kernel level anticheat is not enough. client inputs have to be trusted, and there is no provenance. the kernel has no visibility of inputs. i’m shipping a 100 player matchmaking game now. clients tick at 360hz, server ticks at 120hz. fair up to 60 ping, which covers entire continents. servers are metal, not vms. epyc 4244p with 2Gbps egress, 1 server per 15 minute game. mitigations=off and nosmt on all clients and th…
Valve now catches cheaters using machine learning, which analyzes the demo. Apparently they catch a lot of cheaters this way, and it's more reliable than player reports. But to be really honest: it's impossible to prevent cheaters. The only way is to play with friends, or to change the incentives of the game where it becomes less interesting to cheat. For example, a game like counter strike will have a lot of cheater…
yet cheaters will still cheat.
non-human inputs IS cheating. period. there is no information cheating possible in this game.
input provenance is the only anti cheat that has a chance.
full fidelity 120hz server replays with handcam seems a good place to start.
we’ll see how it goes!