Cheating has always been a problem in FPSs, and it likely won't go away. That's why premier competitions have always been on LAN.
[1] https://www.pcgamer.com/introducing-gameref-the-anti-cheat-h...
[2] Hard to fully obfuscate audio sources, hard to obfuscate hitboxes since you still need them for collision checking (e.g. if a grenade bounces off an enemy player behind a wall—the server does not do all physics for all clients), and this is on top of the engine itself sometimes requiring actual entities, so you're stuck with these dummy entities in memory, and so on.
[0]: https://www.reddit.com/r/GlobalOffensive/comments/35zwwy/opt...
PVS culling solves the informational/strategic advantage aspect provided by wallhacks, but not the pre-aiming reaction-time advantage in a peeker vs holder scenario.
A. Smooth and consistent client experience, where bullets hit what you aim at (client-side prediction) where aimbots and wallhacks work.
B. Jittery/laggy client experience, where aimbots still work, but wallhacks are disabled?
You can only choose one option.
Generally, everyone agrees "A" is the best option and cheaters will be dealt with at game time. It's annoying, but that's the cost of online video games.
This is the reason why Valorant is the least playable among all competitive shooters if your internet is anything lesser than Google campus fiber, ironically in spite of having even-slower-than-CS movement physics on its side to mask the problem.
Riot conveniently cherry picks the best case scenario and handwaves the actual technical tradeoffs in their smug "we solved peeker's advantage!" engineering blog posts that are really just barely-disguised monorail Gish gallop.
There are plenty more questions like paying for mods/review, securing the money, paying for servers, etc.. but my basic question is if cost of entry exceeds cost of reward from cheating has ever been attempted in a game.
Apparently buying a new copy of a $10-20 game isn't enough to keep people away from cheats. Less so when there is prize money on the line or skins (e.g. CS2) worth $100k.
>CS2FOW uses static baked map geometry. Dynamic occluders such as doors, breakables, props, smokes, particles, and projectiles are intentionally out of scope for now.
Market window on Mirage just became more powerful on these servers :)
Very cool project nonetheless.
> Does it cause pop-in when peeking?
The goal is early reveal, not exact last-millisecond reveal.
CS2FOW predicts using movement and ping, reveals enemies slightly before exact visibility, and keeps revealed enemies visible briefly. This intentionally leaks a small near-corner window to avoid late pop-in.
This fails to address the main point of the "pop-in" issue relevant to fog of war systems, which is that it is the victim of the peek that gets the worst pop-in effect, the peeker much less so. The aggressive peeker gets the benefit of the early-prediction from the server since they're the initiator of the movement, whereas the victim only begins to receive the information after the peeker has already gotten two network roundtrips worth of early prediction."Fixing" this would make movement sluggish: any movement would need to be validated by the server. Meaning delay between pressing keys and actual movement.
So it's sort of a "relativistic" temporal system, not a standard "oh now you're at t=1, now you're at t=2" kind of timeline.
To solve this, the fog of war would need to use purely positional near-edge tolerances, which defeats the entire purpose of fog of war to begin with, which is the pre-aiming reaction time advantage of tracking the peeker through walls in addition to having a farther lever point from the cover than the peeker.