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Anti-Cheat Expert: all your pixels are belong to us

invlpg.dev

31–40 of 161 posts

Re: Anti-Cheat Expert: all your pixels are belong to us

#31

A perk of gamimg on Linux is that none of these invasive anti-cheats work. I consider that a plus since I never care enough about a video game to surrender my privacy or my kernel over to it.

How is that a plus? It's the same as just not playing the games with anticheat.

Re: Anti-Cheat Expert: all your pixels are belong to us

#32

I know there's nothing that can or will happen about it (for various reasons) but the whole model around multiplayer games is flawed. You're giving someone code to run on their PC and hoping your anti-cheat code can catch their code doing bad things. I believe there are AI anti-cheats being developed and used in China so maybe we'll end up with a Recall-esque anti-cheat everywhere in the future :)

I wonder if game streaming will become one way of kicking off cheaters if this arms race gets really bad. All of the code is stored and executed on trusted systems, you would only need to sanitize control inputs which is a significantly easier task.

Re: Anti-Cheat Expert: all your pixels are belong to us

#33
post #32

I know there's nothing that can or will happen about it (for various reasons) but the whole model around multiplayer games is flawed. You're giving someone code to run on their PC and hoping your anti-cheat code can catch their code doing bad things. I believe there are AI anti-cheats being developed and used in China so maybe we'll end up with a Recall-esque anti-cheat everywhere in the future :)

I wonder if game streaming will become one way of kicking off cheaters if this arms race gets really bad. All of the code is stored and executed on trusted systems, you would only need to sanitize control inputs which is a significantly easier task.

It would definitely stop most cheating but at a huge cost: performance. You're not running on bare metal anymore and that would be a non-starter for competitive games.

Re: Anti-Cheat Expert: all your pixels are belong to us

#34

Nothing ruins the fun faster than lag-switching lamers. Accordingly, one can never trust client side security enforcement, or you just create a tit-for-tat economy with cheat-code authors. The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers an…

> The only information an online game-engine should be pulling is the hashed GPU chip serial-number for account ban enforcement. Isn't that literally client-side security enforcement?

1. Submitting an already active card signature is an instant ban

2. Spoofing a signature will still force you to re-register, lose your current rankings, and zero your nontransferable e-store account balance.

3. Most people don't account for the other system signatures that will also get randomly audited over several months

4. Remember part of offline audits is comparing each clients game-log to look for suspicious glitches like inhuman aim behind occluded objects, and "weird" physics. Hope they find it is a QA issue on replay... =)

Have a nice day, =)

Re: Anti-Cheat Expert: all your pixels are belong to us

#35

Nothing ruins the fun faster than lag-switching lamers. Accordingly, one can never trust client side security enforcement, or you just create a tit-for-tat economy with cheat-code authors. The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers an…

>The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers and crashes the client.)

A lot of these mitigations are table stakes, even cs1.6 had server-side physics reconciliation. Aimbots are a type of cheat that cannot be detected by the above and completely ruin games. If cheaters proliferate in your game, you end up with a dead game.

Re: Anti-Cheat Expert: all your pixels are belong to us

#36
post #32

Earlier quoted context omitted.

I wonder if game streaming will become one way of kicking off cheaters if this arms race gets really bad. All of the code is stored and executed on trusted systems, you would only need to sanitize control inputs which is a significantly easier task.

It would definitely stop most cheating but at a huge cost: performance. You're not running on bare metal anymore and that would be a non-starter for competitive games.

Is it really a problem is all competitors have the same performance hit?

Re: Anti-Cheat Expert: all your pixels are belong to us

#37

Earlier quoted context omitted.

totally agree, but there are some things we just cant do. I bought Marauders to play with my son, and had maybe 4 months of excellent fun play with him. Then the dev's enabled EAC... now I cant play it anymore :-( I cant blame the mods, they never wrote the game to work on linux it was just a happy happenstance that i could use proton to play it before the EAC transition. Every game i have in my steam catalogue is at…

Why wouldn't you blame them? They should at least provide an option to turn it off like games used to. It looks like it's a co-op game; if you're playing with your friends/family why do you need anti-cheat?

no self hosted servers otherwise yeah, like 7 days to die I'd just turn it off.

Re: Anti-Cheat Expert: all your pixels are belong to us

#38

Nothing ruins the fun faster than lag-switching lamers. Accordingly, one can never trust client side security enforcement, or you just create a tit-for-tat economy with cheat-code authors. The better solution is often live admins with a cheat-report button, server-side physics reconciliation trip-wires/audits (no time-travelers), and using clipped areas for character buffering (x-ray vision attempts floods buffers an…

> The better solution is often live admins

“Admin! He’s doing it sideways!”

Re: Anti-Cheat Expert: all your pixels are belong to us

#39

Earlier quoted context omitted.

I am not a fan of anti cheats, but I do like to play video games online and I want to be able to play fair games without cheaters. I am not sure what other options there are.

> I am not sure what other options there are. Unironically, Cloud gaming. Stadia had a terrible business model, but the tech worked. Microsoft's XCloud together with GamePass could be a winning ticket for that. (I think there's also GeForce Now) Of course, that wouldn't prevent anyone from capturing the screen, running image recognition software on the screen and sending USB Controller inputs to create an Aim Bot, bu…

Cloud gaming will never be good enough for competitive FPS or racing, the latency will never be overcome, it's just physics. And if you want to do 300-400FPS, like most high-level players in CS2 do, local hardware is the only solution.

Ironically, cloud gaming is the perfect solution for single-player game, where input lag and high FPS doesn't matter much.

Re: Anti-Cheat Expert: all your pixels are belong to us

#40

A perk of gamimg on Linux is that none of these invasive anti-cheats work. I consider that a plus since I never care enough about a video game to surrender my privacy or my kernel over to it.

I am not a fan of anti cheats, but I do like to play video games online and I want to be able to play fair games without cheaters. I am not sure what other options there are.

I remember playing online games in the 90s and early 2000s without lots of cheaters. It was easy: if we thought they were cheating we banned them from our server.
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