• thingsiplay@lemmy.ml
    link
    fedilink
    English
    arrow-up
    5
    ·
    14 hours ago

    Server side anticheat can’t detect lot of client side anticheat. Ideally you want to have both, if you want to catch most cheaters. One is not a full replacement for the other method. Local anticheat has the advantage of being much cheaper for the developer / publisher.

    • Sir_Thominick_IV@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      edit-2
      38 minutes ago

      Depending on the implementation, client side anticheat isn’t needed at all. Take the game Speedrunners for example. There is zero need for the server to do anything other than accept player inputs, process them, and return them to the clients.

      So if coded correctly, where the server trusts nothing and does the math itself, it is impossible to cheat while having zero anticheat on the client.

      And that’s without there being any additional cost.

    • warm@kbin.earth
      link
      fedilink
      arrow-up
      3
      ·
      12 hours ago

      It’s more costly to the developer when I dont buy their kernel AC game.

      • thingsiplay@lemmy.ml
        link
        fedilink
        English
        arrow-up
        3
        ·
        12 hours ago

        Unfortunately we are in the minority. Most people don’t know the difference or even care. So like with physical media, they only care about the majority.