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[-] andyburke@fedia.io 2 points 1 month ago

There are ways to detect and stop that, but they can and should happen on the server, not on the client.

[-] conciselyverbose@sh.itjust.works 1 points 1 month ago

Only if you're OK banning real people.

[-] andyburke@fedia.io 2 points 1 month ago

There are lots of options such that you can tune your false positive/negative rate. 🤷‍♂️ Tons of ways you can structure this depending on your game's tech.

[-] conciselyverbose@sh.itjust.works 2 points 1 month ago

No options that resemble legitimate or evidence based in any way.

If a computer has the exact same input and output tools as a human, you cannot possibly do better than guessing. It is a literal certainty that you will ban legitimate players doing nothing wrong for being too good if you try, and it's unconditionally not acceptable to do so.

[-] andyburke@fedia.io 1 points 1 month ago

Client side anti-cheat faces similar issues, and there unlike your server you don't control the hardware.

[-] conciselyverbose@sh.itjust.works 2 points 1 month ago

I'm not sure why you think I'm saying client side is better when I called it malware.

There is no approach that is theoretically capable of doing anything at all to impact a camera and automated inputs, and there is no way of trying to do so that is acceptable. It's simply a reality of online gaming.

this post was submitted on 31 Oct 2024
405 points (99.8% liked)

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