Live data from Hacker News

Steam games will need to disclose kernel-level anti-cheat on store pages

gamingonlinux.com

151–160 of 660 posts

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#151

Earlier quoted context omitted.

I suppose Valve, who trained a neural network to detect/ban cheaters exhibiting unnatural behavior.

It hasn't paid off very much, CS2 still has a rampant cheating problem. VAC has been a joke for years at this point.

It only needs to be good enough that people keep buying (or not) the Prime when their old account gets banned. There is good reason that it exist, also from cheating perspective.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#153
post #145

Earlier quoted context omitted.

l o l Fine, they'll gladly eat shit

How much shit, and how does it compare to the risk profile of, say, not wearing a five points seat belt and motorcycling helmet while driving, or a bulletproof vest when going to school, or an N95 mask literally everywhere? Security theorists are always ready to tell us about the horrifying risks of installing kernel-level code from a vendor, but can they actually quantify the likelihood times damage those billions o…

I'm not really that interested in chasing this, but a point I do want to make: it isn't just risk.

If you want to participate in a lot of these multiplayer games that place cheating far too highly, you can't use a hypervisor. You must have gaming device and computing device. They cannot be the same.

That's fine for most, but I consider it shit. VFIO makes it possible for a big computer to make a smaller gaming one. Ask me how I know.

My greater point is I don't care if I get cheated out of a finals match. I can actually speak from experience. I prefer autonomy over my devices. I kind of want to eat poop with them. A little.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#154

I still hope someday the European Union forces Steam to allow transferring of games "owned", even if it's time-restricted (e.g. can't transfer the same game twice in a month)

...but you don't buy the game anymore, you acquire a license for using (playing) it.

If you want games that you can re-sell, you will have to keep buying them on physical media (or on appstores that don't have DRM like GOG)

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#155
post #91

Earlier quoted context omitted.

Client Server architecture can still take you a long way. Culling what you send to the client and relying less on client-side "hiding" of state, server authoritative actions with client-side prediction, etc. At the end of the day someone could be using hardware "cheats" but you can get down to a pretty good spot to stop or disincentivize cheaters without running rootkits on their devices.

Latency significantly reduces the effectiveness of culling via the server. There will always be a place for client side anti-cheat if games are running on players' computers.

Funnily, for example, using GeForce Now prevents almost all kind of cheats. Maybe the future of the competitive gaming is that you only use remote client for remote server which is hosted by the game company.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#156

Earlier quoted context omitted.

I suppose Valve, who trained a neural network to detect/ban cheaters exhibiting unnatural behavior.

It hasn't paid off very much, CS2 still has a rampant cheating problem. VAC has been a joke for years at this point.

Because CS2 does not have Overwatch, the AI VAC thing. As far as I know is only enabled on Dota.

VAC is a joke until they ban players and all start to cry on reddit/discord.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#157

Earlier quoted context omitted.

Everything says "wants to make changes to your device". I accidentally installed EAC that way.

It's worth noting that when you first install it, steam asks to install a service to assist with its duties, presumably for most install tasks. Steam has been around long enough and that service is now trouble free that it became part of the furniture most ignore as part of the background. That's aside from how users may be trained to hit 'yes' on any permission box that comes up to swat it away and play the game.

> It's worth noting that when you first install it, steam asks to install a service to assist with its duties, presumably for most install tasks.

They do this because Steam was originally designed in the XP era when you could write whatever you want to Program Files without escalating to admin, and instead of refactoring where they put their files when Vista made the permissions more strict they started installing that backdoor service which lets them keep putting everything in Program Files without triggering UAC prompts all the time. It's a pretty gross and unnecessary hack, but I doubt they're ever going to fix it at this point.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#158
post #140

Earlier quoted context omitted.

Client Server architecture can still take you a long way. Culling what you send to the client and relying less on client-side "hiding" of state, server authoritative actions with client-side prediction, etc. At the end of the day someone could be using hardware "cheats" but you can get down to a pretty good spot to stop or disincentivize cheaters without running rootkits on their devices.

You don't need a "hardware cheat"; just a program that reads the memory representation of stuff. This is nothing new and already how many cheating tools work, and is exactly what all these anti-cheating things are designed to prevent.

If you try to read memory nowdays the naive way, with cheatengine for exaple, you will get banned in any online videogame.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#159
post #145

Earlier quoted context omitted.

l o l Fine, they'll gladly eat shit

How much shit, and how does it compare to the risk profile of, say, not wearing a five points seat belt and motorcycling helmet while driving, or a bulletproof vest when going to school, or an N95 mask literally everywhere? Security theorists are always ready to tell us about the horrifying risks of installing kernel-level code from a vendor, but can they actually quantify the likelihood times damage those billions o…

Funny that you initially used "Joe Ransom" as your example name (before your edit), as that describes one of the possible situations our friend Joe can end up in: malware that encrypts all his data and asks for a ransom to get it back.

Re: Steam games will need to disclose kernel-level anti-cheat on store pages

#160
post #16
post #4

Good, the sooner devs realize they need to do server side properly, the better

It's impossible to prevent cheating from the server-side only. Something like an aimbot can operate purely on information you need to have as a client (to render the other players on the screen), and still be a huge advantage because it can respond faster than any human can.

There is a startup attempting to use ML to find cheaters: https://www.youtube.com/watch?v=LkmIItTrQP4 (this video might be overly optimistic) - https://anybrain.gg

They even claim to be able to fingerprint players according their playstyle, thwarting all methods of ban evasion. Skepticism should be abundant here, but this one of the oldest tricks in ML: categorization/clustering. I'm cautiously hopeful.

This would be server-side by nature.

Post reply on HN