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Game:ref's Hardware Solution To Cheating In eSports

An anonymous reader writes: Cheating is a real problem in today's most popular online multiplayer games, and not just on public servers. Some of the world's top Counter-Strike: Global Offensive players have been banned by Valve's Anti-Cheat System (VACS) in recent months too, bringing a nascent eSport into disrepute. But one gamer is taking a different approach, creating a hardware solution called Game:ref to tackle the problem. Simple in design — Game:ref, which the creator hopes to fund on Kickstarter soon, compares on screen movement with your inputs — but powerful in potential, the device has the potential to catch out illegal macro users both on and offline. It's already attracting interest in the top flight too.

"I've had some people from [eSports teams] Complexity, SK Gaming, and a few high-profile streamers reach out. I would say everyone seems onboard with making online PC gaming a more enjoyable experience," says inventor David Titarenco, a former Counter-Strike pro himself. "After all, most cheating on consoles has been eradicated, why should PC be so far behind?"

65 comments

  1. proformence enhancing by zlives · · Score: 1

    it seems a/etheletes are cheating... should just ban sports for profit/money

    1. Re:proformence enhancing by Anonymous Coward · · Score: 0

      This.
      Also, I think cheating is fun. What's the problem with me writing a bot to play the game for me?
      I think that's more fun than having to hunt for 20 raptor turds with a 0.1% drop rate.

    2. Re:proformence enhancing by Anonymous Coward · · Score: 0

      Is writing a bot to play a video game fun? Sure!

      Is it fun to use? No. (Sitting there watching it work is not fun.)
      Is it fun for anyone else? God no.

      The only reason it's "fun" is because you're getting a leg up on the competition in a way that they do not have access to. Please take your bots/hacks to a private server and you can play with a bunch of other people who also hack and bot.

      It's like showing up to a baseball game with an aluminum bat. Sure nobody else gets to use one but hey - it's fun for you!!!

    3. Re:proformence enhancing by Sowelu · · Score: 2

      Nah, watching a bot you wrote operate is pretty damn fun. I'd like to see more bot vs bot tournaments in all kinds of games.

    4. Re:proformence enhancing by Paco103 · · Score: 1

      This is the most fun! And it's truly a battle of minds, not reflexes. We did this in an AI class in college. It was just a trivial game, but the last day of the project was battling all of our AI's out in a tournament. We literally just sat and watched our AI compete. Probably less of a spectator sport, but so much better than a traditional programming contest where fast and dirty is the goal.

    5. Re:proformence enhancing by Anonymous Coward · · Score: 0

      Why don't the others write their own bot/use an aluminum baseball bat?

    6. Re:proformence enhancing by PopeRatzo · · Score: 1

      it seems a/etheletes are cheating

      Why should they be any different than regular athletes?

      --
      You are welcome on my lawn.
    7. Re:proformence enhancing by hitmark · · Score: 1

      For me there is a line between cheating on a single player game for my own amusement (poking at ram values in a console emulator for instance) and automating online play against others.

      In the first instance, the only one that is potentially hurt is me. This in that i may ruin my enjoyment of a game.

      In the second i am ruining the fun of everyone that share the server with me.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
  2. eSports by Anonymous Coward · · Score: 0

    lols. koreans will cheat because... koreans

  3. Other Applications... by Anonymous Coward · · Score: 0

    Advertising click fraud, Bank security, National Security...

    It would need to be well designed though...

  4. I don't understand by Fwipp · · Score: 2

    As I understand it, it uses hardware to try to catch software-based cheats. Anything that comes from your keyboard/mouse will be trusted. What's the use-case for this?

    In one breath he cites tournaments - but shouldn't tournament organizers provide and lock-down the machines that people play on?

    He also claims that cheaters were responsible for the death of DayZ and Rust - but it's not like Indie games are going to require you to buy a hardware anti-cheat device to play; and cheaters just simply aren't going to use the device.

