Every FiveM anticheat says it catches every cheat. None of them can prove that on a sales page, and a slogan tells you nothing about how the product behaves on a Friday night with 200 players online. The questions below are the ones that do. Ask them of every anticheat you consider, including ours.
1. What happens when it bans someone who did nothing?
False positives are the real cost of an anticheat. One wrong ban of a well-known player can cost a community more than a week of cheaters. Ask:
- Can you set an action per detection (log, kick, ban) instead of one global switch?
- Can a detection start in log-only mode until you trust it on your server?
- Does it know that your own scripts (teleports, admin menus, job vehicles, custom weapons) do things that look like cheating?
- How do you unban, and does the player get told why?
An anticheat that cannot answer these with a clear "yes, here is how" will make your staff its support desk.
2. Is there evidence on every ban?
"Banned for cheating" is not something you can defend in a ban appeal. Good anticheats attach evidence at the moment of detection: a screenshot, ideally a short video clip, and the details of what triggered it. Evidence protects you twice: you can show the cheater, and you can catch your own false positives before the player even opens a ticket.
3. Does it recognise banned players who come back?
Buying a new game licence or Steam account takes minutes. If the anticheat only bans by licence, a banned cheater is back before your staff finished the report. Ask whether bans follow the player across accounts, and how you resolve the rare case where two real people share a PC or a network.
4. Does it work with your framework, without editing it?
ESX, QBCore, vRP, NDCore, Qbox or your own standalone code: the anticheat has to understand how your server gives out money, weapons and vehicles, or it will flag your economy as cheating. Ask how it handles your framework and your inventory, and whether you need to edit framework files to install it. Editing core files makes every framework update painful.
5. What does it cost in server and client performance?
Install it on a test server and measure with resmon (client) and the server's own profiler, under load if you can. A good anticheat stays in the background. Ask how detections are spread over time, not just what the idle number is.
6. Does it check the server side as well as the client?
Client-side checks can see what a cheat does inside the game. Server-side checks can see what the client sends, which a cheat cannot hide. You want both. Server-side checks keep working even when a cheat manages to blind something on the client.
7. How often is it updated, and can you see what changed?
Cheat developers update often. Look for a public changelog with dates and real content, not "bug fixes and improvements". A changelog is also the easiest way to see whether a product is still maintained. Ours is at parity.ac/updates.
8. How does configuration work?
You will tune the anticheat for months. Check:
- Is there a dashboard, or are you editing a config file over FTP?
- Do changes apply without a server restart?
- Is there a history of who changed what, and can you roll back a change?
- Can several staff members work with their own permissions?
9. Can you test it before it touches your players?
A staging or development server with the same configuration lets you try new settings without risking real bans. Ask whether bans there are kept separate from your live ban list.
10. Can you extend it?
Every server has its own exploits: a job script with a weak event, a custom minigame. Look for a way to add your own rules or call the anticheat from your scripts (an SDK or exports), and an API if you want to connect your own tools or Discord bot.
11. Can you leave, and can you arrive?
Ask whether you can import your existing ban list when you switch, so known cheaters stay banned on day one. And ask the reverse: can you export your bans if you leave?
12. Who is behind it, and how do you pay?
- Is there a real team you can reach, with a support channel that answers?
- Is payment handled by a known provider, with a clear refund policy?
- Monthly or one-time? A one-time licence is cheaper over years, but ask which updates it includes. Cheats change constantly, and an anticheat that stops updating stops working.
Red flags
- "Undetectable" or "100% of cheats" claims. No anticheat catches everything; the honest ones say how they handle what they miss.
- No changelog, or a changelog that stopped months ago.
- Reviews that only exist on the seller's own page with no way to verify them.
- A product that asks for full database or FTP access to install.
- A free "premium" anticheat from an unknown source. That is how backdoors get onto servers.
Where Parity stands
We built Parity around these questions:
- Actions per detection with log, kick and ban, so a detection can start on log until you trust it. Staff you give the Bypass AntiCheat permission are not flagged by any detection, and Config Guard points out settings that are likely to hit innocent players.
- Evidence on bans: screenshots, video clips and the details of the detection.
- Returning players on new accounts are linked to their old ban.
- Frameworks: one resource next to ESX, QBCore, vRP, NDCore or a standalone server, with no framework edits.
- Dashboard in five languages, live changes without restarts, a configuration history you can restore from, team permissions and a linked test server.
- Extensible: no-code rules, a Lua SDK, a REST API and an MCP server (compare them).
- Switching: import the ban export of a supported anticheat so known cheaters stay banned. If your old system is not supported yet, you can send us an example export.
- Pricing: monthly, yearly or a one-time Lifetime licence, paid through Tebex. See pricing.
The fastest way to judge is to look: open the demo dashboard, watch real detection clips, or read the server security guide first and come back when your server is ready.
