• FishFace@piefed.social
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    2 hours ago

    Client side anti-cheat has more data than server-side, because that is where the player’s actual screen, mouse and keyboard are.

    The cheat only uses data available on the client - obviously - so the extra data about game state on the server is irrelevant.

    “ML” is also not relevant. It doesn’t make the server any more able to make up for the data it doesn’t have. It only forces cheats to try and make realistic inputs, which they already do. And it ends up meaning that you don’t understand the decisions your anti-cheat model is making, so the inevitable false positives will cause a stink because you can’t justify them.

    • warm@kbin.earth
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      1 hour ago

      It doesn’t have to extinguish 99% of cheaters, hell, it doesn’t even need to extinguish cheating all together. It just has to make the problem manageable and invisible to players. That’s something server side can achieve. I’ll take the odd game with a cheater in if my entire PC isn’t ransom to some random company.

      If cheaters exist but can only do it in a way that makes them look like a real player, then it doesn’t really effect the game anymore and the problem isn’t visible to players. You are never going to get rid of cheaters, even at LAN they have injected software in the past. It’s a deeper problem than we can solve with software.

      Client-side AC has proven futile over and over again, even today with all the kernel AC. As I already said: most good cheats don’t even run on the same device anymore, completely circumventing any kernel (client side) anti-cheat anyway.

      Why be allergic to trying something new? Something that isn’t invasive, a massive security threat or controlling of your own personal system.