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Comment by dontlaugh

2 days ago

That is not always possible for genres with fast gameplay like most shooters. It's quite common for player movement to be able to put an enemy in view before the light could've round-tripped from the server.

This is generally the anti-cheat problem. Certain genres have gameplay that cannot be implemented without trusting the client at least some of the time.

This is correct, the correct amount of over-sharing by the server is non-zero, because otherwise you give a HUGE advantage for slight ping differences.

  • It's even worse, the lowest theoretical latency possible based on speed of light alone is not low enough for the speed of movement in many shooters, if the server hid all immediately invisible information.