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CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

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Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#51
To me, the best anti cheat are the one you put in the game design.

There is only one 'fps' I play, it's called holdfast and is about Napoleonic warfare. Muskets are so inaccurate that having a wallhack or an aimbot would be complete nonsense.

There are still people who cheat in other way, but it's extremely limited.

Cheaters killed 90% of the multiplayer game to me.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#52
post #3

This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially arou…

> Cheating has always been a problem in FPSs, and it likely won't go away. That's why premier competitions have always been on LAN.

And even then I heard of aimbots included in the gamer mouse that would 'infect'the computer when it's wired in.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#53
post #3

This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially arou…

I wonder why similar methods haven't been employed in MMO servers to help curb botting/cheating there. The impact of jitter and loss of smoothness in a tab-target game like WoW would be minimal (even in PvP), because it's always had a noticable level of artifacts like rubberbanding.

I haven't played WoW, but I played other third-person MMORPGs, and usually by design you can freely rotate the camera and see behind walls. The "fog of war" is simply a distance around the player. So they do implement this, it's just not nearly as complicated to implement as in an FPS.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#54
post #3

This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially arou…

I wonder why similar methods haven't been employed in MMO servers to help curb botting/cheating there. The impact of jitter and loss of smoothness in a tab-target game like WoW would be minimal (even in PvP), because it's always had a noticable level of artifacts like rubberbanding.

Has been implemented in mobas such as lol

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#55
post #14
post #9

Earlier quoted context omitted.

Why on earth don't the producers of the game implement this? It sounds trivial to do?

The many tradeoffs involved are not trivial, this can only feasibly work well on LAN. This is the reason why Valorant is the least playable among all competitive shooters if your internet is anything lesser than Google campus fiber, ironically in spite of having even-slower-than-CS movement physics on its side to mask the problem. Riot conveniently cherry picks the best case scenario and handwaves the actual technica…

Yup, I just reread the post you are talking about (https://www.riotgames.com/en/news/peeking-valorants-netcode) and it really seems like just endless fluff and no real solutions. Reading this post is almost unbearable and it all just comes down to this part:

> We built Riot Direct, our own internet backbone, to minimize network routing delays and processing time across the internet.

> We’re standing up VALORANT servers around the world, ultimately aiming to deliver 35ms ping to 70% of our player base.

> We optimized our servers to provide a smooth 128 server tickrate to all players.

> We optimized the VALORANT game client to run at 60FPS on most machines from this decade and higher framerates for players with high refresh rate monitors.

> We run clients and servers running with minimal buffering, targeting one buffered frame of movement data for clients and an average of half a frame of movement data on servers.

This seems like basic stuff that every other game does.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#56
post #9
post #3

This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially arou…

Why on earth don't the producers of the game implement this? It sounds trivial to do?

They've actually unimplemented this. CS:GO being a source 1 game meant the maps used BSPs and got visibility checking essentially for free.

Various platforms even made it stricter. It was not uncommon to see enemies teleport from behind walls on Faceit as their settings were very strict.

However, Source 2 is more of a mesh based engine and so they just never bothered to implement this particular feature back in.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#58
post #3

This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially arou…

> Cheating has always been a problem in FPSs, and it likely won't go away. That's why premier competitions have always been on LAN. And even then I heard of aimbots included in the gamer mouse that would 'infect'the computer when it's wired in.

That's the infamous "word.exe" CSGO scandal.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#59
post #49
post #48

Earlier quoted context omitted.

Counter strike in fact uses ticks

A tick is the smallest amount of time the server does its "work" in. It does not mean, as the person I'm replying to was implying, that clients are 100% always lined up, because a game is played (locally) at much higher update rates. So a server, of course, does send updates (player position, etc.) every "tick," but that doesn't matter. Even assuming zero dropped packets (suppose we're playing over TCP), it would fee…

In the context of this fog of war thread when we're talking about pop in and peekers advantage. The relevant bit is to make the game fair for the both of them. For FOW its trivial to make the decision to reveal both players to each client during the same tick. Yes I'm aware of all the other knobs and gameplay possibilities. Ive got a shitload of hours and followed pro scenes for a long time, none of that matters to this fog of war anti cheat program.

Re: CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

#60
post #45
post #16

Earlier quoted context omitted.

Because what do you think matters more in an online game: A. Smooth and consistent client experience, where bullets hit what you aim at (client-side prediction) where aimbots and wallhacks work. B. Jittery/laggy client experience, where aimbots still work, but wallhacks are disabled? You can only choose one option. Generally, everyone agrees "A" is the best option and cheaters will be dealt with at game time. It's an…

It isn't an unsolvable problem though, there's only jitter because the implementation isn't very good Implementing a more conservative anti wallhack cheat where player positions start streaming in slightly earlier still significantly cuts down on the efficacy of wallhacking, while entirely avoiding the jitter problem. Characters in CSGO move at a fixed speed, so you can calculate exactly how many ticks in advance you…

> They're a small company which largely develops steam as a platform, not VAC or anticheat solutions for games

If anyone can afford to develop effective anti-cheat, Valve can.

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