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kuschku | 18 days ago
That's such a hilarious quote, as it explains exactly why client-side anti-cheat is silly in the first place.
kuschku | 18 days ago
That's such a hilarious quote, as it explains exactly why client-side anti-cheat is silly in the first place.
B3L|18 days ago
kuschku|18 days ago
It's possible to calculate what information should be available to a client at a given time (and within of the motion range of the clients' latency), only send that data, and calculate the time delta between when a player should have been able to know something, and when they reacted to it.
A lot of games used to do that in the past, and some still do.
But it requires powerful servers. Gamers could self-host dedicated servers, but publishers put an end to that as it's not compatible with micro transactions.
Developers could host servers, but that's not as profitable as using p2p gaming where a random client is used as the server.
It's a self-made problem really, none of this was necessary.
charcircuit|18 days ago
kuschku|18 days ago
arcfour|17 days ago
Hikikomori|18 days ago
kuschku|18 days ago
But it's a simple issue of economics:
- you can't have cosmetic microtransactions if players can self-host and modify their own servers
- developers hosting servers is costly
- using a p2p architecture with the "server" running on a random gamers' computer is much more profitable
- but that requires trusting the client, which means
- client-side anti-cheat
Without the live-service lootbox gambling microtransaction bullshit that has infested the gaming industry, none of this would have ever been necessary.
You don't need client-side anticheat if your clan/guild is self-hosting your dedicated servers, you can just ban the obvious cheaters.