• theunknownmuncher@lemmy.world
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    4 days ago

    Kernel anti-cheat does absolutely nothing to prevent aimbots/triggerbots, as most are run using 2 separate machines, anyway. The first machine runs the game in a totally clean and legitimate environment, but sends its video output (either using standard streaming tools like OBS or by using special hardware) to the 2nd machine. The 2nd machine runs the cheat and processes the video to detect where to aim and/or when to shoot, and sends mouse input back to the 1st machine.

    • C4551E@lemmy.blahaj.zone
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      4 days ago

      I would have thought this would introduce enough latency to make an aimbot ineffective, but I know nothing about the cheating scene

      • theunknownmuncher@lemmy.world
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        4 days ago

        Colorbots are extremely efficient and can be run on just a raspberry pi.

        Human reaction time is ~200-250ms, while the cheat will be introducing easily less than 10ms of latency.

        I’ve never used cheats in a video game because I don’t see the point and it would spoil the fun of playing, but as a software developer, it is interesting to learn about how they work and are implemented

        • C4551E@lemmy.blahaj.zone
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          4 days ago

          that’s super impressive to me, and I guess explains why any client side anticheat is ineffective vs a determined cheater, rootkit or not.

          thanks for the explanation! I miss when anti-cheating measures involved actual human beings administrating servers