Server side anticheat needs to be tailer-made for every game; you need to have logic that understands how your game plays and what conditions mark a cheater.
With the kernel level client anticheat, you only need to verify one thing: that the user hasn’t modified the game files. It’s not 100% effective, but it’s effective enough to keep script kiddies away.
Isn’t kernel level anticheat also looking for things like programs that do screen capture and programmatic input? Your assertion that server side anticheat must be implemented for every game is correct but I suspect you’re oversimplifying what client side anti cheats do.
Server side anticheat needs to be tailer-made for every game; you need to have logic that understands how your game plays and what conditions mark a cheater.
With the kernel level client anticheat, you only need to verify one thing: that the user hasn’t modified the game files. It’s not 100% effective, but it’s effective enough to keep script kiddies away.
Isn’t kernel level anticheat also looking for things like programs that do screen capture and programmatic input? Your assertion that server side anticheat must be implemented for every game is correct but I suspect you’re oversimplifying what client side anti cheats do.