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Joined 2Y ago
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Cake day: Jun 13, 2023

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Nah you just do heavy statistical analysis on data that already gets streamed from the client.

Here’s a better explanation than I could provide:

https://www.i3d.net/ban-or-not-comparing-server-client-side-anti-cheat-solutions/

What they could do is set a player surveillance system that tracks game by game averages on hundreds of different metrics like critical hit accuracy and prehit mouse acceleration and compares them to a baseline and any time any player stat moves past the average the system will increase their scrutiny level and perform more advanced analysis on them.

Another thing that could happen is the server could submit ghost data to suspicious clients and honeypot the cheat software into reacting to it.

You could also train an ML model on your game to watch highly suspicious players.




I’d like an invite to deadlock!



The diabolo 4 team is popping off lately as well


Could you imagine how SWEET this feature would be if it was a Encrypted FOSS Self Hosted Service?