Common questions

Answers about lag handling, performance, proxy warnings, and data privacy.

What happens when someone cheats?

Epsilon puts invalid movement back where the vanilla client would actually be, keeping their real direction and velocity instead of dragging them back to an old still position. An occasional slip is smooth rather than jarring, and cheaters cannot abuse flags to float in mid-air or cancel knockback.

When Cloud detects aim cheats or artificial lag, it can either apply silent combat mitigations that neutralize the cheater’s fight advantage without alerting them, or trigger kicks and timed bans according to your server configuration.

High ping and server performance

  • Will players with high ping get falsely flagged?. No. Sudden lag spikes and changing round-trip latency are bounded mathematically by how long the server waits for confirmation, so honest bad internet is separated from cheat behavior and never alerts staff.
  • Will it lower server TPS?. No. Both packet simulation and Cloud streaming run asynchronously off Paper’s main tick thread, so your world tick loop stays untouched even in heavy fights.

Players kicked for ViaVersion on the proxy

If your console logs a message mentioning vv:proxy_details and tells players ViaVersion translated their connection on the proxy, remove ViaVersion (and ViaBackwards) from Velocity or BungeeCord plugins/ and place them on each Paper backend server instead.

What data leaves the server

When cloud is enabled, Epsilon sends only the gameplay actions and client metadata needed to evaluate cheats, plus server identity and version details. Chat messages, command arguments, sign text, and book text are stripped before leaving your server, and player IP addresses are never uploaded.

For full privacy details or deletion requests, see the privacy policy on epsilon.ac or email support@epsilon.ac.