    (Also; if this adds any latency to your input, gamers won't use it. They're nerds like that.)

    1. Re:I don't understand by Anonymous Coward · · Score: 0

      Dayz and rust died because zombie they aren't interesting in the long run with no real goals, and no possibility of saving any progress you might make like in minecraft.

    2. Re: I don't understand by Anonymous Coward · · Score: 0

      Tournaments have kicked out cheaters before once it was discovered that the hardware was modded for cheating (preset macros programmed etc.) The problem being games are big money. Lots of hardware and software endorsements, not to mention the prize money.

      But if half or more of your final four or whatever teams are cheating that's going to play Hell with your time advertising and finals. The real solution is doing it like EVO (fighting game tourney) or MTG, where you have regional refs and other minor tourneys to rank out.

      The problem is you only need one game, one tv, bring your own controller. With games like team based shooters, you're looking at 6v6 or more. And that gets costly.

      I don't think this solution will actually work (there isn't an anticheat made that some genius won't figure out to trick).

    3. Re: I don't understand by Fwipp · · Score: 1

      Right, but I don't think there's any way to detect "illegal macros" in the hardware with this. If your keyboard does multiple actions with one button press, it'll look to the device like you pressed multiple buttons in order (and, if you program it right, with a realistic human-speed delay).

      I just can't understand why he'd go to Kickstarter with something that nobody wants to buy.

    4. Re:I don't understand by Penguinisto · · Score: 2

      ...shouldn't tournament organizers provide and lock-down the machines that people play on?

      This, right here. Wanna play for money? Use our computers - each one is normalized, matched, patched, and clean of everything but the game... hell, fill the USB and other ports with epoxy if you're worried about someone sneaking in a geek stick with cheats, and proxy the hell out of it to prevent Internet access. Allow players to configure the game through the UI if they want, but otherwise no other action allowed outside of the game itself, and seal the cases with tamper-evident tape.

      The only possible obstacle is from players who demand to use customized config files for their game of choice. Example: the Quake 2/3 WeaponsFactory** MOD relied *very* heavily on players using fairly heavily modified key/mouse mapping configs, because otherwise you'd never be able to do much in the game - it was that complex when using some of its team characters for best effect.

      Of course, the tournament could audit the config files to insure no cheating, but there's a lot of gray area in there (e.g. having a specific combination of player events tied to one key or click that can perform fairly incredible stunts, etc).

      ** WeaponsFactory was the Quake2 answer to the lack of Team Fortress in that game version.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    5. Re: I don't understand by Anonymous Coward · · Score: 1

      Well, the sad fact is, you don't need a complex device, just two refs and everyone with a webcam. A person traditionally is better equipped for this kind of anticheat, than any software/hardware combo.

    6. Re: I don't understand by Anonymous Coward · · Score: 0

      I just can't understand how you don't see how useful these devices would be in tracking aimbots for CS:GO matches.

    7. Re: I don't understand by Fwipp · · Score: 1

      Again, in what scenario? In-person tournaments should be locked down so that you can't install an aimbot. Online, you can't require every user of your game to buy one of these. And even if the online tournament in question does (and somehow the device can't be spoofed or tampered with), you just make your aimbot spit out mouse movements/clicks and redirect them back in through the hardware interface.

    8. Re: I don't understand by Anonymous Coward · · Score: 0

      Other players and Valve's own anticheat system do a fine enough job. Anyone who can't tell an aimbot is still new. Why do you need a device for something that won't solve your problem (it's anti-macro, and actually wouldn't work well for aimbotting), and is already readily solved by users and in-game tools?

    9. Re: I don't understand by Anonymous Coward · · Score: 0

      People HAVE cheated during IN-PERSON tournaments.

      Please stop commenting on shit you obviously have no knowledge of, holy crap dude.

    10. Re: I don't understand by Anonymous Coward · · Score: 0

      Aimbots do not aim and fire for you, aimbots at high level very, very, very slightly alter your aim and help supplement your (already honed) skill.

