Nah I can’t agree with this. I don’t think there are many games with anti-cheats solely on the server. Even Valve has its VAC.
I agree that Kernel anti-cheats are bullshit, I don’t want a rootkit on my system. But if you are already running a closed-source game, it’s not a stretch to run its local anti-cheat.
And local anti-cheats make sense in and of themselves since you can’t easily detect things like visual hacks from the server-side.
You misunderstand a few key things about the points I made, I think. In particular the bit about not being able to trust the client that it is running the code you think it is.
Not sure how or why MY cpu is supposed to do the work a company should do to provide a decent online experience. Especially when the server, where all the clients are coordinated, is the best place to analyze the data stream for anomalies. Not to mention you just cannot ever trust the client to be running the the code it says it is on the hardware it says it is. The server is where anti-cheat has always belonged. (And tbh just sending the right data to the right clients would win half the fucking battle.)
Not to mention you just cannot ever trust the client to be running the the code it says it is on the hardware it says it is.
And this is the problem. I really don’t think you’re aware of how fucking sophisticated cheats are. Anti-cheat software isn’t looking for people with high K:D’s or or snappy aimbots. The server can’t tell if you can see through the walls. The server has no way to know what’s also running on your computer.
Anti-cheat is looking for signs and signatures of those tools cheaters use. And, no, it’s not as easy as looking for a process called “TEH-HAX0RS.exe”. It’s borderline virus levels of sneaky, simulating regular processes. And, just like malware, there is business incentive for these people to be a step ahead of the anti-cheats because stupid kids still keep buying these fucking things. Antivirus and Anticheat are both fighting basically the same people.
I’m not going to disagree that it sucks and some games just make it too fucking easy to begin with by having poor code and structure, but by and large, if it was easy to detect cheaters in the server, it would have been done by now.
If privacy is your number one priority, abso-fucking-lutely don’t play the game. Or at least use a dedicated PC or game console. That said, ruining the enjoyment of the game for everyone else by letting cheaters have a field day will be less acceptable to the game buying public.
I do have some understanding of how both local and server-side cheat detection work.
How do you think processing of video output streams downstream from the output port with usb input assistance back into the PC should best be detected client-side, for example?
keep your anticheat code off my cpu and on the server where it belongs.
wtf.
why is this so fucking hard for developers to understand?
Nah I can’t agree with this. I don’t think there are many games with anti-cheats solely on the server. Even Valve has its VAC.
I agree that Kernel anti-cheats are bullshit, I don’t want a rootkit on my system. But if you are already running a closed-source game, it’s not a stretch to run its local anti-cheat.
And local anti-cheats make sense in and of themselves since you can’t easily detect things like visual hacks from the server-side.
You misunderstand a few key things about the points I made, I think. In particular the bit about not being able to trust the client that it is running the code you think it is.
Actually, it’s probably management who won’t right-size budgets.
Fuck.
Why is it so hard to understand that code on your CPU is far more effective?
Citation needed.
Not sure how or why MY cpu is supposed to do the work a company should do to provide a decent online experience. Especially when the server, where all the clients are coordinated, is the best place to analyze the data stream for anomalies. Not to mention you just cannot ever trust the client to be running the the code it says it is on the hardware it says it is. The server is where anti-cheat has always belonged. (And tbh just sending the right data to the right clients would win half the fucking battle.)
And this is the problem. I really don’t think you’re aware of how fucking sophisticated cheats are. Anti-cheat software isn’t looking for people with high K:D’s or or snappy aimbots. The server can’t tell if you can see through the walls. The server has no way to know what’s also running on your computer.
Anti-cheat is looking for signs and signatures of those tools cheaters use. And, no, it’s not as easy as looking for a process called “TEH-HAX0RS.exe”. It’s borderline virus levels of sneaky, simulating regular processes. And, just like malware, there is business incentive for these people to be a step ahead of the anti-cheats because stupid kids still keep buying these fucking things. Antivirus and Anticheat are both fighting basically the same people.
I’m not going to disagree that it sucks and some games just make it too fucking easy to begin with by having poor code and structure, but by and large, if it was easy to detect cheaters in the server, it would have been done by now.
If privacy is your number one priority, abso-fucking-lutely don’t play the game. Or at least use a dedicated PC or game console. That said, ruining the enjoyment of the game for everyone else by letting cheaters have a field day will be less acceptable to the game buying public.
I do have some understanding of how both local and server-side cheat detection work.
How do you think processing of video output streams downstream from the output port with usb input assistance back into the PC should best be detected client-side, for example?
My citation is simply experience playing many different online multiplayer games and simple observation skills. If you had the same you’d understand.