Anti-Cheat software https://en.wikipedia.org/wiki/Cheating_in_online_games#Anti-...
Are We Anti-Cheat Yet?
11–20 of 197 posts
Re: Are We Anti-Cheat Yet?
#12I 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…
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?
#13I 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…
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?
#14Earlier 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…
https://www.tomshardware.com/monitors/msis-ai-powered-gaming...
Re: Are We Anti-Cheat Yet?
#15I 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.
Re: Are We Anti-Cheat Yet?
#16Earlier 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…
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?
#17I 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…
Re: Are We Anti-Cheat Yet?
#18I 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…
Re: Are We Anti-Cheat Yet?
#19Earlier 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...
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?
#20I 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'm sorry but this really does read like the start of a troll post.