On April 19 2015 01:33 Oshuy wrote:
Those hacks are not within the scope of the device. Only target are input hacks.
Those hacks are not within the scope of the device. Only target are input hacks.
I see, thanks.
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endy
Switzerland8966 Posts
On April 19 2015 01:33 Oshuy wrote: Show nested quote + On April 19 2015 00:35 endy wrote: I thought most hacks were possible due to game clients having complete information (like all of your opponents stuffs for example). How does your device prevent a classical hack to read this information available in the RAM? Those hacks are not within the scope of the device. Only target are input hacks. I see, thanks. | ||
davvv
6 Posts
On April 19 2015 02:00 Garrl wrote: Unless you can get a large league organizer for FPS games like ESEA on board for enforcing this, I can't forsee anyone actually setting up servers that require an unknown - potentially malicious - device to be bought and installed on their players' machines, not to mention the problems in false positives being caused by mouse and keyboard drivers modifying the input. Just wanted to make a small correction. False positives are impossible. If you're talking about mouse acceleration (and the like), I outline how I solve that problem in my seminal blog post here. Some league organizers (and many LAN owners/organizers) have already contacted me (FaceIT and Fragbite Masters to name a few). It all hinges on the success of the KS campaign, so we'll see! | ||
DeepBlueSea
1 Post
this is practically my rundown on Game:ref https://debuglog.wordpress.com/2015/03/13/lets-talk-about-gameref/ | ||
Martijn
Netherlands1219 Posts
It looks like a cool idea, I'm hesitant to buy in to it though. How does it deal with pc lag? Input getting buffered? Or how does it deal with drivers, mouse smoothing and the like influencing the input the game receives? It's purely for mouse input too right? What if I'm using keyboard toggles that influence fov or sensitivity? | ||
Z-BosoN
Brazil2590 Posts
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