Why is it not more common to implement anti-cheat on the server instead of the client? Is that not more secure? Couldn’t the server just check what vision a player should have and not provide any other information to prevent wallhacks or maphacks? Or check how fast it is possible to move to prevent speedhacks? Aimbot is a bit harder to detect I guess but what about the other ones?
Yes, I mean I understand why people use the term rootkit. But, at the same time it isn’t good to dilute a term for something malicious.
At the same time, while I hate cheating in online games I barely trust game developers that are often on a crunch timeline, access to user mode on my system. I really don’t want to give them access to kernel mode just to detect cheats. Also, it just means the next level of cheats just has to do the same, or get themselves in the hypervisor instead or hardware based anyway.
I don’t play games that have kernel mode anti cheat (unless they’ve somehow installed kernel mode drivers without me knowing, every game installer wants admin to install these days it seems) for this reason.