I don’t understand why. Why do they keep supporting RL on Linux but not Fortnite?
Why the difference? Why don’t they do the same for both? Support or no support, for both. What is their logic?
Because this game was (and still is) on Steam which means that if they retroactively removed access to the game, all steam deck and Linux users could get all their purchases refunded (which in my case would be 200+ euros since it launched a decade ago)
I thought this was taken off of Steam years ago? I remember playing it a bunch and them losing access when it went to the Epic Store. Or at least I thought I did.
Nope
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I don’t think this is it.
Rocket league has server validation for every move / input the client makes. The anticheat problem for rocket league is quite different from that of Fortnite which cannot be truly server authoritative because of the complexity and requirements of a first person shooter vs car simulation.
I agree that you can do mostly serverside anti cheat for rocket league but that’s not what epic decided to do is it.
Pour que no los dos? Bots are still a problem even if they’re playing withing the valid parameters of the game.
Cheating in one case, is making the client operate differently than is allowed by the physics or rules of the game. This is largely defeated when you are able to simulate and validate every operation of the game and at a reasonable speed such that it’s not laggy or breaks the user experience.
Server side validation isn’t enough to solely defeat bots playing the game in a completely legit way (or users using input aids to do specific moves). You can do server side analytics and ML, sure, but the next obvious move is to also do client anticheat to also make it harder to cheat within the parameters of the game. They’re not mutually exclusive – server and client anti-cheat. Epic is likely doing both.
Great now I can’t aimbot.



