| ▲ | ashdnazg 2 hours ago | ||||||||||
> But the server binary doesn't start unless you have 190GiB of RAM and 38 available CPUs. As far as I understand that situation is accepted by the initiative. The requirement is not that it works on any specific hardware or software stack, just that it can theoretically work. > a binary that can be used to create cheats against the next version of the product Anti-cheat solutions aren't required to be released, and if there are bugs in the server, they might even be found and patched by the community. | |||||||||||
| ▲ | dijit 2 hours ago | parent [-] | ||||||||||
What you're saying is true for the californian legislation, but not the EU which is currently being drafted (in a different direction) - nor the direction of the authors article, and like I replied in a sibling response: it's not like people would be pleased to get our binaries. Second: anti-cheat itself is a fucking joke. A crutch, a last ditch hail-mary because we ran out of time to batten down the hatches or things were changed so often from the start of the project to the end that we couldn't add safety into the protocol design properly. Exposing how our systems think about how you move, how you shoot, when AI ticks, when loot ticks, behaviour trees and how phase transitions are computed: gives an attacker a hell of a lot of leverage. To put this into broader easier to understand terms: ask yourself why it's so easy to cheat in Unreal Engine games vs Battlefield. It's not the anti-cheat. It's the complexity of digging through the engine and knowing what the memory is doing and what the server is doing. | |||||||||||
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