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Mesa 21.x Seems To Muck Up Gamers' Trust Factor For Counter-Strike: Global Offensive

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  • HenryM
    replied
    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.
    Last edited by HenryM; 03 May 2021, 02:14 PM.

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  • JonnyRobbie
    replied
    Originally posted by thedukesd View Post
    If 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 do realize that they have a system addressing exactly this and have been there for several years. They absolutely do have an occlusion-based anti-wh. It's just at some point, they have to start rendering the player if not only just because you cannot see an eneme, you can hear an enemy, so the positional info has to be transmitted to you anyways. But most importantly, they have to prevent popping up, which was a problem when they first introduced this method.

    You obviously just want to rage at Valve without knowing much.

    Originally posted by zxy_thf View Post
    Wait, it's 2021 and CS:GO is still using OpenGL not Vulkan?
    (DotA moved to Vulkan a while ago so I'm confused)
    The general gist of it that the current codebase of csgo is an atrocious spaghetti monster of ludicrous code and changing something so fundamental would be so hard, compounded to impossibility thanks to the lack of incentive in the infamously flat Valve structure.

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  • stormcrow
    replied
    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.
    Still haven't figured out Unix permissions systems, that's for sure. All files in a game are marked executable whether they're library, config file, or data assets. They're only quick to make changes if their cash cows are in jeopardy.

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  • bachchain
    replied
    Originally posted by Mershl View Post
    So far we have not seen official feedback from Valve since January. This should be quite simple to confirm/deny...
    You've never dealt with Valve before, have you? Their capacity for silently ignoring problems is second-to-none.

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  • fagnerln
    replied
    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.
    Source uses ToGL to translate Dx9 to OGL, but with Portal 2, they managed to use DxVK, I think that's possible, but they don't want.

    https://www.gamingonlinux.com/2021/0...another-update

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  • Cape
    replied
    Originally posted by mackal View Post
    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.
    Seems plausible.

    Unfortunately, without GL Threading I'm only getting 450FPS :-(
    LITERALLY unplayable.

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  • mackal
    replied
    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.

    Leave a comment:


  • lamka02sk
    replied
    Originally posted by zxy_thf View Post
    Wait, it's 2021 and CS:GO is still using OpenGL not Vulkan?
    (DotA moved to Vulkan a while ago so I'm confused)
    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.

    Leave a comment:


  • thedukesd
    replied
    Originally posted by randomsalad View Post
    The graphics driver would be a prime suspect incase of wallhacks and the like.
    If 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.
    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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  • zxy_thf
    replied
    Wait, it's 2021 and CS:GO is still using OpenGL not Vulkan?
    (DotA moved to Vulkan a while ago so I'm confused)

    Leave a comment:

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