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Call of Duty Adds Kernel Level Driver for Anti-Cheat

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Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#51
post #9
post #4

Earlier quoted context omitted.

If I write a cheat for your game that operates on the kernel level, how would you detect it from the game that runs in user space?

Yes, it's an impossible fight. Give up early and just detect the supernatural aim server-side or have a working report system.

The point of most anti cheat is not %100, but a significant enough reduction. If you make it super annoying and expensive to cheat, it's not going to happen that much in practice.

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#52
post #24
post #5

Not to say this isn't a worrying practice, but it's unfortunately industry standard. Almost every mainstream fps game has intrusive software, to the point where you're expected to be thankful that it's not a rootkit (which is not unheard of).

Then there's CS:GO, whose developers refuse to use intrusive practices to counter cheating. And the game is ruined by rampant cheating. (Neither for nor against. Just saying.)

CSGO's anti-cheat has many more issues than not being kernel-level. It's practically abandoned and doesn't even catch very blatant cheating (spin botting, etc).

A few months ago, their secondary system, "Trust Factor", was broken for an unknown period of time, which the communication to the community was a single tweet. During that period (probably a few weeks?), there was blatant cheaters in half the games I played.

I've moved to playing FACEIT (a third-party matchmaking service) recently, partly due to anti-cheat. I don't remember the last time I saw a cheater in FACEIT, while CSGO's matchmaking has cheaters in around 10% of my games (average skill player, ~2k hours over 7 years, high Trust Factor).

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#54
post #8

Microsoft should implement an Xbox mode for Windows that has these protection features for all games. It will probably require some virtualization and performance degradation but it's better than each game rolling out their own half assed drivers.

No thanks. If I can't cheat without a program knowing, I'm not really in control of my computer.

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#55
post #19

Can anyone tell me why Fortnite doesn't seem to have as bad of a problem as CoD? My son plays both, but CoD really sucks. It is so obvious when someone is cheating.

I think Fortnite uses a projectile bullet model while Call of Duty is all hitscan, but I could be mistaken. It’s been years since I played a CoD game.

There were bots for Quake 3 Arena that accounted for projectile speed and enemy player movement. I believe Fortnite uses some kind of bloom in accuracy though.

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#56
post #48

This is an arms race that game developers won't win, it's just whack-a-mole. They should invest instead in server-side models for detecting cheating, then it can't be circumvented and you don't need to bother learning all the different ways they can produce inhuman inputs.

"They should invest instead in server-side models for detecting cheating"

Which is already the case and can't work for all use cases. how the server knows that you see behind walls exactly? And ML / heuristic stuff is very limited as well.

Detecting cheating, client or server side is very complicated and not even close to be a solved problem.

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#57
post #32
post #4

Earlier quoted context omitted.

If I write a cheat for your game that operates on the kernel level, how would you detect it from the game that runs in user space?

Easy: code your game correctly and check for impossibilities server-side. But that costs money in development and infra.

Could you expand on "code your game correctly"? Let's say I'm playing your (correctly coded) game and I've got an aimbot, that snaps onto someone's head, how do you detect/stop that from the server-side (the only place you can trust)?

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#58
post #24
post #5

Not to say this isn't a worrying practice, but it's unfortunately industry standard. Almost every mainstream fps game has intrusive software, to the point where you're expected to be thankful that it's not a rootkit (which is not unheard of).

Then there's CS:GO, whose developers refuse to use intrusive practices to counter cheating. And the game is ruined by rampant cheating. (Neither for nor against. Just saying.)

Then there's PUBG (BattlEye) ruined by rampant cheating.

Then there's EFT (BattlEye) ruined by rampant cheating.

Then there's (was?) Combat Arms (multiple anti cheats over the years) ruined in-part by rampant cheating.

I wouldn't mind _that_ much if anti-cheats actually helped, but they don't.

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#59
post #19

Can anyone tell me why Fortnite doesn't seem to have as bad of a problem as CoD? My son plays both, but CoD really sucks. It is so obvious when someone is cheating.

I think Fortnite uses a projectile bullet model while Call of Duty is all hitscan, but I could be mistaken. It’s been years since I played a CoD game.

Call of Duty uses projectile bullet models.

Re: Call of Duty Adds Kernel Level Driver for Anti-Cheat

#60
post #7
post #4

Earlier quoted context omitted.

If I write a cheat for your game that operates on the kernel level, how would you detect it from the game that runs in user space?

Next will be cheats that run in hardware themselves ... I wonder if it's possible to flash a video card to force wire framing ...

If cheats have to be ML + hardware level and cost a few hundred dollars, that's pretty much mission accomplished for most companies.
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