This is so funny because rust has one of the worst cheating situations and majority of their players are windows users, and theres lots of games that have anticheat that allows linux and have notably less significant cheating problems like marvel rivals. in reality rust doesn’t take cheating very seriously because if they did they would have more server side software that detects illegitimate behaviour like tons of other games do successfully… even most popular Minecraft servers have better functioning anti cheat that is completely server side than rust has while getting kernel access to your pc. its pathetic and lazy development tbh and this entire post from them reads like such extreme cope…

  • Blackmist@feddit.uk
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    7 days ago

    If your cheat detection runs on the client side only, you don’t have cheat protection.

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      Well, there only so much in gaming that reasonably can be done server side.

      Sure, the server could identify that a player shouldn’t be visible and not transit that location to a client, addressing seeing through walls, in theory.

      But once a player is hypothetically visible, aimbot can happen. If you are crawling in a ghillie suit in the grass, but the other player has a client that skips rendering grass and replaces the ghillie suit model with a suit made of traffic cones…

      Now intrusive anti cheat isn’t worth it, but it is an unavoidable reality that it is up to the client to preserve the integrity.

      Closest you get would be streamed gameplay, where the rendering even is server side. Also not worth it. But even then I could see cheating machine vision and faked controls to get an edge unfairly.

  • demizerone@lemmy.world
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    I don’t play games that require anti-cheat. Simple as that. If a game is full of cheaters, I don’t play those games either. I am not going to have a windows installation just to play games. I am not going to have a console that only plays games. I am a simple man, if it supports Linux and doesn’t have anti-cheat I play. But also I don’t have friends so…

  • Wispy2891@lemmy.world
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    On Windows the cheating program it’s a simple exe that will get kernel access with a simple uac request.

    Everyone, especially 12 years olds, are able to run it. (And maybe get malware/ransomware disguised as a cheating program)

    None of the losers that need a cheating program to feel validated in online multiplayer games will have the skills to recompile the kernel in Linux to add support for that

    • mojofrododojo@lemmy.world
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      None of the losers that need a cheating program to feel validated in online multiplayer games will have the skills to recompile the kernel in Linux to add support for that

      aha! so you admit, IT’S POSSIBLE! Well aren’t we lucky we have microshoft who won’t let anyone recompile their colonels! shows you mr silly yunix!

      ;D

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    Never heard of Rust, but it sounds like something I can afford to ignore.

    OS shouldn’t even matter to prevent cheating; do your anticheat validation server side. Anyone who knows anything about security knows the client side can never be trusted.

  • youmaynotknow@lemmy.zip
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    Does the anti-cheat break the game on Linux? Not buying the game. I don’t need that kind of crap in my life.

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    I tried Rust, but quit quickly due to the extreme levels of racism and open Nazis. Maybe they should address some core issues of the game before blaming Linux for their problems?

    Also, how was their playerbase only 0.01% Linux? Was their game terrible on Linux? Why did it have hundreds of time less players than other platforms

    • Cus@lemmy.zipOP
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      well they dont see that part as a problem because the apple doesn’t fall far from the tree

    • Bruhh@lemmy.world
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      Helldivers uses nProtect not EAC but yes, EAC in general is compatible with Proton. The Finals use to run EAC for the longest and Arc Raiders currently uses it and both those games run well.

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        Does Deep Rock Galactic or maybe Marvel Rivals use EAC? I could’ve sworn I’ve seen pop-ups mention it and those are the three games I’ve played on Linux. But also, memories are bad, constructed memories happen, yadda yadda.

        • Bruhh@lemmy.world
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          Neither of those use EAC. I think Rivals uses some NetEase anti cheat and DRG doesn’t use anti cheat at all. Lots of games nowadays have pop ups so I don’t blame you for misremembering.

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    It’s almost like client side anti cheat doesn’t work and if proper server side anti cheat is made it wouldn’t matter what platform the client is on.

    • Eager Eagle@lemmy.world
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      “never trust the client” is pretty much a motto of infosec, idk what the hell game devs expect

      • Bronzebeard@lemmy.zip
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        The issue with pure client side is latency. At some point, you need some kind of predictive client side to smooth out the gaps to feel playable, but that also can lead to rubber banding and jumping around.

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        See, the wild thing is that I used to run with some actual hackers in GMod… and… I learned from the exploits that they did, how you actually design at least a game mode script that can’t be fucked, can’t be poked proded or queried directly.

