this post was submitted on 14 Jun 2026
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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.