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Anticheat Update Tracking

not-matthias.github.io

41–50 of 69 posts

Re: Anticheat Update Tracking

#41
post #24
post #12

Earlier quoted context omitted.

There's a number of good reasons not to make everyone run a kernel level anti-cheat. Linux (and therefore SteamOS) compatibility is a big one. I think the status quo where anyone on any platform can access the vanilla game -- where cheaters may not even be a huge problem depending on one's skill rating -- and the most competitively-minded players have the choice to play on FACEIT, works pretty fine. I do wonder what…

Valve's approach was to avoid the cat and mouse game knowing it doesn't lead anywhere. You can always cheat using DMA or reading the monitor with another computer that simulates a hardware mouse to get aimbot abilities. They wanted a machine learning to detect, flag and ban suspicious behaviour. This didn't work out and I'm not sure they are still trying but there's a few conferences talking about it.

I think the killer is that even if you have an ML anti-cheat that is 97% accurate, that 3% collateral damage will be your undoing.

Re: Anticheat Update Tracking

#42
post #24
post #12

Earlier quoted context omitted.

There's a number of good reasons not to make everyone run a kernel level anti-cheat. Linux (and therefore SteamOS) compatibility is a big one. I think the status quo where anyone on any platform can access the vanilla game -- where cheaters may not even be a huge problem depending on one's skill rating -- and the most competitively-minded players have the choice to play on FACEIT, works pretty fine. I do wonder what…

Valve's approach was to avoid the cat and mouse game knowing it doesn't lead anywhere. You can always cheat using DMA or reading the monitor with another computer that simulates a hardware mouse to get aimbot abilities. They wanted a machine learning to detect, flag and ban suspicious behaviour. This didn't work out and I'm not sure they are still trying but there's a few conferences talking about it.

Valve's approach is to not care and let the money printer Steam do its thing.

Do not try and copy Valve. They have no financial incentive to actually care.

Re: Anticheat Update Tracking

#43

Forgive my ignorance, but why don’t game developers put more effort into limiting the amount of data accessible to the client (restricting it only to what’s reasonably necessary)? For example, couldn’t more movement physics be validated or handled server side? Cheats might still be able to read some data from the game process, but ideally, they’d be limited to issuing inputs like any other player, based only on the s…

That's exactly what's being done, but you do not want everything server side over a network delay that is almost always more than the time between frames. Only server side physics would mean a lot of visual jank. It's now usually a model where the client and server make the calculation and the server "rolls back" the client of they do not match. Data is being limited though, like not sending opponent location data un…

> Data is being limited though, like not sending opponent location data unless the client can see them

So far as AAA games go this is pretty rare in practice. I guess there could be some problems to solve, e.g. you'd need to be conservative because a player could appear around a corner between server ticks, or the fact that RTS games usually operate by running a shared simulation[1].

[1]: https://www.gamedeveloper.com/programming/1500-archers-on-a-...

Re: Anticheat Update Tracking

#44
It seems some versions of proton have anti-cheat compatibility patches, for instance for WuWA (still don't really understand why they need some anti-cheats, I have some ideas, but all are not wroth an anti-cheat).

Re: Anticheat Update Tracking

#45
post #10
post #9

Earlier quoted context omitted.

Most online Games require kernel Level anti Cheat.

No, very few of them actually use kernel level anti cheat. Really the only game that use them is Riot's games and Counter Strike private league FACEIT (as far as I remember).

No, very few of them actually use kernel level anti cheat.

What are the biggest vendors for anti-cheat that avoids that level of access?

Re: Anticheat Update Tracking

#46
post #32

Earlier quoted context omitted.

It's crazy that people allow this stuff to effectively run as root. One of these companies is going to have a vulnerability that lets other players run code on your machine in kernel mode.

It's kind of amusing to me how some PC gamers act superior to console gamers because PC gamers run their games on a flexible, customizable, general-purpose machine that the user controls rather than an appliance... and then immediately hand over control to half a dozen companies at a level that reduces "their" PC to a vendor-owned appliance anyway. If you are a PC gamer and run anti-cheat software like this, you shou…

> and then immediately hand over control to half a dozen companies at a level that reduces "their" PC to a vendor-owned appliance anyway.

This was not always the case.

Also, the publishers lie about how invasive their software is - see the Sony rootkit fiasco.

Re: Anticheat Update Tracking

#47
post #5
post #4

Very nice walk-through on the reverse engineering process. Also, they linked this post that made my jaw drop: https://www.unknowncheats.me/forum/anti-cheat-bypass/667333-... Apparantly BattleEye anti-cheat had an exploit where hackers could permanently ban any player they wanted. BattleEye allowed anybody to log in as a "game server" so hackers simply booted up a fake server, told BattleEye that "player X has logged…

Because game companies force you to in order to play.

Play dumb games, win dumb prizes.

Re: Anticheat Update Tracking

#48
post #4

Very nice walk-through on the reverse engineering process. Also, they linked this post that made my jaw drop: https://www.unknowncheats.me/forum/anti-cheat-bypass/667333-... Apparantly BattleEye anti-cheat had an exploit where hackers could permanently ban any player they wanted. BattleEye allowed anybody to log in as a "game server" so hackers simply booted up a fake server, told BattleEye that "player X has logged…

> I'm sorry, why do we trust these guys again?

Anyone who's attachment to gaming is low enough to let things like this effect their purchase decisions are already out. To the devs/pubs, those customers don't even exist in the category of potential customers. So they just worry about not pissing off the existing customerbase by changing the status quo too much or too fast.

Re: Anticheat Update Tracking

#49
post #4

Very nice walk-through on the reverse engineering process. Also, they linked this post that made my jaw drop: https://www.unknowncheats.me/forum/anti-cheat-bypass/667333-... Apparantly BattleEye anti-cheat had an exploit where hackers could permanently ban any player they wanted. BattleEye allowed anybody to log in as a "game server" so hackers simply booted up a fake server, told BattleEye that "player X has logged…

> I'm sorry, why do we trust these guys again? Anyone who's attachment to gaming is low enough to let things like this effect their purchase decisions are already out. To the devs/pubs, those customers don't even exist in the category of potential customers. So they just worry about not pissing off the existing customerbase by changing the status quo too much or too fast.

[dead]

Re: Anticheat Update Tracking

#50
This was super interesting.

Unsurprisingly, I see he didn't have much to say about faceit and esea.

I think CSGO anti-cheats are a league above the rest (I'm not sure why, maybe because the scene is more competitive?)

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