this post was submitted on 12 Apr 2024
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Ah I see your point and I’d be interested in what that implementation looks like. I think it would highly depend on the game so the type of thing you’re talking about is more applicable to Esports titles.
The culling of players beyond eyesight or through walls is absolutely something that can be done to minimize cheats. If I remember right, CS has been doing this for a long time. However it has limits. Ping becomes very important as the culling will screw up interpolation.
Then you start talking about cheaters moving and aiming like real players, that can get hard because you have to set acceptable limits on these things. I don’t think it solves the problem though.
Even if someone using cheats is kept within the bounds of maximum human performance, well, they can still outperform most humans can’t they? And that doesn’t solve much of my issue. Like say we set cheating limits in actual sports at the best players capabilities, how do we even know what those are? And if someone normal dopes and can perform at that high level, it’s wrong. And it’s wrong at any skill level to do so. Because it undermines the sport or game.
Now I think this can easily be better in most games. Most games don’t even ban people who are sliding around the map at inhuman speeds and getting 50 headshots a minute. CS doesn’t even do that and I have no idea why. The bar is in the floor for stopping cheaters honestly.