• myersguy@lemmy.simpl.website
    link
    fedilink
    English
    arrow-up
    3
    arrow-down
    1
    ·
    edit-2
    2 months ago

    I see you all over this thread and I want to share something you might find interesting.

    You keep mentioning the server can’t handle the anti cheat because it needs to trust client data. Here’s an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?

    Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?

    • ᗪᗩᗰᑎ@lemmy.ml
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 months ago

      I completely agree with you, there’s always ways to bypass the system. But at the end of the day its about raising the barrier to entry for everyone to be hacking. In the example you’re giving, someone who wants to hack the system now needs to configure to separate systems to work AND have the technical skills to set it up. Without any local anti-cheat software, all someone needs to do is run software written by one person and run by thousands.

      My overall point is that the current anti-cheat systems do work, not in every case, just like spam or antivirus software, but raise the barrier to entry so that you see less hackers while gaming vs without.