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Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

areweanticheatyet.com

21–30 of 485 posts

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#21

Is 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…

> There is also complete lack of secure boot

That's not true, though?

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#22
post #7

Is 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.

A trusted entity (probably Valve) could provide a locked down distro where kernel integrity is enforced through secure boot and TPM attestation, but that would mean giving up some control over your own system. There's no guarantee that anything client-side is impossible to bypass of course, but the goal would be to more or less match what Windows offers, which isn't perfect either.

> giving up some control over your own system

There could simply be a developer option that disables these integrity checks but subsequently breaks online games that rely on them. Valve could also offer a module that allows signed user-space binaries access to kernel space, which would be an improvement over Windows offers in that anti-cheat wouldn't need to live in the kernel.

I think that's a fine trade off.

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#24
post #9

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.

The worst thing about League was that Riot added it retroactively after years of effort to patch Wine to work with League's weird quirky code. It was the only game that I always remember having a custom Wine build in Lutris even as far back as the early 2010s.

It also would be completely unnecessary if they fixed their servers.

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#25
post #16

Earlier quoted context omitted.

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…

Unless DOTA2 is running at a ~3 tick rate (Which it's not), even taking account processing delays and action batching, a bot will always have faster reaction times than an actual player. It will also never misclick. 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.

After you click, the character will begin to turn, which can take several hundred ms. A delta of couple ms compared to the time it takes to turn is completely negligible and even an inch better positioning of a character, or having a character with items or stats that makes them turn faster (because picks are asymmetric) will make several magnitudes more of an impact.

If your game allows your sights to just teleport on people's heads and take that as the winning condition then that just sounds like bad design, there's no reason to allow infinitely fast movement and omitting strategy even from a shooter

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#26
post #6

Is 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 most stringent types of Windows anti-cheat rely on remote attestation of the operating system. It's theoretically possible to design a Linux-based OS that supports such a capability, but the sort of people who choose Linux are unlikely to accept a third party having the final say over their computer. I, for one am disappointed that anyone has accepted it. Once it's widespread, service providers can demand…

I also strongly dislike requiring remote attestation for any kind of software I want to run. But what I also dislike is cheaters in my online games and I genuinely do not have a better suggestion on what to do.

Personally, I run Windows purely for gaming and don't let it near any important data. For the latter, I boot into Linux with separately encrypted disks.

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#27
post #15

Earlier quoted context omitted.

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 already know where an enemy is if you hear them behind the wall, you don't need a cheat to tell you that there is noise coming from other side of the wall. The server also doesen't need to tell you they are behind it if they're sneaking. A game that allows zero home-in time sounds like a flaw in the game and something solvable on the serverside. You can replace a playermodel with wider "sound coming from around h…

> The server also doesen't need to tell you they are behind it if they're sneaking

This requires the server to calculate line of sight checks for every player, which is costly, requires loading the entire geometry into the server and would be horribly prone to latency. Then you're looking at potential performance problems on the client due to only knowing about a player the second its in view and having to stream the assets to the GPU, which if don't happen in time for the frame you'll experience as hitching.

> You already know where an enemy is if you hear them behind the wall

Yes but this requires using your brain rather than just seeing them straight up through a wall.

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#28
post #20

Between Windows being so unbearably bloated and no way to make anti-cheat really work on Linux, it looks like the consoles win!

Or you could miss out on like... 5 games. Competitive games on a controller would be a much larger trade off than dual booting to me.

On Xbox at least Keyboard / Mouse support is decent. I played Fortnite and Minecraft this way for a while.

Personal preference, but I'd far rather have a separate device dedicated to gaming than my kernel hacked by anti cheat.

https://www.purexbox.com/guides/all-xbox-games-with-mouse-an...

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#29

Earlier 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…

However, this only solves the cheat problem to a minimal extent. There is a lot of important data that players should not be directly aware of, but which is important for the game. For example, it is important for calculating sounds to know where enemies are nearby, even though you cannot see them, which makes wall hacks possible, etc.

Sounds are core to shooters and very much within the expected abilities of the players to hear them. If anything, I'd incorporate this kind of indicator in the game itself, allowing for deaf people to "hear" footsteps as well

Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton

#30

Between Windows being so unbearably bloated and no way to make anti-cheat really work on Linux, it looks like the consoles win!

On my PC I can play basically every game ever made in all of human history, minus maybe 7 that use kernel level anti cheat, and a couple PS5 and PS4 exclusives.

Other than that I have emulation plus a steam library. I'll take that over a locked in console that can only play 2 generations of games any day!

Edit: I'm not sure why the person who replied to me asking about emulators was nuked, emulators are still legal everywhere as far as I know. Anyway tldr go check out emudeck's GitHub repo to see a good list of emulators for basically every platform.

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