I believe there are AI anti-cheats being developed and used in China so maybe we'll end up with a Recall-esque anti-cheat everywhere in the future :)
I believe there are AI anti-cheats being developed and used in China so maybe we'll end up with a Recall-esque anti-cheat everywhere in the future :)
Imagine all the things that would be possible. Truly decentralised servers, where the end user can run server side logic.
Gonna keep an eye on it, but I'm not to sure if it'll be the solution to this issue...
For people watching esports, they need to believe that the game isn't rigged and people aren't cheating. A couple more scandals and the sponsors are going to require cloud-gaming just to keep viewers.
And even if I disregard all this, cloud gaming wouldn't solve the problem, as hardware cheats that don't run on the gaming machine would still be usable.
I'm pretty far from the multiplayer game dev scene, but isn't this close to how a lot of multi player sync works anyway? Just* distribute everyone's control inputs and have them all run a deterministic simulation. And then I guess you would run the same input cheat detection on all the honest clients, which are hopefully the majority... Is this impossible or did I just reinvent something that already exists?
* Yes, I know. But at least I know determinism is possible.
These sort of cheats are often entirely out of band, running on a mirror of the video stream on a second machine, and transmitting user input back via USB. Clientside snooping won’t catch it either.
The google term is "hardware cheats"
(As an aside, hearing about this kind of setup really makes me wonder what the point is of cheating. Prestige? Among what set of peers?)
But if you give up, and your game's competitors don't, players will switch games. The way I see it, a game developer anti-cheat goals isn't necessarily to have no cheaters, but definitely to have less cheaters than your competitor.