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submitted 8 months ago by sirico@feddit.uk to c/games@lemmy.world
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[-] northendtrooper@lemmy.ca 3 points 8 months ago

Having Anti-Cheat of any kind outside of the game is laziness or lack of resources.

I believe just have physical limitations of the character or objects and verify the movement every once in a while to make sure that their movement is not super human (ie, aim bots).

You don't need a kernal level anti-cheat.

[-] warm@kbin.earth 7 points 8 months ago

The best thing is back when Battlefield was Battlefield, it would self-regulate because most people played on self-hosted servers, so cheaters and bad actors were taken care of swiftly. But now they want their own control to put shitty bots and SBMM in the game, so here we are.

This whole game is a case of the devs making bad decisions and then instead of changing them decisions, they apply the quickest bandaid fixes they can.

[-] theunknownmuncher@lemmy.world 3 points 8 months ago

Kernel anti-cheat does absolutely nothing to prevent aimbots/triggerbots, as most are run using 2 separate machines, anyway. The first machine runs the game in a totally clean and legitimate environment, but sends its video output (either using standard streaming tools like OBS or by using special hardware) to the 2nd machine. The 2nd machine runs the cheat and processes the video to detect where to aim and/or when to shoot, and sends mouse input back to the 1st machine.

[-] C4551E@lemmy.blahaj.zone 1 points 8 months ago

I would have thought this would introduce enough latency to make an aimbot ineffective, but I know nothing about the cheating scene

[-] theunknownmuncher@lemmy.world 4 points 8 months ago* (last edited 8 months ago)

Colorbots are extremely efficient and can be run on just a raspberry pi.

Human reaction time is ~200-250ms, while the cheat will be introducing easily less than 10ms of latency.

I've never used cheats in a video game because I don't see the point and it would spoil the fun of playing, but as a software developer, it is interesting to learn about how they work and are implemented

[-] C4551E@lemmy.blahaj.zone 2 points 8 months ago

that's super impressive to me, and I guess explains why any client side anticheat is ineffective vs a determined cheater, rootkit or not.

thanks for the explanation! I miss when anti-cheating measures involved actual human beings administrating servers

[-] NuXCOM_90Percent@lemmy.zip 0 points 8 months ago

And they should just make good games too, right?

The issue with "just analyze the players" is that it is VERY expensive computationally. And it causes issues with non-official servers as it drastically increases the cost of a dedicated server and makes a listen server nigh unusable.

To be clear: I do not think the kernel level anti-cheats are a consumer friendly solution. But it takes a special kind of arrogance to insist you know better than decades worth of research and work in trying to stop hacking.

[-] ampersandrew@lemmy.world -1 points 8 months ago

It takes more work and resources to do what they're doing. They already do server side anti cheat. And realistically, this is more effective than not doing it, though it definitely still gets defeated anyway. I would say the things that it asks of the customer are not worth the trade even if they were 100% effective, but they are more effective.

[-] sp3ctr4l@lemmy.dbzer0.com 2 points 8 months ago

I offer:

0.2% more effective detection of cheaters (theoretical)

You offer:

Full and total access to every single file on your computer, all of its hardware, and all connected devices, via kernel level access.

Do you accept?

this post was submitted on 08 Aug 2025
128 points (100.0% liked)

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