this post was submitted on 21 Jan 2024
314 points (98.8% liked)

Linux Gaming

15802 readers
41 users here now

Gaming on the GNU/Linux operating system.

Recommended news sources:

Related chat:

Related Communities:

Please be nice to other members. Anyone not being nice will be banned. Keep it fun, respectful and just be awesome to each other.

founded 4 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 13 points 9 months ago (3 children)

It's much more frustrating to see "anti cheat" and game developers forcing us to install a bad OS and a rootkit, for the benefit of fewer 10 year olds cheating. How about you develop server side anti cheat, instead of slowing down games by 25%?

[–] [email protected] 4 points 9 months ago

Cheats are too sophisticated for that. Server doesn't have enough data. It's getting to the point where even the client might not, by using a 2nd device with image recognition for example.

[–] [email protected] 3 points 9 months ago

They've all got server side anti cheat too.

[–] [email protected] 1 points 9 months ago* (last edited 9 months ago) (1 children)

Server side AC is there to stop people doing actions that are impossible, not to stop possible actions from being automated. Server AC can stop people from moving too quickly, for example. The server knows your position, velocity, and the amount that velocity can change in a tick. It can prevent anything from going above this. It can't tell if you clicked on someone's head really quickly, or accessed memory you shouldn't be allowed to access.

[–] [email protected] 2 points 9 months ago (1 children)

Which, as this video shows, client side AC can't either. So there is absolutely 0 benefit to these invasive solutions, effectively making Server side AC the only sensible solution to game developers who are actually interested in safety (instead of syphoning of user data)

[–] [email protected] 1 points 9 months ago

Pretty much every game has server side AC. They aren't mutually exclusive. I'm certain Valorant is varifying data on the server and not accepting any packets a user sends without question.