this post was submitted on 01 May 2024
231 points (95.3% liked)
Gaming
2529 readers
121 users here now
The Lemmy.zip Gaming Community
For news, discussions and memes!
Community Rules
This community follows the Lemmy.zip Instance rules, with the inclusion of the following rule:
- No NSFW content
You can see Lemmy.zip's rules by going to our Code of Conduct.
What to Expect in Our Code of Conduct:
- Respectful Communication: We strive for positive, constructive dialogue and encourage all members to engage with one another in a courteous and understanding manner.
- Inclusivity: Embracing diversity is at the core of our community. We welcome members from all walks of life and expect interactions to be conducted without discrimination.
- Privacy: Your privacy is paramount. Please respect the privacy of others just as you expect yours to be treated. Personal information should never be shared without consent.
- Integrity: We believe in the integrity of speech and action. As such, honesty is expected, and deceptive practices are strictly prohibited.
- Collaboration: Whether you're here to learn, teach, or simply engage in discussion, collaboration is key. Support your fellow members and contribute positively to shared learning and growth.
If you enjoy reading legal stuff, you can check it all out at legal.lemmy.zip.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
server side anticheat is the only ultimate solution.
all client side anticheat measures will have vulnerabilities that will be found and people will cheat. (look at DMA pci cards, for instance)
How would a server side anti-cheat prevent a DMA exploit?
Don't send opponents location until they are visible for example. That way a wallhack won't work.
That literally doesn't work for faster fps games
it simply wouldn't trust the client with anything the player shouldn't know, to minimize cheating potential. valorant does this, and made a blog post about it. also, player movement could be analyzed server side to attempt to distiguish between cheating and legit.
I think client side invasive anti cheat is likely more effective than this, but its a cat and mouse game. if the anticheat was server side and good, there isn't anything to attack
The problem is, most game devs are lazy and would rather offload the expensive compute required to catch cheaters onto the client instead of coming up with server side methods that work. I follow a game dev on youtube, and that's one of the things he goes on about at times. Dude is a security researcher and had a lot of time doing that for Blizzard, so I'm pretty sure he knows his shit.
Also there's a fundamental fog of war of what your anti-cheat can see. Valorant cheaters are using hardware cheats, that literally takes in a video output, analyzes it, and sends in mouse inputs, on a different computer, the anti-cheat straight up can't see it, they only see there's a video out and a mouse in. Ultimately, having physical access of a hardware and you can just tell the software whatever you want it to see.