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@Rev0verDriveEA has spoken about developing a new in-house anti-cheat, this was perhaps a year ago. They even "hired" a former cheat-programmer.
We can hope this will be an improvement to the existing FF-system and introduced with BF6 (Apex Legends could perhaps benefit from it as well).
I play a lot of BF4 and while there are probably still some undetected wall-hacking, but obvious hackers are almost non-existent, due to many RSP-servers having active admins.
But active admins on public servers are probably not a viable solution for EA (financially)...
So even with a hired cheater they were not able to detect a reported cheater with 144/0 KD using MG?
- 5 years ago@Pimp_SWE You need to detect the method of cheating in code on the players PC. That requires a significant amount of access to said PC.
Dude could be using DKOM which if done right isn't detectable without OS Ring 0 kernel access privilege's.- cso77775 years agoSeasoned Ace
@Rev0verDriveThe problem is that people are willing to let cheat-software run at any possible privilege.
Unless MS can make the games memory and network-communication private to the game (hidden from the OS), cheat software will always be possible. This is not an easy task as making memory unreadable for other processes, brings a lot of possibilities for running really bad spyware/virus-products as well.Whitelisting programs could be an option, but this would involve having MS to whitelist games/programs (there are a lot of legitimate software on windows, programs, drivers etc etc) and OS-whitelisting could probably get 'hacked' as well (cheaters will do anything possible).
The real solutions in using some kind of VM-technology, but this again brings a lot of issues (performance being one of them).- 5 years ago@cso7777 Only 100% way of preventing cheats is a Stadia type setup. The server does all processing and sends a rendered frame image to the client to display. Clients would only be a high framerate image flipbook with a UI.
For it to be a truly viable option for shooter games you'd need quantum internet... 0 ping/lag.
The next best thing is 100% server-side validation on all user input/actions. Zero client-side prediction, 100% lock-step. For it to be worth playing you'd want a sub 15ms ping and at very high server tick rate. Even then you're still vulnerable to ESP. But that's pretty much it.
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