• andyburke@fedia.io
    link
    fedilink
    arrow-up
    0
    ·
    2 months ago

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

      • andyburke@fedia.io
        link
        fedilink
        arrow-up
        0
        ·
        2 months 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
          link
          fedilink
          English
          arrow-up
          0
          ·
          2 months 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
            link
            fedilink
            arrow-up
            0
            ·
            2 months ago

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

            • conciselyverbose@sh.itjust.works
              link
              fedilink
              English
              arrow-up
              0
              ·
              2 months 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.