AMD to Smack Down Game Cheaters
Yesterday we reported on AMD's Fusion cloud computing system, where AMD will develop a super computer able to handle rendering, compression, and streaming of video game graphic server side and push out to gamers on any device. The concept behind the technology is nothing short of exciting.
Naturally, delivery of that technology is something of another topic. However, one interesting side effect of AMD's Fusion concept, is that it will inherently thwart gamers from cheating. Just exactly how is this done? Simply put, gamers will be unable to use cheat hacks or software to influence game play because everything is processed and rendered server side--on the cloud.
When a gamer uses cheat tools to cheat in a game, the tool modifies memory address locations and changes values. For example, a small cheat tool can locate the memory address location where a game stores ammo data, modify the value stored there, giving the user infinite ammo. Other more sophisticated cheats like bots, will also be thwarted. Bots perform a very similar action, reading memory and feedback from the game on the local side, and responding accordingly to automate tasks such as gold farming in World of Warcraft.
Because of the way the Fusion super computer will work, all game data is processed server side, and the only thing being sent to the user is streaming video. There's no actual data value in the local system's memory, since there's no real local client. In essence, a gamer will be controlling the game through a remote-control like interface.
Could this be the end of cheaters? We think not. But, will AMD's Fusion super computer cloud be the target of endless hack attacks? Time will tell. Do you cheat in games when you play? Or do you play by the rules?
_ALL_ of them contain cheaters
No I'm not kidding.
Also let us have user mods and maps
Anyways, there's one thing you can be sure of - there will never be an end to cheaters. Hackers / crackers will always find a way. Trust me.
to blessedman's post above, by that time, you'll have discrete graphics card that is a hundred times faster than todays so it's a matter of how much graphics power the majority will want.
for now, this service is well for gaming devices such nintendo ds, psp, and smartphones. if this amd solution will work, microsoft might join in and create a handheld device.
I think you really need to read more about Fusion. It is NOT a Battle.net like system where a client has a local install on a game and they just use a server to link up multiplayer communication.
/ Tuan
And the bot would automate mouse clicks in response to what? How would that bot understand the video feed? It isn't game data in memory. There isn't any game data in client side memory, it's all on server side. All the player sees is the video stream of what was rendered on the Fusion Render Cloud.
/ Tuan
Thank god fios has no caps.. Personaly i wouldnt have the ISP's if it capped me or i just simply wouldnt have internet. unless prices dropped drasticly it wouldnt be worth it.
Also, many games can bring up a console, and have internal cheat codes.
If not, a user can always find ways.
It is only a matter of time before, someone develops a program/script to manipulate the serverside, and for a the right price, a cheater, is reintroduced/reborn again, into the cloud. It will happen, because it can happen.
There is no such thing as security, esp in the world of computers.
Wake up, step outside, and live people.
You are correct in that server-side cheating/admin abuse is not addressed by this system and that same abuse will render this "remote-arcade" system even more meaningless.
It also does not address latency cheating, where the cheater manipulates the timing of his I/O packets for advantage.
I prefer the detect and ban method. Sophisticated data collection and analysis, present in almost every game these days can reveal even subtle cheating and out comes the ban-hammer.
Cheaters are generally skilless, banning them improves over all game play and encourages self-advancement.