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Other options exist but it’s not an option for these real-time games like FPS’s. I get it.

If you don’t need real-time packets and can deal with the old school architecture of pulses, there’s things you can do on the network to ensure security.

You do this too on real-time UDP it’s just a bit trickier. Prediction and analysis pattern discovery is really the only options thus far.

But I could be blowing smoke and know nothing about the layers of kernel integration these malware have developed.





> But I could be blowing smoke and know nothing about the layers of kernel integration these malware have developed.

Kernel level? The SOTA cheats use custom hardware that uses DMA to spy on the game state. There are now also purely external cheating devices that use video capture and mouse emulation to fully simulate a human.


> The SOTA cheats use custom hardware that uses DMA to spy on the game state.

And the SOTA anti-cheats now use IOMMU shenanigans to keep DMA devices from seeing the game state. The arms race continues.


You'll never stop the arms race, but requiring specialized hardware to cheat is as close as you'll get to a decisive victory against cheats.

The vast majority of cheaters in most games are not sophisticated users. Ease of access and use is the biggest issue.




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