the trust factor problem started a couple weeks before clamp_div_by_zero and glthread were made default, but some time after clamp_div_by_zero was added as an option in mesa-git, maybe a month.
neither option appears to cause problems before mesa 21. I have one computer on mesa 20.3 running both and the account that is used daily on that machine still has a good trust score.
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Mesa 21.x Seems To Muck Up Gamers' Trust Factor For Counter-Strike: Global Offensive
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Originally posted by thedukesd View PostIf you code the game properly it's impossible to wallhack. Sure you can make the textures transparent but it will show nothing because the server will plain not send what's on the other side of the wall to the clients.
You obviously just want to rage at Valve without knowing much.
Originally posted by zxy_thf View PostWait, it's 2021 and CS:GO is still using OpenGL not Vulkan?
(DotA moved to Vulkan a while ago so I'm confused)
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Originally posted by bachchain View Post
You've never dealt with Valve before, have you? Their capacity for silently ignoring problems is second-to-none.
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Originally posted by Mershl View PostSo far we have not seen official feedback from Valve since January. This should be quite simple to confirm/deny...
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Originally posted by lamka02sk View Post
CS:GO is still using the old Source engine (heavily modified, but still). Dota 2 is running on Source 2. They probably don't want to invest too much into the old version of Source engine and considering the company hierarchy, devs probably don't really like working on it either.
https://www.gamingonlinux.com/2021/0...another-update
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Originally posted by mackal View PostRandom guess, Valve knows how many threads they expect the game to use, this was based on older mesa versions. When the thread count doesn't match, this likely could be from cheats running their own thread, but since it's not fool proof, it just affects trust factor.
Unfortunately, without GL Threading I'm only getting 450FPS :-(
LITERALLY unplayable.
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Random guess, Valve knows how many threads they expect the game to use, this was based on older mesa versions. When the thread count doesn't match, this likely could be from cheats running their own thread, but since it's not fool proof, it just affects trust factor.
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Originally posted by zxy_thf View PostWait, it's 2021 and CS:GO is still using OpenGL not Vulkan?
(DotA moved to Vulkan a while ago so I'm confused)
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Originally posted by randomsalad View PostThe graphics driver would be a prime suspect incase of wallhacks and the like.
Current situation is the result of being cheap (because a proper made game will have higher load on the server).
Yes it's impossible to prevent all cheating but wallhacking can be prevented. In the end you can code an AI that will be faster and better than what any human can achieve.
Wonder when they will understand that to prevent cheating you need not to trust the client and to not trust the client the client basicaly doesn't need to have access to anything that is not needed and can be used to cheat (in this case what's behind the walls is an information not needed to clients but usefull to cheat).
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Wait, it's 2021 and CS:GO is still using OpenGL not Vulkan?
(DotA moved to Vulkan a while ago so I'm confused)
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