tehmics

joined 2 years ago
[–] tehmics 7 points 3 weeks ago

Be careful if you value your time

[–] tehmics 7 points 3 weeks ago (1 children)

I don't think he's the one having issues

[–] tehmics 5 points 1 month ago

Yeah dude found the absolute worst example to try to support his argument. Knife laws make absolutely no sense

[–] tehmics 2 points 1 month ago (1 children)

Did you try the new netcode test? Just saw the discord announcement today

[–] tehmics 9 points 1 month ago (3 children)

I also came across the same study while looking to disprove a conspiracy nut. We should really do more research on the effects of fluoride.

[–] tehmics 3 points 1 month ago

I remember them making it available as an STL file for 3d printing but I never saw them selling it directly

[–] tehmics 4 points 1 month ago (1 children)

For anyone else confused, no, this is not League of Legends. It's a fighting game apparently called 2XKO

I guess the Rising Thunder team finally has something to show.

[–] tehmics 2 points 1 month ago* (last edited 1 month ago)

I've never had a problem with grey sticks. GameCube and 360 had grey, and they disintegrate before they ever get discolored. My C stick inevitably ends up scuffed and looking like the tip of a yellow marker after you color over black though

[–] tehmics 3 points 1 month ago

It's the dark patterns for me. I recently switched from Plex to Jellyfin for my media server and it was night and day. My server was front and center on the client with absolutely zero bs in Jellyfin, while in Plex it's been buried and shuffled in with a mountain of garbage ad supported content I never wanted

[–] tehmics 2 points 1 month ago

Watch the video

[–] tehmics 7 points 1 month ago

And I watched every second of it

[–] tehmics 9 points 2 months ago (2 children)

Servers often don't send player data that is outside of the immediate area of the player, but they have to for enemies that are nearby. If they walk around the corner and your client didn't know about it, then you'll be waiting for your ping time to even render the enemy. I.e. they walk around the corner and already shot you, then you see them suddenly appear a full players width away from the corner, and you die. Aka peekers advantage amplified.

Same deal with footstep sounds, bullet tracers, a player's shadow, etc. Your client needs to know where all this is coming from and it can't do that if it doesn't know the enemy exists and where. And that is a buffer zone for hackers to derive wall hacks from.

So basically, the overwhelming majority of servers do do all those things, since the late 90's. Hacks tend to work within those bounds. The most common, impactful and hard to detect cheats are based on providing perfect mechanical inputs. Aka aim hacks. Nothing about limiting info from the server can prevent that unless you also want the legitimate player to be unable to see their enemies.

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