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Dude could be using DKOM which if done right isn't detectable without OS Ring 0 kernel access privilege's.
@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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