Server side anti-cheat won’t detect things like aimbots or wall hacks. An ideal anti-cheat would run both client and server side, without requiring kernel level access on the client.
Server side detection still won’t catch the ESP and wallhacks that run entirely clientside, let alone the methods here using custom hardware and/or a seperate computer to actually run the hack. Nothing is being sent to the game or server at all to detect.
I mean, the solution here is to stop being lazy and sending enemy position information when there’s no possible way for you to see them, but again, that takes a tiny bit more processing power.
I mean, even that doesn’t stop aimbots. They’ll just snap directly to the enemy’s head as soon as they’re visible. If anything, this would make programming aimbots easier in several ways, because a big part of programming a good aimbot is figuring out how to prevent snapping to enemies through walls. If the server is already handling that, the aimbot won’t need to bother with it.
If anything, a stupid simple method of server-side aimbot detection would simply be to create phantom player locations. Like randomly generate fake player locations without any character models. Invisible to regular players, but anyone who snaps to that fake location just got busted for aimbotting.
If anything, a stupid simple method of server-side aimbot detection would simply be to create phantom player locations. Like randomly generate fake player locations without any character models. Invisible to regular players, but anyone who snaps to that fake location just got busted for aimbotting.
That does not work at all for pixel detection bots. They’re not reading game information; they’re monitoring the video output. Either directly from the HDMI output or by just using image capture on the monitor. You never have to touch the game, or even the machine the game is running on. There is absolutely nothing to detect!
You’d have to rely on seeing them visually to identify the cheaters. Which is next to impossible if they are good enough to hide it.
I fail to see how you couldn’t account for it, in this case you could just enforce facing as a value that is sent to the server and then just use a review like some games have, it wouldn’t protect against large volumes of cheaters, but there are other methods that could be employed for en masse. You wouldn’t necessarily get an instant response, but you would get all of the wallers who aren’t insanely good at hiding it.
Didn’t they still use heuristics and known database? There’s a video of a guy writing his own cheat and practically went undetected.
This is the video: https://youtu.be/RwzIq04vd0M
Jesus fucking Christ.
How are any anti-cheats supposed to detect the wild shit they’re doing with hardware rendered hacking devices?
Fuuuuuck… 😩
You need to invest in server side detection, which is more expensive than slapping their eac bandaid on it and calling it a day.
Server side anti-cheat won’t detect things like aimbots or wall hacks. An ideal anti-cheat would run both client and server side, without requiring kernel level access on the client.
Server side detection still won’t catch the ESP and wallhacks that run entirely clientside, let alone the methods here using custom hardware and/or a seperate computer to actually run the hack. Nothing is being sent to the game or server at all to detect.
I mean, the solution here is to stop being lazy and sending enemy position information when there’s no possible way for you to see them, but again, that takes a tiny bit more processing power.
I mean, even that doesn’t stop aimbots. They’ll just snap directly to the enemy’s head as soon as they’re visible. If anything, this would make programming aimbots easier in several ways, because a big part of programming a good aimbot is figuring out how to prevent snapping to enemies through walls. If the server is already handling that, the aimbot won’t need to bother with it.
If anything, a stupid simple method of server-side aimbot detection would simply be to create phantom player locations. Like randomly generate fake player locations without any character models. Invisible to regular players, but anyone who snaps to that fake location just got busted for aimbotting.
That does not work at all for pixel detection bots. They’re not reading game information; they’re monitoring the video output. Either directly from the HDMI output or by just using image capture on the monitor. You never have to touch the game, or even the machine the game is running on. There is absolutely nothing to detect!
You’d have to rely on seeing them visually to identify the cheaters. Which is next to impossible if they are good enough to hide it.
tbf though, detecting aimbots server-side is generally pretty simple.
They don’t move like actual humans.
I fail to see how you couldn’t account for it, in this case you could just enforce facing as a value that is sent to the server and then just use a review like some games have, it wouldn’t protect against large volumes of cheaters, but there are other methods that could be employed for en masse. You wouldn’t necessarily get an instant response, but you would get all of the wallers who aren’t insanely good at hiding it.