Now if only they could more clearly communicate when games are playable offline.

  • SkavarSharraddas@gehirneimer.de
    link
    fedilink
    arrow-up
    17
    arrow-down
    2
    ·
    14 days ago

    Modern cheats for multiplayer games don’t modify local files (or attribute values in memory), since the server validates everything anyway. They’re about giving you information that’s available but not shown in the game (like see-through walls, or exact skill ranges), or manipulate input (dodge enemy damage, easy combos). Those cheat can run in kernel mode (or at least evade detection from user mode), so the anti-cheat needs kernel mode to be more effective.

    • ysjet@lemmy.world
      link
      fedilink
      English
      arrow-up
      15
      arrow-down
      2
      ·
      14 days ago

      since the server validates everything anyway

      Oh you sweet summer child.

      The server doesn’t validate shit, because that takes up CPU cycles on THEIR hardware, which costs them money. A huge part of kernel level anticheat is forcing YOU to pay the cost for anticheat, so they can squeeze a few more pennies out of it. And if your computer gets owned because they installed insecure, buggy malware on your system…? Well, they’ll just deny. After all, it’s kernel-level, how are YOU going to prove anything?

    • Katana314@lemmy.world
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      1
      ·
      14 days ago

      If server validation was still a common practice (as it should be) then cheats wouldn’t come in the form of speed hacks, teleportation hacks, or invincibility. The traditional thing in CS that was hard to prevent is aimhacks and wallhacks. I respect that those are hard to prevent, but they can be much less impactful in modern hero shooters.