      Anyone who thinks they can "spot" an aimbot is being willfully ignorant, or hasn't been playing games on a competitive level since CS was using WONIDs.

    11. Re:I don't understand by DerekLyons · · Score: 1

      Of course, the tournament could audit the config files to insure no cheating, but there's a lot of gray area in there (e.g. having a specific combination of player events tied to one key or click that can perform fairly incredible stunts, etc).

      I don't see any gray areas - require each player to use the same config (other than what can be accessed through the game UI) as every other player, the same as pretty much any other serious sport puts the players on a level playing field. If the game allows it, and players fail to take advantage of it, that's on the player - he shouldn't be competing at that level.

    12. Re: I don't understand by Lehk228 · · Score: 1

      >I just can't understand why he'd go to Kickstarter with something that nobody wants to buy.

      most of the shit on kickstarter is stuff nobody wants to buy, that's why they can't get real funding, real backers, or deliver anything on time.

      --
      Snowden and Manning are heroes.
    13. Re: I don't understand by Anonymous Coward · · Score: 0

      True some aimbots are hard to notice, but that doesn't make all of them such that your generalization is true... if anything your holding on to it is the ignorant thing.

    14. Re: I don't understand by Anonymous Coward · · Score: 0

      Online, you can't require every user of your game to buy one of these

      You can leave the choice to require it or not up to each server admin.

    15. Re: I don't understand by mark-t · · Score: 1

      How does the serve admin know that the software is accurately reporting what hardware the user has installed when the user controls his own PC, which could without *too* much difficulty be set up to misreport its hardware configuration.to the software that connects to the server?

      I'm sure there'd be a DMCA violation in there somewhere, but this concept and the measures that are being proposed here wouldn't make anyone who genuinely wanted to cheat even blink.

  5. "Most cheating on consoles has been eradicated?" by Em+Adespoton · · Score: 2

    Has most console cheating actually been eradicaated, or is it just that people aren't being caught anymore?

    Also, consoles are closed systems, whereas a desktop computer is an open system. I see eSports going the way of car racing: different events test different skills. We all know that cars can go faster than human reflexes can manage. Enter Formula racing, which is kind of analogous to console racing: everyone gets the same basic hardware, and can only tweak within those constraints. By comparison, PC eSports are more like a cannonball run, where everything goes as long as you can afford it and don't get caught.

    I can actually see mobile gaming becoming more of a sport, as the hardware is both more limited and more standardized. Then, of course, you'll get people running Android under emulation under some supercomputer with a bunch of system-level tweaks. But stuff like this can be investigated for winners (just like sports drug testing). And if they're not winning, why is it a problem?

  6. Won't work for long... by Penguinisto · · Score: 2

    Sorry, but a hardware-based solution isn't going to be much different.

    I say this because for years, software applications like 3DS Max/Viz required a hardware dongle latched onto the back of one's workstation before the app would even launch (it was replaced by a software version of C_DILLA eventually). Before and after, it was almost trivial to emulate the hardware, its responses, and 'plug' the emulated hardware into a virtual port. Today, most mobos don't have as much variety of hardware I/O (you're lucky to find a serial port nowadays), which probably means USB, HDMI, or Thunderbolt... and the original 3DS dongle required a parallel port, FFS.

    Even comparisons of input-to-screen don't mean much, because the eventual circumvention/cheat will emulate one, the other, or both, and send the 'results' to who/whatever is monitoring the user's gameplay.

    Furthermore, I daresay that once money gets involved (via eSports), the incentive to built/implement a seamless means of circumventing the cheat-detector will be far greater than the motivation of some asshat griefer who wants to punk on a few pub server players.

    --
    Quo usque tandem abutere, Nimbus, patientia nostra?
    1. Re:Won't work for long... by AlCapwn · · Score: 1

      The work around would have to be hardware too. I mean, the mouse would have to sync it's output with the game to spoof it. You'd have to mod the mouse with some wireless transmitter and receiver. It's an arms race, for sure, but I can see it cutting down on cheating by orders of magnitude.

