![]() ![]() Those 20-30 runs for a single seeminly 1/3 chance part that you can never get? I'm blaming a poor entropy in the seeding. This is what I'm accusing DE/Warframe of. Given the same seed the output is the same. ![]() Here is some C code using the rand from the cstdlib library. (The only true random is from quantum noise such hardware ranges from a frew hundred to a few thousand dollars) Meaning if you know the seed and the algorithm, you can predict the random numbers. Most computers use pseudorandom number generation. Warframe is based on the Evolution engine, which AFAIK is programmed in c++.Įxcept where my accusation deals with how warframe deals with seeding it's RNG. If anyone is willing to teach/show me how, or point me in the right direction of using Windows' RNG and Warframe's effect on it, I would gladly work with you.ĭE, if it doesn't comprimise anti-cheat efforts, how does your RNG system work? I would love to support my accusations with tests, but unfortunatey Windows dosn't have the systematic/standardised luxury that a Unix/Linux/POSIX OS would give I'm a complete noob with Windows. on and on and on.Īnd I estimate Warframe eats around 13 kbits of random data every minute (if 1 byte (a range of 256) is the scale of a single roll) in game and if most of the rolling is done on the host (say, 70% weapon/ability/companion RNG gets to be on a per-person), I highly suspect Warframe causes and suffers from low RNG entropy. Warframe is a game that has tens of RNG rolls every single second: (For each bullet/pellet shot there's three rolls: critical, status chance, status type enemy spawn and type, a roll for each single enemy: a roll for what they drop, if it's an ammo box, what type? mod? resource? various AI behaiours like duck and cover, or be the Rambo and shoot at the tenno spawn locations, map generation, the insults that they throw, if and when they say it, Stalker/G3/Hunter/Syndicate spawn chances.
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