• Dark Arc@social.packetloss.gg
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    22 days ago

    I think you’re massively overplaying “a lot.”

    Maybe the cutting edge R&D of cheats uses that technique; AFAIK it’s far from mainstream.

    Not to mention entire classes of cheats that require manipulating the rendering engine (e.g., wall hacks) just don’t work.

    Also with Widevine DRM you can leverage all the crypto crap that the MPAA has forced into our computers over the years and protect the video stream between the GPU and display. That would more than likely screw over 99% of those capture cards.

    • Auli@lemmy.ca
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      22 days ago

      There was an “AI”monitor at CES that could cheat in league, I think. I imagine it could be done in other games.

      • Dark Arc@social.packetloss.gg
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        22 days ago

        Yes, sure something like that cheat could work… Since it’s information the game is already giving to the player, it’s kind of hard to stop. It’s also not a major cheat just a little assist.

    • Blisterexe@lemmy.zip
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      22 days ago

      A good amount of capture cards work invisibly to drm, and you can use a camera.

      But you’re right, its not too too many cheats that work like that, but if cloud became the norm there would be.

      • Dark Arc@social.packetloss.gg
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        22 days ago

        In any case, you’re talking specialized hardware that’s harder to get a hold of and may be detectable (these capture card companies likely don’t want to get sued so they’d likely cooperate pretty quickly with game developers and publishers).

        Here’s another point I’ll make… there are new anticheat approaches that come into play with algorithmic reactions.

        You can for instance, modifying the rendering slightly in a way that wouldn’t mess with the player much if it all if you’re suspect of a cheater, but would act as a “honeypot” for cheaters (similar to how some developers have come up with “AI poison pills” to embed in images).

        I have pretty high confidence that cloud gaming maybe wouldn’t totally solve the problem. However, removing access to the game code solves a lot of the cheating problem overnight.

        Basically the only thing you can do reliably is subtle aim bots, no wall hacks, no spin bots, no mapping hacks, no packet reordering, no ping abusing, no malicious packet injection (e.g., spawning a bullet in front of everyone’s heads), invulnerability hacks, teleporting/movement hacks, etc.

        A lot of that stuff can be blocked with just well designed net code, but with cloud gaming the net code design becomes much much less relevant instantly. Cheating in general becomes less “fun” and less ridiculous.