I’m younger than both of ya’ll but I remember playing COD Modern Warfare 2 on my Xbox 360 with a 27” CRT TV and a connection that put me a good few tenths of a second behind everyone else(estimating off of killcam footage).
I cleaned up most of the time. I had to get good and I didn’t know at first that it was my connection so I just started going wild lol. I only played hardcore mode and used fast, light weapons so I could react and correct more quickly. Probably couldn’t pull it off these days but it’s a fun memory.
Yeah… a whole lot of gamers… seem to… think they know how game design works, think they know how to solve technical problems…
And well now in the last decade we see the buckets of slop games on steam made by such idiots, confirming that indeed, 95% of them have no clue about anything.
I was an early beta tester for Project Reality, which has now become its own studio, Squad is literally Project Reality just rebuilt in UE 4 to higher quality, because EA wouldn’t liscense out Frostbite to them.
But thats all a tangent to hopefully lend some creedence to when I say: solving network lag and having good netcode is actually extremely complicated and difficult, even still today.
We still see AAA studios fucking up the basics of a lot of netcode stuff in mmo/rpg typr games, where they just make way, way too much shit clientside authoritative, and then have to spend a year or two redesigning the entire game.
This, in turn, is why third party kernel anti cheats have taken off so much, because game devs just fucking give up at making a reasonably secure networked game.
Meanwhile Valve figured this shit out literal decades ago, with highly efficient netcode, and a mostly server side AC solution.
It isn’t possible to stop 100% of cheaters.
It is possible to stop 99.9% of them by designing your game and netcode well.
But that is apparently too hard, so basically the entite industry has outsourced it and/or solved it with massively inefficient and privacy/security compromising AC.
I’m younger than both of ya’ll but I remember playing COD Modern Warfare 2 on my Xbox 360 with a 27” CRT TV and a connection that put me a good few tenths of a second behind everyone else(estimating off of killcam footage).
I cleaned up most of the time. I had to get good and I didn’t know at first that it was my connection so I just started going wild lol. I only played hardcore mode and used fast, light weapons so I could react and correct more quickly. Probably couldn’t pull it off these days but it’s a fun memory.
Hehe sounds about right.
Yeah… a whole lot of gamers… seem to… think they know how game design works, think they know how to solve technical problems…
And well now in the last decade we see the buckets of slop games on steam made by such idiots, confirming that indeed, 95% of them have no clue about anything.
I was an early beta tester for Project Reality, which has now become its own studio, Squad is literally Project Reality just rebuilt in UE 4 to higher quality, because EA wouldn’t liscense out Frostbite to them.
But thats all a tangent to hopefully lend some creedence to when I say: solving network lag and having good netcode is actually extremely complicated and difficult, even still today.
We still see AAA studios fucking up the basics of a lot of netcode stuff in mmo/rpg typr games, where they just make way, way too much shit clientside authoritative, and then have to spend a year or two redesigning the entire game.
This, in turn, is why third party kernel anti cheats have taken off so much, because game devs just fucking give up at making a reasonably secure networked game.
Meanwhile Valve figured this shit out literal decades ago, with highly efficient netcode, and a mostly server side AC solution.
It isn’t possible to stop 100% of cheaters.
It is possible to stop 99.9% of them by designing your game and netcode well.
But that is apparently too hard, so basically the entite industry has outsourced it and/or solved it with massively inefficient and privacy/security compromising AC.