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Joined 5 months ago
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Cake day: June 25th, 2025

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  • I’m not running an epyc. Way too spendy for me. I was using direct attachment pasture but that was failing over to Macvtap because this motherboard sucks and the IOMMU/ACS shit only actually works on the GPU slot and 1 M.2 slot.

    Supposedly I can use IOMMU with an i350 and that will work good enough but I’m not certain if this as it’s not the same as a direct passthru so I’m worried I’ll have similar issues.

    I’m also reading the i226v NIC I have is kind of ass anyway.





  • Yes I meant movement happens server side, which is why this example cheat couldnt work. it would be telling the server what to do, and the server could always say “no, fuck off, thats not something you were coded to be able to do”. Sorry if I didnt convey that clearly.

    I also understand the client has to draw things faster than the server can respond “okay, I moved you 12 inches to the left” so it guesses the outcome and if the server later responds with “denied, no teleportation in rust” it will just snap you back to the last position the server approved of.

    My point is anticheat client side suggests bad code server side.


  • Explain something to me. It’s a multiplayer game anything that affects all players should be handled on the server side, not the client. So if I make a cheat it can only be installed client side, not server side.

    So if my hypothetical cheat looks at object placement and any time I sees a small object approaching at a high velocity it can say “I’m going to assume that’s a bullet based on what the server told me about it.” Then my cheat would say “your character moves from here to here until the bullet passes by, then moves back. I will tell the server you moved to the left 20 inches in the blink of an eye then moved back”

    This works because the server just trusts what it’s told in this example.

    So there are two options here to resolve this. Either the server sets thresholds and denies any placement changes look like the Flash is playing rust, or the server evaluates suspicious placement changes later when the cpu load it’s under is lower. The first approach stops much of this instantly but is computationally expensive and could not scale well for lots of players. The second would work well enough. You need to catch cheaters but it’s doesn’t have to be within the same exact cpu cycle.

    In either case, these work because the server is taught to look for something that shouldn’t be possible. The enforcement happens server side. The client doesn’t fucking matter.

    There is zero reason to put anti cheat on the client side when it’s not a P2P instance. Target a few servers, not thousands of players.