It used to be pretty easy to just ban people from playing, now we're 100% reliant on their ability to do it. So we have anti-cheat which roots our computer, and still doesn't 100% solve the problem.
Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
151–160 of 485 posts
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#152Is 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.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#153As most of you know, these anti-cheat systems are functionally equivalent to rootkits. There is zero visibility into how these privileges are used for targeted attacks. Due to geographic location of the large game companies this has a geopolitical angle. Fingerprinting of devices and the networks they are in provides a lot of metadata that is most definitely fed into their intelligence apparatus.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#154At this point - you would think that cheaters could be detected on the server side by either training a model to flag abnormal behavior or do some type of statistics on the movement patterns over time - is a client-side anti-cheat really required?
The obvious solution would be, just don't send data to the player's client about enemies that are behind walls. But this is a surprisingly hard thing to engineer in realtime games without breaking the player experience (see: https://technology.riotgames.com/news/demolishing-wallhacks-..., and then notice that even in the final video wallhacks are still possible, they're just more delayed).
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#155Earlier quoted context omitted.
> 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…
Cs2 and Valorant does this, but start sending positions around corners before they're visible.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#156Earlier quoted context omitted.
Client side anti cheats is a lazy excuse why they don't want to spend on server side anti cheats anyway.
How do you stop a client-side wallhack with server side anti-cheat?
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#157Earlier quoted context omitted.
The thing is: the Switch has a clear ToS, and if the user breaks it they can get into trouble. OTOH, if you release your game in Linux... that's it
Bad excuse, they could rely on Steam ToS for example.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#158Earlier quoted context omitted.
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.
You don't need a full distro, you can just run the game in a VM sandbox with trusted computing extensions alongside whatever distro you want. That breaks cheats that rely on network/memory inspection, you can still cheat using the raw pixel output to drive faked input, but I don't think the loop is closeable there.
Given that a certain amount of windows gamers have been having issues making sure their PCs complied with the config requirements for the latest COD/Battlefield, it would seem an even higher bar for a consumer targeted bit of software that needs to do more to be running securely (or add a different mode to your distro install and reboot to it), alongside the wider variety of distros/configs. Distros advertising themselves for gaming or getting people to migrate from windows are also trying to keep barriers to entry low or to appear simple.
Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#159Re: Games using anti-cheats and their compatibility with GNU/Linux or Wine/Proton
#160I'm ordering a new laptop to work on LLM stuff, and while I thought about jumping through the hoops to get Linux running with secure boot... I had a realization, it's a cold day in hell when someone else is going to tell me what I can run on my computer. All the latest multiplayer games are now requiring secure boot on Win11 as well I'm actually wary of all these anti-cheats, they're literally hyperinvasive maleware.…
I'm a pretty prolific gamer, but at the start of the year I finally kicked Windows to the curb. It's been fine . Surprisingly few games I'm interested in to begin with have anticheat that doesn't work on Linux, and it's comforting to know games aren't allowed to just shove trash into kernel space at will.