Server-Side Ray Tracing for Wall Hacking Prevention

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Solution Overview

Problem

Current anti-cheat technologies in video games, particularly for preventing wall hacking in first-person shooter games, are invasive and ineffective due to reliance on client-side solutions that can be circumvented by sophisticated cheating software, leading to trust issues and unfair advantages in competitive gaming.

Innovation Solution

Implementing a server-side system that uses real-time ray tracing to filter data packets and prevent wall hacking by generating visibility matrices based on player geometries and frustums, ensuring that only visible players are displayed to other players, thereby eliminating the need for invasive client-side monitoring.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If client-side anti-cheat software is used to detect wall hacking, then cheating detection capability is improved, but system invasiveness increases and reliability decreases due to easy circumvention

Engineering Contradiction:
Improvecheating detection reliabilityVSAvoidsystem invasiveness
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent inverts the traditional anti-cheat approach by moving the detection logic from the client side to the server side. Instead of trusting the client to report accurate player positions and visibility information, the server independently calculates what players should see by casting rays from each player's viewpoint through the game world geometry. This inversion makes the system less invasive on client machines while dramatically improving reliability, as the server now controls the authoritative visibility determination.

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent introduces an intermediary mechanism - the server-side ray tracing system - that acts as a mediator between the game world state and the clients. Rather than clients directly accessing or reporting enemy positions, the server computes visibility matrices through ray tracing and sends only the necessary visible player information to each client. This intermediary layer prevents wall hacking by ensuring clients receive authenticated visibility data rather than trusting client-side calculations.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If server-side ray tracing is implemented to prevent wall hacking, then cheating prevention reliability is improved, but computational power requirements increase

Engineering Contradiction:
Improvewall hacking prevention reliabilityVSAvoidcomputational power
Core Design Contradiction:
ReliabilityVSPower

Solution Approach 1:

The patent segments the visibility calculation problem by computing visibility matrices in discrete time steps corresponding to game ticks or frames. Rather than continuously tracking all possible ray intersections, the system calculates visibility at specific intervals based on player positions and map geometry at those moments. This segmentation allows the computationally intensive ray tracing to be performed periodically rather than continuously, reducing overall power requirements while maintaining effective wall hacking prevention.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies local quality optimization by performing ray tracing only for players and map regions that are relevant to current gameplay. The server casts rays from each player's viewpoint but only through the specific map geometry and player positions that exist in their local vicinity. This localized approach means computational resources are focused on the immediate game area rather than the entire map, significantly reducing the computational power required compared to a global visibility calculation.

Inventive Principle:
Principle #3Local quality

3Ease of operation

If traditional client-side anti-cheat is used, then ease of operation is maintained, but detection precision worsens due to sophisticated cheating software circumvention

Engineering Contradiction:
Improvesystem ease of operationVSAvoidcheating detection precision
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent implements self-service by having the server automatically and independently verify player visibility without requiring any special client-side software or hooks. The server casts rays through the game world geometry and player positions to determine what each player should see, then sends this authenticated visibility information to clients. This eliminates the need for invasive client anti-cheat software while achieving superior detection precision, as the server's independent calculation cannot be fooled by client-side modifications.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11771997B2Method of and system for preventing wall hacking in video games by using ray tracing to filter outgoing data packets
Publication Date: 2023.10.03 TOOMUCHVOLTAGE SOFTWARE INC
  • US11771997B2 patent drawing
  • US11771997B2 patent drawing
  • US11771997B2 patent drawing

AI summary

There is provided a method and a system for preventing wall-hacking by using server side ray tracing to filter data packets to be provided to user devices during a multiplayer video gaming session. Map information and player updates indicative of player actions are received, and an acceleration structure is generated. Primary rays from the virtual frustum associated with players are generated and intersections between rays and players geometries on the map are determined based on the acceleration structure. The visibility matrix is generated based on the determined intersections. The visibility matrix includes pair wise visibility information between each player. Data packets provided to each user device are then filtered based on the visibility matrix.