    2. Re:Won't work for long... by Penguinisto · · Score: 1

      a mouse driver can be modified to filter through the cheat software before moving onto the anti-cheat device, then the game, etc... the time-shift wouldn't be really large enough to alert anyone (and might even help emulate a 'human' factor into the cheat, thereby saving you from writing in a few random delays). Same w/ the keyboard, come to think of it...

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    3. Re:Won't work for long... by mattventura · · Score: 1

      It won't do anything because people would just program macros and such into the hardware. As it currently stands, basically every keyboard/mouse with "macro" support is doing it entirely in software. However, keyboards and keyboard converters are easily available which can do macros in the hardware. You can even DIY with a $20 microcontroller.

    4. Re:Won't work for long... by Mal-2 · · Score: 1

      However, keyboards and keyboard converters are easily available which can do macros in the hardware.

      Soarer's. Blue Cube. Tipro. Cherry G86 (and even some G80 and G81). Xkeys. All hardware-programmable (and that's just off the top of my head). Even if you can detect the use of "illegal macro software", what about the hardware options?

      Which makes me ask, what the hell is an "illegal macro" anyhow? If something is so predictable that it can be scripted and bound to a single key, then it shouldn't really take multiple presses of a key to do it in the first place. This is not just limited to games, it extends to all software where I want to do a single, moderately tortuous task efficiently and often.

      --
      How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    5. Re:Won't work for long... by Anonymous Coward · · Score: 0

      If something is so predictable that it can be scripted and bound to a single key, then it shouldn't really take multiple presses of a key to do it in the first place.

      Depends on the game. For some games, the skill is all about quickly executing certain key combinations, for others it involves elements of timing. For others, that include a lot of scripting hooks just so you can make common things easier, they don't want you going overboard and writing complex interactions that do conditionally respond to stuff.

      This is not just limited to games, it extends to all software where I want to do a single, moderately tortuous task efficiently and often.

      Productivity software is about getting to the end result was fast as possible. Games on the other hand usually involve some sort of pacing balance. While some go overboard and make things repetitive, tedious, and drag on, it is also possible to have ones that go too fast depending on the genre and nature of the game.

    6. Re: Won't work for long... by Anonymous Coward · · Score: 0

      Some games are easily destroyed by macros. Like a fighting game would be zero skill to win with macros. Macros in CS just means you get to bunny hop or have super fast pistols or fire a rifle at full auto speed but it's done with individual clicks to kill recoil. Not much appeal there.
      In GunZ however, macros make you almost invincible. As you can spam melee attack and blocks faster than anyone. Your dashes become flying... Ridiculous!

    7. Re:Won't work for long... by Mal-2 · · Score: 1

      Depends on the game. For some games, the skill is all about quickly executing certain key combinations, for others it involves elements of timing. For others, that include a lot of scripting hooks just so you can make common things easier, they don't want you going overboard and writing complex interactions that do conditionally respond to stuff.

      That still won't stop anyone. Write a macro that gets you to a conditional branch, then two or three or however many more you need based on the situation faced. "Oh, it's going THAT way, better use the Blue layer."

      I'm not an elite gamer, and I never will be, but I do like my particular flavor of hardware. If you as an organizer were to tell me I had to use the same Razer Black Widow as you're saddling everyone else with, I'd be saying "no thanks, can I get my entry fee back?" because I don't even use QWERTY, or a staggered layout for that matter. I use a tweaked Dvorak layout in a rectilinear matrix, with my cursor pad on the left. It also happens to have 32 leftover keys for programming (41 if I want to fill every available space at the cost of comfort). I can add another 30 macros in the form of the Xkeys 16 strip I paid way too much for a few years back. Telling me I can't use these would be very similar to saying I couldn't use a mouse with twelve thumb buttons – which can also be used for macros. (I don't, I actually have just a six-button mouse and use the thumb buttons as modifiers, but I wouldn't complain about someone who did.)