        Of course, if the actual exploit is lower level than what I’m writing at, well then I’m still fucked…

        I can remember at least one GMod originated, lower level exploit, caused by Garry leaving some direct, unsanitized interface to Steam itself directly exposed via lua… which caused Steam/Valve themselves to step in and rewrite a part of all of Steam, because Garry is s fucking moron, and more or less allowed a virus/malware to propogate through Steam itself, independent of Garry’s Mod…

        Never did figure out if any of the goobers I knew had any direct ties to that or not.

        But anyway, fucking yes, literally never trust the client with anything beyond their own GUI, and barely trust them with that, don’t just let them click on anything in their screen space to see if its an item they can put in their inventory, do an actual server side vector ray trace, from the item to the playet, make sure the thing they clicked on is actually near them, put that all into a buffer that locks up if they’re calling it at inhuman rates…

        It was so easy to item dupe and stat boost and even hijack other players accounts in so many gamemodes I saw.

        Fucking one of them had the user set and enter a login password to ‘access’ their various characters, pick one to spawn as.

        Problem?

        … That gamemode was actually doing the id check via SteamID, duh.

        The username/password thing was a fucking phishing scam, that game mode had a forum, everyone used the same user names, a bunch of people got their hotmails or whatever fucked, by the dev of that gamemode.

        … Anyway… yeah, I learned all this infosec type shit first hand, in an earlier ‘FacePunch Studios’ production.

        Fuck Garry, fuck FacePunch, these people are idiot clowns.

        Roblox exists now, the GMod roleplay communities independently invented their own ways of monetizing their gamemodes via syncing to their sites and forums with payoal widgets, ya’ll missed the boat on that one, no one is going to play S&ndbox in anything close to GMod in its heyday numbers.

        • AwesomeLowlander@sh.itjust.works
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          Garry leaving some direct, unsanitized interface to Steam itself directly exposed via lua… which caused Steam/Valve themselves to step in and rewrite a part of all of Steam, because Garry is s fucking moron, and more or less allowed a virus/malware to propogate through Steam itself, independent of Garry’s Mod…

          That sounds entirely on Steam. The game is the client in this context, and Steam as the server shouldn’t be trusting anything from the client.

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            This was like, over a decade back, I don’t remember it in accurate detail, and also, Garry deleted all the old Facepunch forums, which I do remember having a lot of discussion about this…

            But, best I can recall, it was something like a buffer overflow/memory space exploit, because Garry exposed a core Steam function, that normally is only called by other Steam functions, in c++…

            Well, Garry decided to give basically a lua api / reference method of accessing it directly, allowing doing arbitrary code injection into it, from anyone running a GMod server or networked client.

            So I mean yeah, you can say Valve should not have trusted Garry with low level access to Source and Steam, that that’s their bad, they should have expected he would create a serious security exploit out of naivette/hubris, like the proverbial junior sql db admin who just does ‘DROP ALL’ on prod, as an ‘experiment’.

            Uh yep, I would agree with that.

            … I think this may have had something to do with Steam’s, fairly new at the time, achievements system roll out, but I’m not sure if that’s correct.

            EDIT:

            For those that don’t know, the vast, vast majority of what GMod is, is basically just opening up core Steam/Source calls done in C++, opening those up to Lua, by mapping them with reference methods, and then allowing Lua scripting via those methods.

            Then on top of that, you draw like, the item spawning menu, tool menus, make a standardized template for making a new tool or weapon (SWEPs) or entities, or players or NPCs, etc.

            So uh, yeah, if you’re not careful with that, if you don’t know what you’re doing at the lowest level, that can be very dangerous and easily lead to uh, unforseen consequences.

            • JackbyDev@programming.dev
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              I’m still confused why any game having a way to upload a worm into Steam is good and why it was uniquely a GMod problem. It sounds like a case of a problem waiting to happen and the first place it happened to happen was GMod.

          • sp3ctr4l@lemmy.dbzer0.com
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            Fuck you, take my order, stupid hallucinating AI drive thru working off an 18 year old microphone!

            Oh Wait!

            You’re closing half your locations after trying to push realtime adjusting prices.

            Nah I’m good, I’m gonna be posted up at the abandoned Wendy’s, screaming at it all day long.

