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Joined 3 years ago
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Cake day: June 12th, 2023

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  • It needs to be kernel level (on any OS with remotely modern security design) because a userspace application (quite rightly) would not have the ability to monitor all hardware at a low level and probe semi-arbitrary memory locations. It’s the same reason enterprise security software often has a kernel module of some kind.

    That’s the level that is necessary to protect the integrity of top flight eSports. It’s worth highlighting the anti-cheat bundled with retail games it’s often a less severe version of what I’m talking about, the competitions where you can ultimately win money almost always use an additional heavier invasive anticheat than is typical for a casual player.

    The companies proving those third party anticheat systems would risk losing their business and reputation if a cheater was able to evade it in any competition scenario. The reason you see cheaters in public servers, is regular users (also quite rightly) wouldn’t put up with the super invasive versions of these systems that provide the strongest guarantee, so you’re seeing the effects of that compromise.


  • To this day I don’t know what’s stopping these streaming services from recreating a bit of the dvd experience and offering to show you some of that was pretty standard at the end (e.g. deleted scenes, bloopers, director/cast interviews)

    They want you to spend more time on their platform, right? Seems like there would be a pretty obvious user journey from just watching a film to watching related content about it

    Though that still wouldn’t bring back something I feel like I’m in a bit of a niche for missing: DVD menus. For about 10 years, we had these crazy bespoke interactive experiences for every single release, some of which went to extensive levels to add in Easter eggs or games. When blu-rays came along, I don’t think I remember a single Blu-ray that didn’t use a standardised looking menu with basically the movie poster art as a background (I think any variance was down to each studio using slightly different art assets).


  • Right, but as I mentioned unless you have an actual infinite number of variations of every player model (impossible, you can’t store infinite variations in fixed storage), you’re going to need the full player model in GPU memory and something client side will need to do the chopping with knowledge of the players origin coordinates, it’s impossible to determine the shape of and position the chopped shape without sending that information to the client. Streaming graphics data from a server into even a top of the line GPU would be a prohibitive hit to game performance when milliseconds matter.

    It’s not processing power that’s the problem, it’s the speed of light


  • This is what I mean by mitigations

    You could definitely hide far players, but as soon as a player is near enough they could be seen, particularly when dealing with humans making unpredictable input, that player’s model will need to be placed in the world before either of them are supposed to see each other because the game has no way of knowing what that unpredictable input might be.

    You can’t have every permutation of a given player model being obscured by every possible combination of angles of scenery as distinct models in the GPU memory, so something client side will need to do that slicing, so a player’s obscured origin location will need to be known by the client. This could give a player seconds of time to react depending on their opponent’s strategy

    A few milliseconds is the only advantage a player needs at the top level of these games to shift the balance in a given contest. And given the prizes for some of these tournaments is multiple millions, there’s definitely the motivation to go to these seemingly extreme lengths




  • One of the big problems is stuff that a server wouldn’t know is happening

    A simple example is wallhacks in FPS games, if you can somehow get the client computer to not render walls properly, the player can see where everyone else is in the level.

    You don’t need to mess with the game client here if you’re clever about it, you mess with the operating system and graphics drivers so that a signed binary can continue to connect and behaves entirely legitimately from the server’s perspective.

    Of course there are mitigations we could come up with for this, but you’re just in a game of cat and mouse. If it was a solved problem, kernel level anti-cheat just wouldn’t be a thing for the most part. Yet it’s what the competitors demand in the top flight competitions, because there isn’t a better way to prevent a whole class of cheating.

    To be clear, not defending it and I personally avoid games that use it, but I understand why it exists





  • Ah there goes my idea, I thought it was gonna be down to Microsoft’s inability to not fuck sleep up every couple of years

    Memory is probably the next port of call if you don’t see anything in event viewer to indicate a driver issue.

    Another commenter suggested memtest which is a good shout, might be also worth putting a Linux distro onto a flash drive or partition and try running that for a couple of days to see if it does it under Linux, that will at least help inform you as to whether it’s hardware or software










  • I get your bit, but know I struggle to not read any of your comments as Brian Badonde. And slightly more seriously, I’m gonna hope you’ve not already been told you’re needlessly making life difficult for any dyslexic people using the fediverse. Up to you what you do with that information, you can do what you like after all.

    That aside, that model of value is fairly intuitive for things you worked for. A kid has a kinda more difficult situation in that regard, they have no real way to work for something, practically all ownership is gifted. Then you’ve gotta remember for many families, something like a games console isn’t even strictly owned by the kid, but rather a family possession.