Re:Riot Games: Peeking into Valorant's Netcode (2020)
by ancieque on Thursday October 24, 2024 @01:08PM
(#41937435)
I remember installing a metamod plugin to my cs 1.5 Server that added server side fog of war iirc. But i could be mixing things up.
Re:Riot Games: Peeking into Valorant's Netcode (2020)
by shaokind on Thursday October 24, 2024 @01:15PM
(#41937496)
SMAC certainly predates Valve’s official implementation, wouldn’t be surprising if something else also did it.
Re:Riot Games: Peeking into Valorant's Netcode (2020)
by CodeArtisan on Thursday October 24, 2024 @08:00PM
(#41941028)
Probably CSGuard/HLGuard. It had a popular wallhack-block feature that was using a lot of CPU.
Re:Riot Games: Peeking into Valorant's Netcode (2020)
by renewiltord on Thursday October 24, 2024 @02:46PM
(#41938391)
Oh great video. Thanks for sharing. Surely the tick rate has to be lower on FACEIT as a consequence? Maybe this is why everyone in matchmaking would talk about it.
Re:Riot Games: Peeking into Valorant's Netcode (2020)
by coverj on Thursday October 24, 2024 @07:42PM
(#41940919)
at this time valve official servers were 64 tick and FACEIT 128 tick.
This has been replaced by 'subtick' which I don't know enough about to comment.
This video compares Valves own fog-of-war implementation to the implementation used by FACEIT, a third party competitive matchmaking service, which shows there's a pretty wide range of trade-offs to be made. Valve went for conservative and fast, while FACEIT went for aggressive and (presumably) slow:
https://www.youtube.com/watch?v=8w1ICIBO3D4
Valves implementation is better than nothing, it at least stops cheaters from knowing which direction the other team is going at the start of a round, but beyond that it doesn't stop them from knowing exactly where most enemies are standing around corners because the serverside visibility checks are so coarse.