• ysjet@lemmy.world
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    18 hours ago

    I mean, the solution here is to stop being lazy and sending enemy position information when there’s no possible way for you to see them, but again, that takes a tiny bit more processing power.

    • mic_check_one_two@lemmy.dbzer0.com
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      17 hours ago

      I mean, even that doesn’t stop aimbots. They’ll just snap directly to the enemy’s head as soon as they’re visible. If anything, this would make programming aimbots easier in several ways, because a big part of programming a good aimbot is figuring out how to prevent snapping to enemies through walls. If the server is already handling that, the aimbot won’t need to bother with it.

      If anything, a stupid simple method of server-side aimbot detection would simply be to create phantom player locations. Like randomly generate fake player locations without any character models. Invisible to regular players, but anyone who snaps to that fake location just got busted for aimbotting.

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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        4 minutes ago

        If anything, a stupid simple method of server-side aimbot detection would simply be to create phantom player locations. Like randomly generate fake player locations without any character models. Invisible to regular players, but anyone who snaps to that fake location just got busted for aimbotting.

        That does not work at all for pixel detection bots. They’re not reading game information; they’re monitoring the video output. Either directly from the HDMI output or by just using image capture on the monitor. You never have to touch the game, or even the machine the game is running on. There is absolutely nothing to detect!

        You’d have to rely on seeing them visually to identify the cheaters. Which is next to impossible if they are good enough to hide it.

      • ysjet@lemmy.world
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        17 hours ago

        tbf though, detecting aimbots server-side is generally pretty simple.

        They don’t move like actual humans.