Notes on server-side anti-cheat
Articles on cheat detection, server-side architecture and running anti-cheat in production.
October update: new ways to pay, a new website and account security
USDC and GmodStore payments, a rebuilt site and dashboard in 14 languages, two-factor authentication and passkeys, and a review queue for your staff.
Read moreHow to read a ChrononLabs detection score
100% cheating is the worst result and 100% legitimate is the best. Here is what the percentage means, and why 10% cheating or 50% legitimate is still bad.
Read moreUSDC and GmodStore join card payments
You can now pay with USDC alongside card on the Balance page, or buy Garry’s Mod subscriptions on GmodStore. Paying directly on chrononlabs.net is cheaper.
Read moreWhy server-side is the only anti-cheat that matters
Client-side anti-cheat can be dumped, hooked and bypassed before the server notices anything. This post explains why detection on the server is harder to get around.
Read more250 signals vs 1 threshold: why static rules miss everything
A rule like aimSpeed > 500 is easy to get around. We look at 182 general features and 68 tick-based parameters per event. This post shows what that means in practice.
Read moreThe false positive problem nobody talks about
Many server owners install an anti-cheat, watch regulars get flagged and start switching modules off. This post looks at why that happens and how to avoid it.
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