• andyburke@fedia.io
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    11 hours ago

    I do have some understanding of how both local and server-side cheat detection work.

    How do you think processing of video output streams downstream from the output port with usb input assistance back into the PC should best be detected client-side, for example?

    • KingOfTheCouch@lemmy.ca
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      6 hours ago

      Real fucking problem, yeah.

      But think on this scale:

      • Cheats built into game and anyone can turn on
      • Cheats downloaded for free
      • Cheats cost money and sophisticated
      • Cheats require hardware and setup time and probably more money

      The number of people that will cheat is less at each tier right? What if we remove the risk of ban at each tier vs a higher risk of ban?

      If a dev does fucking nothing at those mid tiers, more people will cheat. If they build a reputation and ban a bunch of people, it encourages more people to give it up. Stubborn ones persist and go down to the next tier but they will be fewer in number. Ideally we make it so the cheat doesn’t work at each tier but each one is also harder to prevent.

      It’s about playing the numbers. 1 in 100 players cheating sucks. 1 in 1000 cheaters isn’t great. 1 in a million? That’s a lot better risk.

      So what happens if devices become popular and common? Great question. I guess everyone that gives a shit quits playing games? Every game is locked down with stream fed into AI, wave our hands and “magically” a server is making the decision for us?

      I don’t know.

      Until we get to that point, I accept the tools that work for now.