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Joined 2 years ago
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Cake day: June 5th, 2023

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  • Server side is beatable as in, you could inflate your skill to that of a professional player.

    The optimal serverside anti cheat would be able to recognize what gameplay is human level, and what gameplay is impossible or very unlikely to be human, and make punishment decisions based on that.

    Then, the best cheat would just be almost perfectly simulating a pro player, and at that point the cat and mouse game of anti cheat and cheating would be far far less relevant.

    Something like blatant tf2 spinbotting, or scoping someones head through a wall right before peeking them in r6, are absolutely detectable serverside with heuristics or machine learning models or etc, and that should be worked on rather than embedding some spyware into my uefi firmware or whatever.



  • for 3d printed gun people (not personally one of them, just browsed their subreddit once), they use some vaguely blockchain crypto related p2p video host called LBRY, not sure if that model is scalable though, as it seems to be based around free p2p hosting like torrents, although there was some mention of hosting fees, presumably in crypto? not sure






  • That is an interesting question. From what I know, youtube has every video in chunks that they serve to the client, and so server side ad injection is just serving some ad chunks before the video. I think you’re right with the buffer thing, it seems to me like the only way to make sure the client can’t skip it would be to make the buffer shorter, impacting some people (although seems like only really people with internet thats fast enough for streaming some seconds, but not other seconds, which is an odd catagory)

    Ultimately it would be a tradeoff for youtube, but the fact that they put the effort into doing mass testing of the idea at all shows that clearly there are some good incentives, and it may eventually be implemented.