Comment on Why is anti-cheat always client-side?
JeffKerman1999@sopuli.xyz 11 months agoI remember a long time ago it was on the server side that the hits were registered not on the client side. It had a funny feeling because you would have to shoot where the target was going towards instead of shooting where the target was. And that was done with 24 players in a server
boletus@sh.itjust.works 11 months ago
This is still the case for most games. Games have just gotten better lag compensation methods.
the_of_and_a_to@lemmy.world 11 months ago
Pre-aiming hitscan is an ancient workaround by players for bad networking. Lag compensation fixes that. This basic problem has been overcome long time ago and is not present anymore in “most games”. Pre-aiming projectiles is a basic fps weapon mechanic but has nothing to do with networking. However, it might be influenced by the networking logic by e.g. by increasing or decreasing a delay after shooting to compensate for certain ping values. This depends on the engine the game implements.
JeffKerman1999@sopuli.xyz 11 months ago
But if you overcompensate because of lag, the local machine will tell the server you missed all the shots…
boletus@sh.itjust.works 11 months ago
I think you misunderstood me, I meant that most games will handle the bullet simulation on the server, but you no longer have to pre aim because of lag compensation.