Re:Valve's Proton Has Enabled 7000 Windows Games on Linux
by mjevans on Friday March 05, 2021 @03:30PM
(#26361656)
Or the server could hide the data from the client that the client shouldn't be able to act on until just before that data would be seen by the client. (obviously with a slight tolerance for sending a bit extra that clients might need if lag rubber-banding predicts it might be revealed)
Re:Valve's Proton Has Enabled 7000 Windows Games on Linux
by cortesoft on Friday March 05, 2021 @03:53PM
(#26361954)
That isn’t really enough... that wouldn’t stop aim bots, for example.
Re:Valve's Proton Has Enabled 7000 Windows Games on Linux
by shmerl on Friday March 05, 2021 @02:35PM
(#26361077)
Another option is to develop server side AI that can detect some non human behavior or behavior patterns that are cheats. It's not full protection but for sure more appropriate than putting rootkits on the client side.
Re:Valve's Proton Has Enabled 7000 Windows Games on Linux
by glsdfgkjsklfj on Friday March 05, 2021 @04:43PM
(#26362518)
oh that can't backfire at all *sarcasm
here is another idea: proper ranking of player abilities! crazy right? something so simple should be a day-one feature right? that would put all the hackers together and they could even compete in their own hacking league... 100% of clients satisfied!
now think about game companies failing to put that single feature to work correctly, what changes do you think a AI that detect human behaviour have or working well in that space? :(
multiplayer game have the choices: a) ship game with malware/trojan to try to prevent cheats, or b) open up for cheats (even if client side only, like see trhu walls)
Most popular games chose option A (and still fail preventing both client side and remote hacks)