Same. I write cheats for CS2 for my own amusement and it's 100% detectable by replay analysis.
If I'm reacting to information that I shouldn't have at a rate much much greater than the general population, then I'm not psychic, I'm just cheating.
This is also true for aiming, spray control, etc. All current cs2 cheaters are producing a very large and detectable audit trail of very suspicious plays in game, even if they think they're being sneaky. The resolution of the data looks like keeping track of your location and where you're aiming about every 15ms.
I can hide from a kernel module, but I can't hide from my own data trail.
There's only really two paths:
* We do kernel anti-cheat in trusted execution environments, which is bad for all the reasons in the article. When I break through this, you'll get the full "having a cheater" experience in your game.
* We do AI/ML heuristic-based detection to the point where cheaters are forced to behave exactly like non-cheating teammates or risk detection, cheating maybe only 10-20% above their previously established skill patterns. When I break through this, you'll have a normal game and I'll be kind of bored and nobody will be having the "cheaters in my game" experience even though I'm actually cheating.
In either case, I'm still going to try and beat the system for fun. Because video games.
Yes, it happens all the time, especially as the devices age.
L1 devices remotely downgrade to become L3 devices. This has different effects depending on content provided from "totally unavailable" to "lower resolution".
I'm not sure if it's confirmed, but it's believed Level 1 video output contains a watermarking scheme that ties the key to the media, so if it's leaked they can disable the key that leaked the content.
You can search around and find tons of angry consumers shouting into the void about widevine errors on older consumer devices.
If I'm reacting to information that I shouldn't have at a rate much much greater than the general population, then I'm not psychic, I'm just cheating.
This is also true for aiming, spray control, etc. All current cs2 cheaters are producing a very large and detectable audit trail of very suspicious plays in game, even if they think they're being sneaky. The resolution of the data looks like keeping track of your location and where you're aiming about every 15ms.
Here's some recent research that's related: https://arxiv.org/html/2508.06348v1
I can hide from a kernel module, but I can't hide from my own data trail.
There's only really two paths:
* We do kernel anti-cheat in trusted execution environments, which is bad for all the reasons in the article. When I break through this, you'll get the full "having a cheater" experience in your game.
* We do AI/ML heuristic-based detection to the point where cheaters are forced to behave exactly like non-cheating teammates or risk detection, cheating maybe only 10-20% above their previously established skill patterns. When I break through this, you'll have a normal game and I'll be kind of bored and nobody will be having the "cheaters in my game" experience even though I'm actually cheating.
In either case, I'm still going to try and beat the system for fun. Because video games.