The only game I miss when I moved to Linux was League of Legends. Everything else pretty much works. I get that it’s not worth it for them to deal with more potential cheating, but it’s a bummer.
Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
11–20 of 485 posts
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#12Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#13Earlier quoted context omitted.
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and reveal data on a need-to-know basis. This makes it nearly impossible for cheats to be made because anything you know you should know, and everythin you act is parsed by the backend according to rules alr…
Some kinds of cheating can be mitigated that way, but it can't really stop cheats which just play the game more optimally than the user is able to, using the same inputs and outputs that a legit player would use. Aim assistance in shooters, automatic parries in fighting games, economy-breaking levels of automation in MMOs, and so on. There's also practical limits to how much data you can filter out in complex 3D game…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#14Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and reveal data on a need-to-know basis. This makes it nearly impossible for cheats to be made because anything you know you should know, and everythin you act is parsed by the backend according to rules alr…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#15Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and reveal data on a need-to-know basis. This makes it nearly impossible for cheats to be made because anything you know you should know, and everythin you act is parsed by the backend according to rules alr…
The other half is much harder to solve. For a simple example - my client knows that there is an enemy player around a corner. It knows exactly where that player is, because that player is walking, and making noise. A cheats could allow the cheater to see his opponent's player's model through the wall.
For a more blatant example, consider cheats in a first-person shooter that just snap your aim to the nearest enemy's head. This involves zero violation of the game's logic, and also makes the game completely unplayable for everyone in a lobby.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#16Earlier quoted context omitted.
Some kinds of cheating can be mitigated that way, but it can't really stop cheats which just play the game more optimally than the user is able to, using the same inputs and outputs that a legit player would use. Aim assistance in shooters, automatic parries in fighting games, economy-breaking levels of automation in MMOs, and so on. There's also practical limits to how much data you can filter out in complex 3D game…
I think anything that relies on reflex alone is flawed design. You can design around this, by for example in Dota2 it doesen't matter how fast you click an entity, because the turnrate of your character is limited, so a person clicking reasonably fast and a bot clicking in 0.01ms both arrive there at the same time. Precision also doesn't matter, because a player can click the icon of the enemy instead of trying to ma…
This problem is magnified in a shooter game, which would be unplayable with that kind of batching, but where a cheater with an aimbot is actually impossible for a legitimate player to beat.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#17Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#18Earlier quoted context omitted.
I think the moment you accept data from the client as truth you've lost the battle already, everything else is just damage control. Loads of games have realized this and kept checking game rules on the serverside and reveal data on a need-to-know basis. This makes it nearly impossible for cheats to be made because anything you know you should know, and everythin you act is parsed by the backend according to rules alr…
That only solves half of the cheating problem - illegal inputs from clients. The other half is much harder to solve . For a simple example - my client knows that there is an enemy player around a corner. It knows exactly where that player is, because that player is walking, and making noise. A cheats could allow the cheater to see his opponent's player's model through the wall. For a more blatant example, consider ch…
You can replace a playermodel with wider "sound coming from around here" if you want to make it even harder for a cheat to pinpoint a sound
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#19Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.
Linux explicitely allows you to do things that makes cheating *really* easy. There is also complete lack of secure boot and a way to validate that your kernel hasn't been compromised. I mean seriously, making a cheat for a proton supported game that no anticheat has any hopes of detecting are in 100 lines of a kmod driver and 1 console command: insmod. On windows you at least need to use scuffed tools like KDU to byp…
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#20Between Windows being so unbearably bloated and no way to make anti-cheat really work on Linux, it looks like the consoles win!