      --
      How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
  7. Do it in a stadium with approved equipment? by lunchlady55 · · Score: 1

    I mean, if someone has the hardware & software in their own home, there's really no telling what they're going to do with it. Maybe they're just mod the Game:ref to say you're not cheating when you are. Or some other method of circumvention.

    The only game competition that I would trust is one where they all played on identical equipment on a controlled network in an room ('arena' seems too lofty for 'place to play computer games'). If money was involved, (10's of thousands or more) I don't think it's unreasonable to request everyone show up in a common location.

  8. Anti:Game:ref by Lumpio- · · Score: 3, Insightful

    If this becomes popular somebody will make a cheat device that plugs into your Game:ref and simulates the mouse through it.

    1. Re:Anti:Game:ref by gman003 · · Score: 1

      I was thinking just that - creating a USB device that takes input from one port, and simulates a mouse on the other, is pretty trivial.

    2. Re:Anti:Game:ref by Anonymous Coward · · Score: 0

      thats okay. I'm already working on building a game:ref:anti:game:ref

      counter counter countermeasures are the last thing they'll expect

  9. The same people back snake oil by Anonymous Coward · · Score: 0

    Or have we already forgotten the WTFast business?

    1. Re:The same people back snake oil by Anonymous Coward · · Score: 0

      I blame comcast. If comcast hadn't implemented their shitty netflix throttling by IP so that using a proxy or VPN got you netflix faster, nobody would believe this bullshit about VPNs making their games faster. The only thing a VPN can speed up is shitty ISP throttling.

    2. Re: The same people back snake oil by Anonymous Coward · · Score: 0

      Tell me about. I've been kicked from an MMO group before for refusing to install WTFast as useless snake oil. Apparently not having it installed means you're a "laggy newb" regardless of how well you do in game. Ah well, whatever.

      To be fair, the game was unplayable if you were accessing it from Comcast or Verizon. Maybe WTFast would fix that, who knows, who cares, I didn't have problems with it but I got instantly kicked anyway. I'd like to thank MMO players for being elitist asshats, though, it's a great way to break an addiction.

    3. Re: The same people back snake oil by UnknownSoldier · · Score: 1

      Which MMO was this?

  10. Two things... by wolrahnaes · · Score: 4, Insightful

    First,

    Consoles are almost completely devoid of cheaters because they provide anti-cheat solutions baked-in their hardware.

    I'm not sure what consoles this guy has been playing, but cheating is rampant in pretty much every popular console game. Some kinds of cheats may be harder to implement on consoles, but they always find ways to do it.

    Second, all his rig does is monitor USB inputs. The same USB inputs I can fake using literally the same Arduino hardware he seems to be using for his prototypes. Any kind of macro-based cheats would be trivial to implement on USB-capable microcontrollers. One's cheat program of choice just has to change from sending fake inputs directly to the OS over to passing the same input commands out to a simple piece of hardware which then sends them right back as USB HID inputs.

    --
    I used to get high on life, but I developed a tolerance. Now I need something stronger.
    1. Re:Two things... by rsmith-mac · · Score: 1

      I'm not sure what consoles this guy has been playing, but cheating is rampant in pretty much every popular console game. Some kinds of cheats may be harder to implement on consoles, but they always find ways to do it.

      Consoles aren't fool-proof. But other than the PS3 there's no easy way to inject arbitrary code. So other than taking advantage of bugs (which are the developer's fault), you can't really cheat on something like the XB1 or PS4 like you can the PC.

      Cheating the PC, by comparison, is almost always accomplished via arbitrary code. Wallhacks, aimbots, complex macros, tools that unveil more data than the player is meant to see, etc.

    2. Re:Two things... by Anonymous Coward · · Score: 0

      tools that unveil more data than the player is meant to see, etc

      You can blame the developers for those too. All the data doesn't need to be sent to the clients. It requires a different engine design, but it completely stops that type of cheating short of hacks on the router inspecting traffic going to other clients.

