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rhimtoday at 8:53 AM2 repliesview on HN

Kernel level anti cheat is really the maximum effort of locking down a client from doing something suspicious. But today we still see cheaters in those games running these system. Which proofs that a game server just cannot trust a random client out there. I know it's about costs, what to compute on client and what to compute in server side. But as long as a game trusts computation and 'inputs' of clients we will see those cheating issues.


Replies

maccardtoday at 10:59 AM

It’s not about costs, it’s about tradeoffs. In an online shooter game (for example) there is latency, and both clients are going to have slightly different viewpoints of the world when they take an action.

No amount of netcode can solve the fact that if I see you on my screen and you didn’t see me, it’s going to feel unfair.

afpxtoday at 11:11 AM

Plus, if I was a motivated cheater, I'd just use a camera, a separate computer, and automate the input devices.