Live data from Hacker News

Are We Anti-Cheat Yet?

areweanticheatyet.com

11–20 of 197 posts

Re: Are We Anti-Cheat Yet?

#12
post #2

I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…

Because the popular cheats aren't "the client says the player shot the enemy".

The popular cheats are "the client says the player just clicked at (1030, 534) on the screen", which is a totally valid move, except it's calculated by the cheat instead of the player.

Re: Are We Anti-Cheat Yet?

#13
post #2

I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…

oh dang you should be a multiplayer engineer. Sounds like with barely even thinking about the problem space you've solved what thousands of extremely talented and knowledgeable engineers never could!

Servers very much distrust the client. Obviously. That's literally rule #1. Don't trust the client!

Comments like yours are extremely irritating. Please don't behave this way with your co-workers.

Anyhow, there's all kinds of types of cheats for different kinds of games. There's a variety of mitigations for each kind. I don't think there's a multiplayer shooter on the planet that has fully solved aimbots. For however clever you think you are I promise the cheat makers are much, much more clever. :)

Re: Are We Anti-Cheat Yet?

#14
post #8
post #4

Earlier quoted context omitted.

The client need to have more state info than the player to render accurately, for example, to render an opponent passing through a window without lag. And also, there are also cheat that doesn't need to spy on the state, like aim assist tool or HUD improvement.

* Pass through a window without lag - That's why the server is sending multiple copies of potential movements and paths through the level for each character, but terminating the ones that are about to reveal their effects (no longer be culled by walls / objects) when they'd send false information to non-cheating players. * Aim Assist - what's that supposed to work with for the assist? I guess it might help someone ta…

Regarding HUD improvements, this monitor shows where enemies are likely to appear. The monitor does this autonomously; the OS isn't in the loop.

https://www.tomshardware.com/monitors/msis-ai-powered-gaming...

Re: Are We Anti-Cheat Yet?

#15
post #2

I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…

Not trusting the clients and redoing all calculations server-side would require massive processing on the server side. Your idea then multiplies the load on the server.

Overwatch does this just fine and deadlock actually.

Re: Are We Anti-Cheat Yet?

#16
post #8
post #4

Earlier quoted context omitted.

The client need to have more state info than the player to render accurately, for example, to render an opponent passing through a window without lag. And also, there are also cheat that doesn't need to spy on the state, like aim assist tool or HUD improvement.

* Pass through a window without lag - That's why the server is sending multiple copies of potential movements and paths through the level for each character, but terminating the ones that are about to reveal their effects (no longer be culled by walls / objects) when they'd send false information to non-cheating players. * Aim Assist - what's that supposed to work with for the assist? I guess it might help someone ta…

>Pass through a window without lag - That's why the server is sending multiple copies of potential movements and paths through the level for each character, but terminating the ones that are about to reveal their effects (no longer be culled by walls / objects) when they'd send false information to non-cheating players.

So the client must render multiple possible scene to be prepared ? They already have issue to have steady fps.

> So I'm not sure what client side anti-cheat is supposed to do here.

Anti-cheat will check other running processes to prevent it. Of course, you can have totally external system for that, but it will be much more expensive. The goal is not to be perfect but to prevent most of the player from cheating.

>HUD improvements - like what?

Highlight items, show life percentage in games that doesn't, highlight barely visible opponents...

Re: Are We Anti-Cheat Yet?

#17
post #2

I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…

oh dang you should be a multiplayer engineer. Sounds like with barely even thinking about the problem space you've solved what thousands of extremely talented and knowledgeable engineers never could! Servers very much distrust the client. Obviously. That's literally rule #1. Don't trust the client! Comments like yours are extremely irritating. Please don't behave this way with your co-workers. Anyhow, there's all kin…

It was an honest and inquisitive question, calm down.

Re: Are We Anti-Cheat Yet?

#18
post #2

I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…

oh dang you should be a multiplayer engineer. Sounds like with barely even thinking about the problem space you've solved what thousands of extremely talented and knowledgeable engineers never could! Servers very much distrust the client. Obviously. That's literally rule #1. Don't trust the client! Comments like yours are extremely irritating. Please don't behave this way with your co-workers. Anyhow, there's all kin…

Touch grass buddy. In their first sentence they openly admit this isn’t their area of expertise. Hence them asking a question to people who know more than them. “Don’t behave this way to your co-workers” is much better advice for your comment than for GP’s.

Re: Are We Anti-Cheat Yet?

#19
post #14
post #8

Earlier quoted context omitted.

* Pass through a window without lag - That's why the server is sending multiple copies of potential movements and paths through the level for each character, but terminating the ones that are about to reveal their effects (no longer be culled by walls / objects) when they'd send false information to non-cheating players. * Aim Assist - what's that supposed to work with for the assist? I guess it might help someone ta…

Regarding HUD improvements, this monitor shows where enemies are likely to appear. The monitor does this autonomously; the OS isn't in the loop. https://www.tomshardware.com/monitors/msis-ai-powered-gaming...

That monitor seems to dynamically do things based on data the game legitimately shows a player.

For some data, like the health bars, a skill / accessibility leveling feature might be to just let the user pick HOW the game displays that data, to customize the UI layout to their needs.

Enemy position highlight based on the minimap vs present location? Yeah, that crosses a clear line, but it's abusing some data the game probably shouldn't have told the player to begin with. What if the minimap reflected the known shape of the world, but only updated with the visible area (standard 'fog of war' mechanic)? Again, it might be within accessibility features to highlight enemies within sight, so I don't see too much issue if the minimap's render state is restricted to the immediate area + what the camera direction could see.

Re: Are We Anti-Cheat Yet?

#20
post #2

I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…

> I don't know enough about X. However I have read several HN articles over the years so I've got at least a basic understanding.

I'm sorry but this really does read like the start of a troll post.

Post reply on HN