    3. Re:Two things... by wolrahnaes · · Score: 1

      Consoles aren't fool-proof. But other than the PS3 there's no easy way to inject arbitrary code. So other than taking advantage of bugs (which are the developer's fault), you can't really cheat on something like the XB1 or PS4 like you can the PC.

      Cheating the PC, by comparison, is almost always accomplished via arbitrary code. Wallhacks, aimbots, complex macros, tools that unveil more data than the player is meant to see, etc.

      Every single last-gen console was hacked wide open. 360 and Wii will happily run arbitrary code just as well as the PS3. Last time I checked the Wii was still a purely software mod, no hardware required. Xbox 360 requires hardware unless you have an old console that hasn't been updated in years, just like the PS3 now that both have patched their major security holes.

      --
      I used to get high on life, but I developed a tolerance. Now I need something stronger.
  11. All the more reason for by Anonymous Coward · · Score: 0

    those 'pro' gamers to upgrade from their FX5200s.

  12. Re: "Most cheating on consoles has been eradicated by Anonymous Coward · · Score: 0

    1) Cheating is reduced slightly. There's less cheat devices like game shark, but I'd you want to cheat in any multiplayer, it's not that difficult.

    2) Bluestacks is an android emulator for pc and has existed for a few years already. "Hacking" on it merely requires that you know how to install cheat engine.

  13. what about local severs / local gaming stations by Anonymous Coward · · Score: 0

    what about local severs / local gaming stations with no internet maybe with software like deep freeze that refreshes the systems each boot and they reboot at the end of each match.

  14. New on EBAY: Gamers keyboard(macro enabled) by burni2 · · Score: 1

    Anti cheating techniques are successful at first, then there is the circumvention, nothing is bullet proof however using certified hardware in an controlled enviroment is a good start.

    For online gaming high stakes = high interested = much energy leading to:

    a.) broad band solutions for common cheaters
    b.) specialised expensive hand crafted cheats

    History:
    1.) Nvidia looking glas hack - driver version detector+screenshooter
    2.) dummy OpenGL dll wrapper - file scanner+screenshooter
    also solved rat auto fire.
    3.) game engine hooking - game engine hooking detector - game engine hooking detector unloader - detector for this - special cheat drivers running top priority - special anti-cheat drivers running top priority ..

    What I want to say:
    Cheating has evolved and ever will. Console play perhaps is now free of cheating because the stakes are too low and the dangers are too high.

    Raise the stakes, get a horde of chinese DRM hackers flipping bit by bit till the consoles break, have cheating enabled again.

    guess for the future:
    FPGA & DSP + CV enabled cheating - looping through the DVI/HDMI signal capturing at 50/60Hz 1080p (the grabbers for this res & freq. is affordable) automatic object recognition.
    feeding in commands direct into the mouse and keyboard.

    AntiCheat would be statistics & pattern based.

    AntiCheat: for direct signal capturing: using 4k
    Anti AntiCheat: splitt mirror or (two) cameras with an angle and polarized filters (->3D) and CV again lower res but who cares..

    The evolution is about to start, again!

    Irony:
    I call the Google Car a cheater car ;)

    1. Re:New on EBAY: Gamers keyboard(macro enabled) by mattventura · · Score: 1

      It should maybe be pointed out that if Linux gaming actually manages to take off, it opens up new possibilities due to being able to compile your own kernel.

  15. Re:"Most cheating on consoles has been eradicated? by mattventura · · Score: 2

    The added difficulty of cheating on a console is often offset by the fact that most console game developers get lazy and start trusting the client.

  16. Lag. by buckfeta2014 · · Score: 1

    I'm not plugging my 1000 DPI mouse into something that sits between it and my PC. We're trying to reduce input latency, not create it.