            Get those pigtails in a hairnet, and my fries in a bag, thanks very much.

      • FishFace@piefed.social
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        And this naïve understanding of infosec somehow makes people forget that this is not infosec, and there is more to anti-cheats than ignoring a client which says its travelling at warp speed.

      • FlowerFan@piefed.blahaj.zone
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        The Problem is that that would increase the load on the server as well as make latency-mitigation much harder.

        As with everything, it‘s always a tradeoff.

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        They’re totally different scenarios. How is the server supposed to know if a player has (e.g.) walls disabled and knows where the enemies are?

        Because the client has to know where the enemies are while still hiding it from the player.

        People who have no idea how things work and go off on quotes they see online is why these discussions are useless.

        • bufalo1973@piefed.social
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          Maybe I’m wrong but the server could read where the players are and what are they don’t and see if they can do that without using cheats. Then you keep the statistics of every player and flag every time there’s something strange. If too much flags raise, check the user. I don’t see the need to do it in real time. Some games will be bad… but nothing stops the server from rescoring the game after checking if a cheater is detected. The server can even send an alert to the other players of that game and let them decide how to fix the end result of the game.

        • JackbyDev@programming.dev
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          Because the client has to know where the enemies are while still hiding it from the player.

          Why? :3 If a player shouldn’t be able to see someone, just don’t send their location.

          • EldritchFemininity@lemmy.blahaj.zone
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            But if they’re not rendered, what about their sound effects like walking, or something like their bullets?

            This is actually an issue in War Thunder, where if the server thinks you shouldn’t be able to see a tank, it won’t render it, but this also causes it fairly frequently to not play noises from the tank like the engine or shots, and to not render projectiles from them either. So a teammate can die right next to you and you won’t know how because the shot wasn’t rendered on your screen even though you were looking in the direction of the enemy when they fired it. Or a tank with an engine louder than a semi truck will sneak up and kill you because the game simply decided that you shouldn’t be able to hear them.

        • xep@discuss.online
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          I love how in every anticheat discussion someone who actually knows something about how games work get downvoted into oblivion.

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          That’s the neat part: you don’t. If their idea of anti cheat means taking over my machine to scan everything that runs on it, it’s a lost battle. Either find a way to do it server side based on behavioral heuristics, or don’t bother.

          • FishFace@piefed.social
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            Oh, so the only options are rootkits and server-side. Weird, I didn’t know the calculator app was one of those.

        • 4am@lemmy.zip
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          Depends on the game but largely enemies don’t need to appear in the client until they’re becoming visible to the player

          • FishFace@piefed.social
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            So the server has to compute whether a single pixel of the enemy’s body or shadow is visible to every client? How does the client play spatialised audio for enemy footsteps if it doesn’t know where they are - does the server calculate that as well?

            I mean, if the client is thin, with everything computed server-side, this works, but that’s not what games are.

          • CptBread@lemmy.world
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            Easy to say but if you use Unreal Engine it’s very hard to do that. Unreal doesn’t have a built in way to not replicate something not seen and the inbuilt networking is built on any action a player makes is tied to the player. So if you want to hear that player walking or shooting that player will exist on the client.

        • CptBread@lemmy.world
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          Finally someone who seems to have some sense of how things actually work and if course they get down voted…

          Sure I get why people don’t like kernel anti cheat but they should at least understand the difficulties from not having it.

        • Cethin@lemmy.zip
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          There’s been an increase in games that don’t give the client full knowledge of enemies. That data doesn’t actually need to be sent to the client if you can do checks on the server to know if they’re visible. Yeah, it needs to be simplified from a full raytraced solution from the camera, but it can be good enough that it isn’t much of a issue, depending on the game.

          IIRC, some game (it may be Counter Strike, but idk) only gives your client player data for the “room” you’re in, and adjacent ones, or something like that. You can still see through walls near you, but you can’t see people on the other side of the map.

          Yes, there’s always going to be a point where there’s nothing more you can do and you just have to hope for the best, and mitigate what you can on the client. Still, the naive “the client has to know where the enemies are” isn’t accurate. A well designed anti-cheat solution will try to come up with a solution for this. Sometimes it isn’t possible, but often there’s some amount of information that doesn’t need to be sent to players that can be hidden.

    • FishFace@piefed.social
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      If your objection to client-side anti-cheat is that it “doesn’t work” what till you see what server-side anti-cheat fails to accomplish!

