Board Thread:Game Discussion/@comment-38518555-20200211235621/@comment-31526827-20200212123651

ME7: no one suspects you or any gamechanger is being paid (EA, giving money to players? Lol). Not only are your videos massively appreciated and valued, we appreciate the time and effort you expend, unpaid. Accept our kudos and written thanks. You should be happy they didn't give you a couple super cars, insurance and maintenance costs will destroy you unless you are already a millionaire (but a Harley is nicely affordable).

Here's an idea to pass along, in the broad strokes: game input is captured at 10hz. That means, 10 times per second, the game saves what the player is doing. That data is what's saved to produce replay files (along with car stats at start of race) plus the total race time; a value that can be hacked using a memory search&replace tool. We've seen that a race can report that it was run at, 60 seconds but when we play back the Replay we witness a race that is, say, actually 90s long. That means, again roughing speaking, that there are 900 inputs recorded, but there should only be 600. So, a sanity check could be performed against the replay data. Are there only as many inputs as expected for the recorded race time? If there are more, the data is invalid.

A 60 second race file should only contain 600 inputs. Any other number and there is a mismatch, reject the results. And that's how we stop TT hacking. (Stat/fame/currency hacking: different topic)