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>Cheating must be detected serverside. Never trust the client, this is basic security. As long as rendering happens on the client, it's going to require client
by yodon 2y ago
>Cheating must be detected serverside. Never trust the client, this is basic security.
As long as rendering happens on the client, it's going to require client-side anti-cheat to stop players from looking through walls or adding aimbots.
Client side rendering means the client has information like the location of the opponent even when the opponent is not visible. The server is unable to tell on its own whether the client is using this information inappropriately.
- Spunkie 2y agoServer side cheat detection is not just about actually detecting active cheating on the server side. It's also about the server providing the client the absolute minimum amount of information needed to function/render.
- zeta0134 2y agoYes, for an FPS I don't really see a practical way around having the server do some rendering work, in order to detect occlusion and stop sending visual updates when it's pretty sure the client isn't able to see that object. There's a balance to be struck. Other techniques include simple statistical analysis: it's usually pretty damn obvious when a player is making inputs that shouldn't be humanly possible consistently, or reacting to information they shouldn't be able to see. That doesn't have to be done in realtime, it can be stored and reviewed later. (That might even be a feature on its own: delayed bans make it harder for cheaters to know if their techniques were detectable.)
- mjr00 2y ago> That might even be a feature on its own: delayed bans make it harder for cheaters to know if their techniques were detectable. Bans have typically been done in waves for a long time for exactly this reason, yes.
- ThatPlayer 2y agoLag compensation makes the absolute minimum relatively high. For example you need the client to know about an enemy player behind them that doesn't get rendered, because the client can turn around faster than the server can tell them about that player. Otherwise it can lead to a super frustrating experience where the enemy player pops into existence on the client in the middle of the screen, and you couldn't have reacted because there was nothing there. So if you're sending that data to the client, well now cheats can look for that and detect if there's a player behind you and warn you, giving an advantage. The same thing applies to corners and other occlusions, just less extreme, but still just as frustrating.
- Buxato 2y agoThat are hacks that change the behavior and historic skill of a player, could be detected server side too. Also a client side anticheat couldn't detect modern aim hacking via external camera and custom hardware mouse.
- consteval 2y agoYou don't even need an external camera, you could probably intercept the DP signal.