this post was submitted on 20 Nov 2025
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Nah, cheating is just absurdly hard to stop. Even ring 0 anti cheat doesn't stop it entirely. At some point, I feel like the answer is similar to piracy, in that you must accept that there's going to be some amount of it, and then find a way to mitigate the damage. Because there are solutions to both of them that both go too far.
I think the way that CS does it is really the best one. Prevent the simple cheats, record games and let people handle the edge cases based on reports and suspicious activity.
While I agree that this is usually enough, you end up with the issue that with volume the process becomes bogged down to the point of inefficiency. The best bet is to implement this system with a much more robust server side cheat detection, and ideally not send occult information or recieve bad information from the clients to minimize the damage that can be done with a cheat.
I didn't know CS did this, but yeah, at a high level, that's how I'd address it, too. It's probably not a solution that scales super well due to the manual review required, and I know that game has a reputation of people still being annoyed by cheaters, but it might be the best we can do without being very invasive, like the ring 0 stuff.