They did make one. It was called FairFight[1] and was mainly used by EA in the Battlefield franchise. It also was a dumpster fire: bans were applied to legit players all the time, moderators were overwhelmed and manual review took too long and many times resulted in nothing.
Behavioural anti-cheats are not the answer. Implementations are crap and under-developed, and I don’t blame them: you would need tremendous (server-sided) power to correctly process the models considering how complex multiplayer games are, and it just isn’t worth the investment and complexity to them.
It’s just cheaper to pay rootkit developers (like EAC or BattlEye) and knowingly infect client devices. Hell, their drivers are even WHQL signed by Microsoft.
And when false positives hit? Just blame the anti-cheat vendor. Potential HR problem dodged.
Behavioural anti-cheats are not the answer. Implementations are crap and under-developed, and I don’t blame them: you would need tremendous (server-sided) power to correctly process the models considering how complex multiplayer games are, and it just isn’t worth the investment and complexity to them.
It’s just cheaper to pay rootkit developers (like EAC or BattlEye) and knowingly infect client devices. Hell, their drivers are even WHQL signed by Microsoft. And when false positives hit? Just blame the anti-cheat vendor. Potential HR problem dodged.
[1] https://www.i3d.net/products/hosting/anti-cheat-software/