I built a separate Arch Linux box just for Steam gaming. I will never log into any of my sensitive accounts -- email, banking, etc. -- on that machine. It's a Framework laptop so I can physically keep the camera and microphone disconnected. I basically treat it like a public terminal.
Do you truly expect any steam games to have anything like a root kit that’d exfiltrate your credentials? I feel if this were the case literally anything I install on my PC would be suspect. Installing ssh would be a much more scary thing than a random steam game.
Steam games will need to disclose kernel-level anti-cheat on store pages
401–410 of 660 posts
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#402Earlier quoted context omitted.
>nor kernel level anti-cheats to catch cheaters. Do you have some examples of good anti-cheats that are not kernel-level? Do you have any that are as good as Riot's Vanguard? I'd prefer examples of FPS games since these are the most mechanically skill based compared to other genres that have more strategy, but would like to hear any examples you are thinking of. Lastly, if you say server-side, that may work, but many…
As someone that plays CS2 and Valorant regularly... Vanguard hasn't been effective for a while now. The cheating situation is a lot worse than CS in my experience, but every discussion gets shutdown because... well... it's Vanguard. With CS2 I have talked to many players about this and everyone says the same thing: "There's a very noticeable decline in cheaters above 10k Elo."... personally I have pushed beyond 15k a…
but yeah I can agree, my friends say CS2 is full of cheaters, I have played 7-12k rating and I got only a few cheaters throughout this whole year of CS2.
and they say they keep playing Valorant because there's way less cheaters than CS2.
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#403Earlier quoted context omitted.
>nor kernel level anti-cheats to catch cheaters. Do you have some examples of good anti-cheats that are not kernel-level? Do you have any that are as good as Riot's Vanguard? I'd prefer examples of FPS games since these are the most mechanically skill based compared to other genres that have more strategy, but would like to hear any examples you are thinking of. Lastly, if you say server-side, that may work, but many…
My question would be can't the netcode be improved to prevent this in the first place? The fact that all players receive full game state enables this. In the early 2000s this made sense. Does it still today?
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#404Second step?
Ban games with kernel-level anti-cheat.
It is not acceptable on Linux. Apple will also not accept that shit further, that said Apple lost relevance in gaming with Mantle and the M-Processors (both mean a lot of incompatibility). And Microsoft is regretting every choice in this regard:
https://www.theverge.com/2024/9/12/24242947/microsoft-window...
But that is a usual pattern. Microsoft makes bad decisions and everyone suffers. Even Linux. Their is a reason why closed-source kernel modules mark Linux as tainted, the system is not trustworthy.
It is the duty of game developers to secure their games themselves. Not manipulating user devices. Forcefully doing stupid and dangerous things because you cannot achieve your task in a safe why is not a reason.
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#405kernel level anticheat is not enough. client inputs have to be trusted, and there is no provenance. the kernel has no visibility of inputs. i’m shipping a 100 player matchmaking game now. clients tick at 360hz, server ticks at 120hz. fair up to 60 ping, which covers entire continents. servers are metal, not vms. epyc 4244p with 2Gbps egress, 1 server per 15 minute game. mitigations=off and nosmt on all clients and th…
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#406kernel level anticheat is not enough. client inputs have to be trusted, and there is no provenance. the kernel has no visibility of inputs. i’m shipping a 100 player matchmaking game now. clients tick at 360hz, server ticks at 120hz. fair up to 60 ping, which covers entire continents. servers are metal, not vms. epyc 4244p with 2Gbps egress, 1 server per 15 minute game. mitigations=off and nosmt on all clients and th…
That was very enjoyable.
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#407Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#408Earlier quoted context omitted.
My question would be can't the netcode be improved to prevent this in the first place? The fact that all players receive full game state enables this. In the early 2000s this made sense. Does it still today?
That will only protect you against wall hacks. This is a strategy known as fog of war. The server will not send the positions of players far from you. However, you still need to send the positions of players near you, but still behind walls, otherwise lag compensation won't work properly. This doesn't protect you against trigger bots (shoot automatically when you put your mouse on a target), aim bots (snap to targets…
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#409kernel level anticheat is not enough. client inputs have to be trusted, and there is no provenance. the kernel has no visibility of inputs. i’m shipping a 100 player matchmaking game now. clients tick at 360hz, server ticks at 120hz. fair up to 60 ping, which covers entire continents. servers are metal, not vms. epyc 4244p with 2Gbps egress, 1 server per 15 minute game. mitigations=off and nosmt on all clients and th…
Re: Steam games will need to disclose kernel-level anti-cheat on store pages
#410Earlier quoted context omitted.
Add ‘-nobattleye’ to the Steam command-line launch options and you can play single-player without any installs. (Rockstar really should’ve made this a separate launch option like other games do)
> (Rockstar really should’ve made this a separate launch option like other games do) This is what happens when a producer's/product manager's cherished KPIs come before UX. In their mind, adding a toggle in the launcher would lead to lower engagement and player acquisition. We, the players, fail to recognize how our gaming experience can be enhanced by using social features like leader boards, guilds, or in game chat…
> In their mind, adding a toggle in the launcher would lead to lower engagement and player acquisition.
Not "in their mind". It does and they have the data to show it. Very frustrating situation.