this post was submitted on 14 Jun 2026
347 points (98.1% liked)
Linux Gaming
26252 readers
63 users here now
Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME away from home for disgruntled /r/linux_gaming denizens of the redditarian demesne.
This page can be subscribed to via RSS.
Original /r/linux_gaming pengwing by uoou.
No memes/shitposts/low-effort posts, please.
Resources
Help:
- ProtonDB
- Are We Anticheat Yet?
- r/linux_gaming FAQ
- Fork of an earlier version of the above
- PCGamingWiki
- LibreGameWiki
Launchers/Game Library Managers:
General:
Discord:
IRC:
Matrix:
Telegram:
founded 3 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
That is technically feasible, and only really needed for a specific genre of game, in which you are already set up to do the sort of ray tracing needed to make that happen.
The answer to this is again ray tracing for the most part.
Not really. An ELO tracking method works just fine for a good chunk of that. If a 600 ELO player suddenly starts having stats of a 1400 ELO player overnight, they're almost certainly cheating.
How? This is for the server to handle, not the client. And for niche problems where it somehow would have a difference, artificial latency can be applied such as how the game Forts handles it.
Pretty much everything you've listed is from a FPS shooter perspective, which is not the only competitive game out there. These problems are solvable without kernel level anti-cheat that all these companies love to go for.
Looks like it's easy after all. All these engine developers must be idiots, not thinking of such easy solutions
But seriously, it's not that simple as you make it out to be. You can't just raytrace your way into a reliable visibility check. Especially server side. and then also compensate for network lag
Doesn't matter which genre you want to apply it to
Its less so that it is or isn't simple.
A lot of this stuff actually is fairly straightforward.
It is moreso that a lot of people are sophomoric idiots, wise fools, people who don't realize that they are just around the peak of Mt Dunning Kruger, people who do not realize the extent of what they do not know, what can go wrong.
Either that, or their boss/manager is there.
A lot of these things are obvious and well known to people with moderate levels of actual technical experience... where they actually pop up and become relevant.
Buuuuttttt... not everybody actually experiences, in significant detail, that kind of problem actually popping up, depending on exactly what that prior experience is. Also, the nature of many many game studios is that those people with moderate or more experience are basically treated as contractors and shuffled around, and as a result of this, they just do malicious compliance, they do exactly what they are told.
Because either the managers are egomaniacs, unwilling or unable to actually listen to good advice... and/or the entire team generally develops a toxic positive hugbox culture, that hand waves away valid and legit problems, and calls you an asshole for being persistent about bringing them up.
You can infact raytrace your way into reliable and robust and efficient visibility culling that even works with servers/multiplayer environment. Many succesful games and engines do exactly that.
Its just that you have to be quite clever and nail this down pretty early on in the dev cycle, otherwise, technical debt and timeline problems compound geometrically.
And, what make line on stock market go up != what make line fly around smart and clever in video game.
I've been doing game development for over a decade. Game development isn't easy, but doing server side control of the game isn't any more hard than any other part of game development. If you have the skills to make a game, you have the skills to make cheating a non-issue.
And that especially applies for the AAA game studies putting out the majority of the FPS games which are most hard to do server side authority.
You can't just expect that a visibility check/complicated visibility check is needed in every game. Not every game is an FPS.
Almost all RTS games for instance would not need complicated visibility checks, as they tend to be played on a 2D plane, which makes it easy to figure out if something is in sight of another thing.
I've played Speed Runners quite a bit. Zero visibility checking is needed for that game despite it being highly competitive. All the server needs is your inputs, and it handles all the movement, hits, speed ups, etc all on it's own. Or at leas they could if they programmed it right.
Another example, Zomboid, an indie game, already has visibility built into the core of the game. It does everything I am talking about doing. They have zero need for any kind of anticheat.
Rocket league: No need for any visibility checks. Everyone already can see everyone.
League of legends: All visibility logic is already built into the core of the game.
Super Smash Brothers: No visibility mechanics at all
/u/Mika is talking about Elden Ring, and I'd guess that visibility is not a big part of that game if at all, given it's all medieval combat. The server can consume player input and tell the clients what's going on, no need for any complicated logic.
Not all games are FPS
Also server side raytracing is not that computationally expensive considering all you're doing is comparing positions of players and maybe simulating a bounce or two in 2D space.the only time it'd be that bad would be in games like fortnite/pubg where they want the massive sightlines. So instead just do the rt check in a radius from the player that coincides with fog/draw distance
I agree with you, I think game dev isn't easy but these solutions aren't difficult either. It's just, Why try and fix what ain't broke and your company already likely has a contract with anti cheat providers like Denuvo.
Server side anti cheat is a viable and smarter solution, we have more than enough computational power to run it. So lets stop making artificial walls between platforms and enjoy playing the game
I think there may be some general confusion between 'ray tracing' and 'raycasting'.
Thanks to Nvidia, 'raytracing' now means 'doing an utterly absurd amount of raytraces all the time in order to have slightly more accurate relfections and light physics'.
Whereas, at least the lingo I'm familiar with, 'raycasting' is just like... a single ray, maybe a couple to form a frustrum, or maybe one that follows some bouncing vector math rules, to do a fast simulation of a bullet trajectory, or maybe its just attached to the player to tell the rest of them game something like... the player is on the floor, the player is standing infront of a wall or a short stairstep or climable ledge, etc.
THANK YOU, I knew it wasnt raytracing but I couldn't remember it.
May your raycasts be compute-inexpensive and functional, and may the dark spirits of vector algebra vex you only minorly, lol.