      There’s no way with a pure server-side implementation to even try to work out whether the client is using an aimbot or wallhack. No solution is perfect, which is why the best solutions try to combine methods.

      • りん〜@sopuli.xyz
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        These people are delusional, don’t listen to them. Their cognitive dissonance drives them to jump through the biggest hoops to defend something that is simply flat-out wrong. You can’t beat most cheaters with a server side anti cheat only, unless you do what World of Tanks does and have everything server-sided which isn’t feasible for all games. Take CS2 or CS:GO for example. The game is riddled with cheaters, despite getting multiple VAC updates this year.

        • FishFace@piefed.social
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          I don’t think it’s cognitive dissonance driving them, I think it’s hatred of rootkit anti-cheat that bleeds into other client-side anti-cheat.

          People aren’t very good at separating different but related things, it seems.

      • x00z@lemmy.world
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        Why would you even send the location of players behind walls? You can just do the visibility check on the server first. But hey that’s extra CPU cycles that they don’t want to be spending on helping you.

        • FishFace@piefed.social
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          Visibility check of what?

          • The player and their shadow and all visible effects on the game world -> congratulations, now the server needs a GPU per player.
          • The player’s geometry? -> shadows pop into existence when the player’s arm appears around the corner, and the server is still way more expensive than it would be
          • A volume around the player? -> Still allows a significant advantage, still requires significantly more horsepower, and the client still can’t do spatial audio

          This amounts to making players use thin clients and putting all visual and audio rendering on the server if you want it to work and not suck. Will you be happy to save £1000 on your PC at the cost of having games cost £150 a pop? Thought not. Or did you think the “extra CPU cycles” were just free?

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            @FishFace @x00z my small thought -> i think today no solution can prevent “cheaters” because you can’t differ “cheaters” from users anymore if they want to.

            Here is why ->
            One PC is running the game -> a second PC emulates Keyboard and mouse inputs using a CAM (Capture Card) / Sound (microphon / digital capture) and an on the Game trained AI.

            So what does any “cheat protection” offer if they don’t protect against serious cheating ?

            PS: “The only still working protection is lan play with control over hardware / software and players like done on real events”

            • FishFace@piefed.social
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              Yes, there is no way to prevent all cheats. However, to prevent as many as possible, you need to use all available methods. It’s quite reasonable that kernel-level anti-cheat should not be available, as it it’s an overreach and a security risk. However, client-side anti-cheat is not that.

        • CptBread@lemmy.world
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          It’s a very hard thing to check for though especially with how complex the world can be in games today. Even if it was feasible you don’t know where a client will be in a few frames so you basically need to do a “what players can be seen from this general location” check. The higher movement speed the bigger of a volume is your possible viewpoint.

          This is also ignoring all the things you need replicated even when you can’t see the player such as footsteps or them shooting or interacting with something.

    • urandom@lemmy.world
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      I don’t pay multiplayer. That said, what if there is no anticheat? Would that level the playing field? Let everyone aimbot if they want to.

      • xep@discuss.online
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        It will ruin the experience for anyone playing competitively in a ranked mode, which means invalidating that mode entirely. This drives players away from competitive games like CS, Valorant, etc. which is why those games all use anti-cheats.

        Similarly if there is a persistent world or some state that the game relies on to make the game fun for everyone, e.g. extraction shooter, MMORPG, etc then if the game state’s integrity is compromised it loses meaning entirely. Imagine playing chess but your opponent can move the pieces any way they like; it stops being a game.

        I do agree that games where everyone agrees on cheating should allow it.

    • Honytawk@feddit.nl
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      You use both server and client side anti cheat.

      Using only one will not work the way it should.

      That, or cloud gaming needs to replace it.

      • xep@discuss.online
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        All client anti-cheat have server components, otherwise they will be bypassed.

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    Get your anticheat code off my fucking cpu and onto your servers where it belongs.

    Garbage games do this, simple as.

    • mycodesucks@lemmy.world
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      Absolutely. You know where all the players are and what they have. Just check if something that the client is reporting is IMPOSSIBLE and kick the player who threw the request. If you have a player who is performing at over a certain level of realistic performance, have someone manually check them to verify they’re legitimately that skilled and if so, flag the account as “actually just that good”. It’s the only reliable solution.

