PVS system? It was used to reduce drawing overhead but also beneficial in not sending more data than needed and preserve bandwidth serversided.

AFAIK no they didn't, Valves engines are from the Quake lineage and still use PVS but they only added serverside fog-of-war to Counter Strike relatively recently in ~2015. As the Valorant article goes into, it's a harder problem than it appears because you need to allow the client some wiggle room to know an enemy in coming around a corner before the player sees them so that lag compensation and shadows work correctl…

[dead]

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#70
post #65

I wonder if we’ll ever see a computer assisted style in esports, like what exists within chess. Bring your best cheats.

There is a HvH (Hack vs Hack) community in csgo. Private servers (mostly) without Anti-Cheat and while there is some skill to it, it's mostly a competition between different cheat programs. I really recommend you to watch some YouTube Videos about it, there are some crazy cheats and even counter measures built into cheat clients to protect against other cheats.
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