4 ms·
Having started my technical career long ago as an angsty teen looking to develop cheats, I'm aware of the architectural issues. This is probably a hot take, but
by wswope 4y ago
Having started my technical career long ago as an angsty teen looking to develop cheats, I'm aware of the architectural issues. This is probably a hot take, but for FPS and the like, I view wallhack-type cheats as fully inevitable, and more of a game design challenge than a technical one.
Compared to old school FPS like COD and CSGO, I'll throw out Overwatch as a good example of a game that de-emphasizes the relative importance of knowing an enemy's position by dramatically raising TTK and placing importance on team coordination, mechanics, and character selection. A cheating sniper in OW can easily get shut down by the coordinated actions of two enemy tank players. Designing the game in a way that limits the ability of a single wall-hacking sniper to ruin the experience is IMO much more effective than getting into a kernel-level AC arms race. Valorant still has cheats available for it, after all.
- phendrenad2 4y agoOkay but all of that is irrelevant to the point I'm arguing, which is that you need user-side kernel-mode anti-cheat or the cheaters are much more numerous and pass some point where the game is not fun to play for most non-cheaters. And redesigning the game to be cheater-unfriendly by adding vehicles and stuff is just limiting the game experiences you can have, because someone doesn't like rootkits (luckily, most players don't care).