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Having Anti-Cheat of any kind outside of the game is laziness or lack of resources.
I believe just have physical limitations of the character or objects and verify the movement every once in a while to make sure that their movement is not super human (ie, aim bots).
The best thing is back when Battlefield was Battlefield, it would self-regulate because most people played on self-hosted servers, so cheaters and bad actors were taken care of swiftly. But now they want their own control to put shitty bots and SBMM in the game, so here we are.
This whole game is a case of the devs making bad decisions and then instead of changing them decisions, they apply the quickest bandaid fixes they can.
Overall scope was set by EA, they wanted a more mainstream shooter to compete with the likes of Call of Duty, so they could jump into the seasonal content/battle pass grind. But the devs made all these little individual decisions that add up.
Kernel anti-cheat does absolutely nothing to prevent aimbots/triggerbots, as most are run using 2 separate machines, anyway. The first machine runs the game in a totally clean and legitimate environment, but sends its video output (either using standard streaming tools like OBS or by using special hardware) to the 2nd machine. The 2nd machine runs the cheat and processes the video to detect where to aim and/or when to shoot, and sends mouse input back to the 1st machine.
Colorbots are extremely efficient and can be run on just a raspberry pi.
Human reaction time is ~200-250ms, while the cheat will be introducing easily less than 10ms of latency.
I’ve never used cheats in a video game because I don’t see the point and it would spoil the fun of playing, but as a software developer, it is interesting to learn about how they work and are implemented
It takes more work and resources to do what they’re doing. They already do server side anti cheat. And realistically, this is more effective than not doing it, though it definitely still gets defeated anyway. I would say the things that it asks of the customer are not worth the trade even if they were 100% effective, but they are more effective.
Wall hacks could be defeated by the server only reporting the positional information about enemy players to game clients when it detects that the client player’s camera should be able to see some part of the other player’s silhouette. This is possible, albeit computationally expensive, but the main functional issue is latency. Nobody wants enemies magically popping into view when their view changes quickly because their ping was more than 6ms lol
The issue with “just analyze the players” is that it is VERY expensive computationally. And it causes issues with non-official servers as it drastically increases the cost of a dedicated server and makes a listen server nigh unusable.
To be clear: I do not think the kernel level anti-cheats are a consumer friendly solution. But it takes a special kind of arrogance to insist you know better than decades worth of research and work in trying to stop hacking.
Having Anti-Cheat of any kind outside of the game is laziness or lack of resources.
I believe just have physical limitations of the character or objects and verify the movement every once in a while to make sure that their movement is not super human (ie, aim bots).
You don’t need a kernal level anti-cheat.
The best thing is back when Battlefield was Battlefield, it would self-regulate because most people played on self-hosted servers, so cheaters and bad actors were taken care of swiftly. But now they want their own control to put shitty bots and SBMM in the game, so here we are.
This whole game is a case of the devs making bad decisions and then instead of changing them decisions, they apply the quickest bandaid fixes they can.
I don’t think the devs have much to do with these decisions
Overall scope was set by EA, they wanted a more mainstream shooter to compete with the likes of Call of Duty, so they could jump into the seasonal content/battle pass grind. But the devs made all these little individual decisions that add up.
Kernel anti-cheat does absolutely nothing to prevent aimbots/triggerbots, as most are run using 2 separate machines, anyway. The first machine runs the game in a totally clean and legitimate environment, but sends its video output (either using standard streaming tools like OBS or by using special hardware) to the 2nd machine. The 2nd machine runs the cheat and processes the video to detect where to aim and/or when to shoot, and sends mouse input back to the 1st machine.
I would have thought this would introduce enough latency to make an aimbot ineffective, but I know nothing about the cheating scene
Colorbots are extremely efficient and can be run on just a raspberry pi.
Human reaction time is ~200-250ms, while the cheat will be introducing easily less than 10ms of latency.
I’ve never used cheats in a video game because I don’t see the point and it would spoil the fun of playing, but as a software developer, it is interesting to learn about how they work and are implemented
that’s super impressive to me, and I guess explains why any client side anticheat is ineffective vs a determined cheater, rootkit or not.
thanks for the explanation! I miss when anti-cheating measures involved actual human beings administrating servers
It takes more work and resources to do what they’re doing. They already do server side anti cheat. And realistically, this is more effective than not doing it, though it definitely still gets defeated anyway. I would say the things that it asks of the customer are not worth the trade even if they were 100% effective, but they are more effective.
That doesn’t cover wallhacks.
Wall hacks could be defeated by the server only reporting the positional information about enemy players to game clients when it detects that the client player’s camera should be able to see some part of the other player’s silhouette. This is possible, albeit computationally expensive, but the main functional issue is latency. Nobody wants enemies magically popping into view when their view changes quickly because their ping was more than 6ms lol
And they should just make good games too, right?
The issue with “just analyze the players” is that it is VERY expensive computationally. And it causes issues with non-official servers as it drastically increases the cost of a dedicated server and makes a listen server nigh unusable.
To be clear: I do not think the kernel level anti-cheats are a consumer friendly solution. But it takes a special kind of arrogance to insist you know better than decades worth of research and work in trying to stop hacking.