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submitted 3 days ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca
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[-] CptBread@lemmy.world 3 points 3 days ago

I would guess that type of game is much easier to do more comprehensive anti cheat for then the kind I was thinking of(i.e shooters) but I can't be sure as I've never worked on one. The prime thing that I think makes it easier is that the game has a clear "no you cannot see or hear this person at all" state.

[-] dgdft@lemmy.world 8 points 3 days ago

Yeah, shooters are definitely harder but not impossible. Some games are starting to implement occlusion culling (i.e. the vision detection strategy you’re describing), but that’s impossible or hard to pull off in certain contexts.

Overwatch 1 is probably the best case study in that genre: while it absolutely had cheaters, their player report system took action pretty fast, and anyone banned had to pay $30 for a new account. In practice, that was a strong enough deterrent to keep people from doing anything game-breaking that ruined the fun for other players.

[-] CptBread@lemmy.world 4 points 3 days ago* (last edited 3 days ago)

It does become basically impossible if there aren't strict limits on the art and level though(i.e ensuring walls or other blockers do not have small openings in them). Especially if you also want to use bushes as a thing to normally block sight as well. Though even then it's still less effective then people think as you still need to replicate players not yet visible but could be if the local player moved a bit.

Let's also not forget that you still need to deal with replicating things such as footsteps sounds through walls. Even if you replicate those as individual sound events instead of part of a replicated character that still gives a cheater enough information to know someone is there.

this post was submitted on 19 Dec 2025
171 points (99.4% liked)

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