      • schnurrito@discuss.tchncs.de
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        I’m not a gaming dev, but a full-stack web dev; is it not common sense that data needs to be validated on the server side, not client? I don’t really get why client-side “anti-cheat” is a thing, but may be missing something.

        • wols@lemmy.zip
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          Not a game dev either but my guess would be the main reason is server performance/compute cost.
          Any checks that are done on the client run on the users’ hardware instead of the publisher having to pay for more/better servers and electricity.

          I think the disconnect with most other types of developers stems from the respective goal hierarchies. In most fields of computing, correctness isn’t just a high-value goal - it’s a non-negotiable prerequisite. With online multiplayer games, one of your chief concerns is latency and it can make sense to trade some cheating for a decrease in lag. Especially if you have other ways of reducing cheating that don’t cost you any server processing power.

          Also, aren’t many of the client side anti-cheat solutions reused in several games? If you’re mainly checking that the player is running exactly the same client that you published, I imagine the development cost for anti-cheat is lower.

          TLDR: Money. It’s always money.

          • KubeRoot@discuss.tchncs.de
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            I think you’re wrong about one thing - it’s not about compute cost, but about complexity of accounting for latency. You could check if the player can see the enemy they’re claiming to have shot, but you really need to check if they feasibly could’ve seen the enemy on their computer at the time they sent the packet, and with them also having outdated information about where the enemy was.

            The issue gets more complex the more complex the game logic is. Throw physics simulation into the mix and the server and clients can quickly diverge from small differences.

            Ultimately, compensating for lag is convoluted, can still cause visible desync for clients (see people complaining about seeing their shots connect in CS2 without doing damage), and opens up potential issues with fake lag.

            More casual games will often simply trust the client, since it’s better for somebody to, say, fly around on an object that’s not there for other players, than for a laggy player to be spazzing out and rubberbanding on their screen, unable to control their character.

            • CptBread@lemmy.world
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              Not 100% no. And any evaluation method you do will either allow more cheaters or catch very good players. Not to say this isn’t done because it totally is just that it’s very far from perfect.

              Hell I’ve heard of cases where some really good streamers had to be an a special list of people to not kick/ban from this kind of detection because they’ve repeatedly been falsely detected. If you aren’t a streamer you will have a lot harder of a time to get unbanned though not just because you aren’t famous but also because it’s harder to prove your innocence.

              • arthur@lemmy.zip
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                8 days ago

                I remember Valve placing honeypots that would be impossible for a honest player to see or reach, and banning in mass the players who fall for it after some time to avoid the adaptation of the cheaters. And that is a cheap yet effect way to clean the player base.

                Other interesting strategy is to limit the client information available, of the character is not looking with a scope, the client doesn’t need to know if there is another player far in that direction.

                Probabilistic analysis is not the only way.

                But I know that some strategies would demand major reworks or good planning from the development phase.

                • CptBread@lemmy.world
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                  8 days ago

                  Honeypots are not an easy solution either though unless you only really do it as a one off thing. And to be worth it you have to allow those cheaters to continue for some time before banning. You shouldn’t underestimate how adaptable cheats developers are.

                  Limiting information is easier said than done especially for circumstances that matters the most. And don’t forget people can still hear others through walls.

      • FishFace@piefed.social
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        8 days ago

        What performance threshold should that be? 10%? So 140,000 manual checks of CS:GO players? 1% is still 14,000. How are you going to check those people - go to their houses? If they don’t let you in just ban them? What about people who install cheats that allow them to perform as well as someone in the top 2% but not top 1%? They have a free ride?

        It’s not possible to catch all cheats, but pure server-side cheat detection is basically worthless.

        • JohnEdwa@sopuli.xyz
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          8 days ago

          Doesn’t CS do it by using volunteers, showing clips to players waiting for matches or something where they can vote if the player was using cheats? I could be remembering wrong though, my CS knowledge comes entirely from watching klicksphilip :P

          • FishFace@piefed.social
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            8 days ago

            CS has VAC which can issue VAC bans - unless something’s changed. They may also get volunteers to assess stuff idk.

    • りん〜@sopuli.xyz
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      8 days ago

      Just look how well this went for Valve & CS2… It’s riddled with cheaters, despite having multiple updates to VAC over the year. This method only works for games like World of Tanks, where most things are server sided.