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this post was submitted on 14 Nov 2025
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I don't understand how you lump my arguments into "extra latency". Server side anti cheat doesn't add latency (I mean technically it does, but that's not the concern right now), but latency is very much the reason for the downsides I pointed out. The smaller the margins, the higher the chance one of the two players doesn't see the other coming solmoothly around the corner, but suddenly materializing in full view.
Your examples illustrate that very well. It's OK for PUPG or Tarkov (and even there only long distances), but a hard for Valorant.
And now, instead of the irrelevant bucket, make the same argument for a relevant object - like a grenade, or tracers. You cannot just get rid of everything or implement random delays or randomized origins.
It's not reframing. The original argument I replied to claimed these hacks only exist because the server sends everything, and it would be extremely easy to fix this. Neither of which is true.
Followed by
Is wild to me.
Seems like you understand perfectly fine.
This is both you agreeing yet disagreeing with my argument and I don't get the point exactly.
If its feasible reasonably, the point of your argument is diminished.
You're fighting a strawman by pretending that my argument was ever to "just get rid of everything or implement random delays or randomized origins".
My point applied in specific cases where relevant, and the dishonesty in your argument here is by acting like I am talking about not having a game. The bucket example was specifically about a bucket going towards a player from an unseen location with no line of sight.
For a situation like a grenade, the grenades direction becomes visible, somewhat randomized, from when the player should be able to see it. This presents no gameplay problems and solves the edge case of figuring out its trajectory for cheats, especially as a little bit of randomization results in a wildly inaccurate origin point.
As for the bullet, where are people shooting others without line of sight, where the bullets path would also simultaneously be visible? Its not a realistic scenario to bring up at all.
If we're going to that extent, we might as well also then say that all client side anti cheat is worthless because you can use a secondary machine to read the ram of a primary machine or other such high effort cheating strategies.
Firstly, it absolutely is reframing, because they never claimed anything was a kill-it-all solution. They claimed one thing was a specific solution for a particular problem, which it is.
The only part that you actually have shown good reason to disagree with is the last claim, as with the second you've admitted that it in fact would be effective, but that there would be downsides potentially (as if there arent downsides with every option).
It's tellingly ironic that for you it's totally okay to make a broad statement, then when being called out cut it back to "where relevant". And in the same sentence you make a strawman yourself, claiming that I'm acting like you are "talking about not having a game at all". If you want your arguments understood "where relevant", maybe show the same consideration.
As for the grenade and bullet examples I simply disagree. Given a certain observable trajectory it's freakishly easy to get a good enough point of origin to get an unfair advantage with that information. As for an example about the bullets, I believe there's enough FPS games with tracers out there. An extreme example would be Unreal Tournament Instagib matches. Where you see literally all tracers - directed at you or not.
Correct. Client side anti cheat can only make it so hard. Never impossible.
Yes, they said wall hacks would not exist if the server would only send what a user can actually see:
And that's not true. Wall hacks would still exist, as necessary information can be used to determine an enemies position. To a certain extend.
And yes, put to an unreasonable extreme it would eliminate wall hacks entirely. Just nobody would want to play such a game.
Have a good day.