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

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

#481
post #151

Amongst the discussion of rootkits and anti-cheat, I would like to add that part of the reason it is necessary is caused by the game companies that took away the standard method of playing multiplayer -- players running their own servers. 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% s…

Instead of anti-cheat on the client side, which 'kernel level' anti-cheat still gets beaten, why not look at a wholly server-side statistical analysis of player stats?

Make the anti-cheat follow one of the key tenets of cybersecurity: never trust user input.

Should work reasonably well for first-person shooters.

You're ranked based on the game's inner metrics, calculated on the server, rather than player-visible ones:

- time from observation to target contact with crosshairs (inc. standard deviation, standard error)

- % of time successfully striking specific hit boxes

and so on (depending on the game).

These rankings don't affect your public rankings but do affect who you're match-made with, or games that don't have private server options. Eventually you'll only be match-made with other cheaters, or players so good they give cheaters a genuine run for their money.

For games that do have private server options it could be configurable to:

- flag the player to admins as 'suspicious' for investigation

- Start ignoring hits that would've otherwise been successful for statistical outlier behaviours (where the statistical analysis indicates a significant disparity between observed and known-human-like reaction times and behaviours).

Even if cheats were used on the server, their

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

#482

Earlier quoted context omitted.

Rust is playable on Linux on servers that disable anticheat

Naah, Rust from Steam just doesn't even launch on Linux for me (Mint aka Ubuntu aka Debian). Regardless of "Compatibility" choice of Proton. So there's no opportunity to even choose the server.

You need to run RustClient.exe instead of Rust.exe (default) to skip EAC setup. The only way to do this in the Steam UI is to add it as a non-Steam game.

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

#483

Earlier quoted context omitted.

I mean kernel level anti-cheat doesn't really work on Windows either, its just security theater.

Based on what data do you draw that conclusion? The fact that cheaters can still exist isn't an indictment that it doesn't ever work. Have you ab tested a game with an without anti cheat?

I'm sure if you ab-tested a game with anti cheat vs a game with kernel-level anti cheat you would see negligible differences. There are a lot of types of anti cheat, stuffing it in the kernel isn't the only solution. You can't chose between security and freedom, the moment you make a choice you loose both, and other people stuffing stuff in the kernel is loosing you freedom.

We are moments away from one of these "kernel-level anti cheat" companies getting hacked and then you'll have the biggest security scandal on the planet (if they aren't already hacked and we just don't know about it yet).

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

#484
If you really want to play games with anti-cheat with a Linux machine right now you could also try cloud gaming, or to be exact Nvidia's Geforce Now - because most of the smaller cloud gaming services like Shadow PC and Boosteroid simply run Windows Virtual Machines with GPU passthrough on which kernel level anti cheat... you guessed it... does not work.

Nvidia is publically advertising that five games from the Call of Duty series (notoriously known for their kernel level anti cheat) and Battlefield 1, 4, 5, 2042 and the very recent Battlefield 6 (same) are able to run on Geforce Now (https://www.nvidia.com/en-us/geforce-now/games/).

There's even a native client for Linux thanks to their recent Steam Deck support (you only need to hack a bit since it's basically optimized to run on SteamOS KDE and Steam Big Picture mode which is quite easy thanks to Google search, and you should be pretty much good to go).

Another option would be Moonlight/Sunshine (https://moonlight-stream.org/, https://github.com/LizardByte/Sunshine) but that option requires you to have a pretty beefy game PC or server w/ decent GPU next to your Linux machine to host the games.

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

#485

Earlier quoted context omitted.

What, 2000 players? 5000? Moderating that game is multiple orders of magnitude off of major titles. No Battlefield game is even in the top 100 of esports earnings.

My point is that player-moderation scales, while corporate moderation does not. The fact that there are more players on corporate moderated servers only makes this reality more significant.

The reality of what exists today shows that the opposite is true.

Pulling out a few games with less than 5000 players globally isn't remotely comparable to having hundreds of thousands of players daily.

It's amplified even more for games that have a global ranking system and a professional competitive scene.

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