I know there's nothing that can or will happen about it (for various reasons) but the whole model around multiplayer games is flawed. You're giving someone code to run on their PC and hoping your anti-cheat code can catch their code doing bad things. I believe there are AI anti-cheats being developed and used in China so maybe we'll end up with a Recall-esque anti-cheat everywhere in the future :)
Just today I was thinking about the theory of making untrusted hardware run trusted software. Imagine all the things that would be possible. Truly decentralised servers, where the end user can run server side logic.
Anti-Cheat Expert: all your pixels are belong to us
51–60 of 161 posts
Re: Anti-Cheat Expert: all your pixels are belong to us
#52I know there's nothing that can or will happen about it (for various reasons) but the whole model around multiplayer games is flawed. You're giving someone code to run on their PC and hoping your anti-cheat code can catch their code doing bad things. I believe there are AI anti-cheats being developed and used in China so maybe we'll end up with a Recall-esque anti-cheat everywhere in the future :)
I wonder if game streaming will become one way of kicking off cheaters if this arms race gets really bad. All of the code is stored and executed on trusted systems, you would only need to sanitize control inputs which is a significantly easier task.
I'm pretty far from the multiplayer game dev scene, but isn't this close to how a lot of multi player sync works anyway? Just* distribute everyone's control inputs and have them all run a deterministic simulation. And then I guess you would run the same input cheat detection on all the honest clients, which are hopefully the majority... Is this impossible or did I just reinvent something that already exists?
* Yes, I know. But at least I know determinism is possible.
Re: Anti-Cheat Expert: all your pixels are belong to us
#53Nothing ruins the fun faster than lag-switching lamers. Accordingly, one can never trust client side security enforcement, or you just create a tit-for-tat economy with cheat-code authors. The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers an…
> The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers and crashes the client.) A lot of these mitigations are table stakes, even cs1.6 had server-side physics reconciliation. Aimbots are a type of cheat that cannot be detected by the above and…
Have a great day, and let the ban-hammer fall =)
Re: Anti-Cheat Expert: all your pixels are belong to us
#54A perk of gamimg on Linux is that none of these invasive anti-cheats work. I consider that a plus since I never care enough about a video game to surrender my privacy or my kernel over to it.
Re: Anti-Cheat Expert: all your pixels are belong to us
#55Earlier quoted context omitted.
It would definitely stop most cheating but at a huge cost: performance. You're not running on bare metal anymore and that would be a non-starter for competitive games.
Is it really a problem is all competitors have the same performance hit?
Re: Anti-Cheat Expert: all your pixels are belong to us
#56Earlier quoted context omitted.
Just today I was thinking about the theory of making untrusted hardware run trusted software. Imagine all the things that would be possible. Truly decentralised servers, where the end user can run server side logic.
Aren't Playstation games doing exactly this?
Re: Anti-Cheat Expert: all your pixels are belong to us
#57Earlier quoted context omitted.
> The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers and crashes the client.) A lot of these mitigations are table stakes, even cs1.6 had server-side physics reconciliation. Aimbots are a type of cheat that cannot be detected by the above and…
Isn't a solution to this to frame the game around communities of some sort, teams, parties, squads, bands or whatever. Basically a group you can trust. You can then play with them without worry of cheating. This works best for co-op games but some competitive games could be modeled in a way to make this work.
Have an awesome day, =)
Re: Anti-Cheat Expert: all your pixels are belong to us
#58Earlier quoted context omitted.
I am not a fan of anti cheats, but I do like to play video games online and I want to be able to play fair games without cheaters. I am not sure what other options there are.
I remember playing online games in the 90s and early 2000s without lots of cheaters. It was easy: if we thought they were cheating we banned them from our server.
Re: Anti-Cheat Expert: all your pixels are belong to us
#59Earlier quoted context omitted.
I wonder if game streaming will become one way of kicking off cheaters if this arms race gets really bad. All of the code is stored and executed on trusted systems, you would only need to sanitize control inputs which is a significantly easier task.
> you would only need to sanitize control inputs I'm pretty far from the multiplayer game dev scene, but isn't this close to how a lot of multi player sync works anyway? Just* distribute everyone's control inputs and have them all run a deterministic simulation. And then I guess you would run the same input cheat detection on all the honest clients, which are hopefully the majority... Is this impossible or did I just…
These sort of cheats are often entirely out of band, running on a mirror of the video stream on a second machine, and transmitting user input back via USB. Clientside snooping won’t catch it either.
Re: Anti-Cheat Expert: all your pixels are belong to us
#60Earlier quoted context omitted.
> The only information an online game-engine should be pulling is the hashed GPU chip serial-number for account ban enforcement. Isn't that literally client-side security enforcement?
1. Submitting an already active card signature is an instant ban 2. Spoofing a signature will still force you to re-register, lose your current rankings, and zero your nontransferable e-store account balance. 3. Most people don't account for the other system signatures that will also get randomly audited over several months 4. Remember part of offline audits is comparing each clients game-log to look for suspicious g…