How does Anti-Cheat software detect cheaters in online multiplayer games?

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How does Anti-Cheat software detect cheaters in online multiplayer games?

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Anonymous 0 Comments

it depends on the implementation of the software and the sort of cheating its trying ot stamp out.

the most direct form of anti cheat is having your game have the server as the final and only authority to anthenticate changes in game state. this means that if the clients attempt to send bad data to the server the server will know there is fckery and will refuse the data(and remvoe the client from the network)

the issue is that often server netcode isnt designed like this because this force the server to effectively run the game fully on their end which is expensive hardware wise(and VERY laggy for slower systems).

hence games often go the other route where they have a local program running on the clients that checks in with a central server, this client will essentialy check the application’s memory space for any tampering(ie: hex editors like cheat engine) and terminate the connectino if somethnig is detected.Most anti cheat solution do some variation of this.

this has the upside of being computationally cheaper on both the clients and the serve r and it lowers the overhead of communicating with the server and reciving data(as the server only has to send and receive data related ot the game state, instead of sending everything).

the problem is that this sort of anticheat often requires priviledged access to the client’s system and the effectivness of said system is proportional with said access, whihc doesnt mesh well with security expectatino by clients.(this is famously Why VAC isnt as effective as it could be: Valve is upholding the promise of an unintrusive anticheat ot the best they can. This is also why VAC is worlhess on linux: linux doesnt allow the sort of access VAC needs.)

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