    --
    Buck Feta. You know what to do.
  17. Why are macros cheating? by Anonymous Coward · · Score: 1

    We have some limits on what we consider cheating. Corked bats are not allowed in baseball. Steroids are considered bad everywhere. But in bicycling I can spend millions in a wind tunnel and devise ways to drop the mass of my bike. We have swimsuits which improve water flow for speed. So my question is this: Why have we decided that macros are cheating?

    Assuming that a professional gamer isn't going to go down the script-kiddie road, any macros that a top-tier gamer would use would be based on experience, knowledge of the game, and an understanding of when and why to use them. The skill is knowing how to play the game. We allow high DPI mice, weighted mice, custom keyboards, and many other things to make it easier for a gamer to be able to execute moves at an incredible rate. The limit to operation speed is how fast an idea can be turned into controller actions to impact the game. If somebody can think faster than they can move, why shouldn't they be allowed to macro?

    I consider the interface of the game to be the command structure the developers have give me. Assigning an arbitrary limit on input speed based on the device I use to communicate with that interface seems arbitrary. And I'm not a power gamer who uses macros. I tend to avoid most of the games that are becoming popular eSports because I don't issue commands at what has become the "normal" speed, and most of those games aren't the kind of experience I'm looking for when I play games. So I'm not defending the macros, or trying to justify how I play. I just don't understand how the current idea of what constitutes "cheating" came to decide that keyboard/mouse skills are fine to develop, but creating macros, which you'd still need to employ intelligently to win a game, are frowned upon.

    1. Re:Why are macros cheating? by Anonymous Coward · · Score: 1

      Some macros are cheating, some macros are not.
      You are probably thinking of the latter type of macro, like a buy script to purchase a pre-defined set of gear.
      The former type would be something like an anti-recoil mouse movement macro that removes any need to compensate for recoil by the player.

    2. Re:Why are macros cheating? by Anonymous Coward · · Score: 0

      And the question stands. Why are either of these cheating?

  18. Re:Two things... consoles have cheaters by Anonymous Coward · · Score: 1

    Absolutely the consoles are filled with cheaters. Explain how online players have infinite health, armor that never degrades or run out of ammo (assuming ammo, of course).

    The pitch is that cheating is solved, but the facts are exactly the opposite. Xbox 360 has been cracked more than once. The PS3 is infinitely hackable. The new consoles are effectively cheap PCs and as such will be cracked if they aren't already. Then there are the modified controllers, the use of a PC or an Arduino (et.al.) as the input device replacing the standard controllers. The controllers are nothing special, any communication protocol that uses wireless, or wires, can be hacked. Macros are rampant and the best way to avoid cheaters is to not play online except on private servers. If you know the operator of the server, otherwise - easy pickings there noob.

  19. Consoles by Loopy · · Score: 1

    ...most cheating on consoles has been eradicated...

    lolwut? Whoever wrote that must not be playing any popular online console games.

  20. wroooong! by slashmydots · · Score: 1

    "After all, most cheating on consoles has been eradicated"
    BULLSHIT! People cheat constantly. It's either modding, glitches, file manipulation, modded controllers, artificial network delays, packet manipulation, etc and the only difference is console makers can't go anything about it because it's a walled garden instead of a real computer.

  21. Please can we stop calling them sports!?! by Anonymous Coward · · Score: 0

    Bladder endurance is not a skill!

  22. Only addresses a small part of the problem by Anonymous Coward · · Score: 0

    If any of you play CS:GO Competitive, you probably know what a "smurf" account is. This device does nothing to address the growing problem of people who are skilled at the game from buying it cheap on sale, gifting it to false Steam Accounts, and ruining the fun of newer players by showing up and owning them. That happens often, and won't be detected by this.

    Sure, it might help similarly skilled tournament players avoid cheaters, but it won't do shit to make the game accessible to others. It's market is less than one percent of actual CS:GO players.

  23. Great Idea and I'm all for it by Trax3001BBS · · Score: 1

    But all of the game producers would have to be on board for it to work efficiently. Which comes down to salesmanship and it's licenses cost.