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

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

#471
post #266

I hate to say this but a large percentage (in fact, I believe a majority) of gamers simply do not care about invasive anti-cheats. Right now CounterStrike players are mostly begging Valve for kernel-level anti-cheat since their current solution isn't working at all. If anything, this warning will actually make many player's more impressed with the game. That said, more consumer information is almost always better in…

As a counter strike player, I definitely shy away from the invasive anti cheat stuff… but I’d let valve inject it into my veins if it meant I could actually play and not suspect everyone of cheating all the time. Mostly because Valve has earned my trust. I won’t install games from other companies using similarly invasive techniques though.

I take it community moderation tools like voteban/votekick aren't sufficient anymore?

They worked pretty well for pub matches back in CSS and 1.6, where it was pretty trivial for anyone to cheat or bot for free with minimal effort. I wonder what changed.

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

#472
post #419
post #195

I've just reinstalled GTA V last week and I was very surprised to find out that I now have to install a rootkit to run it. They had the balls to add a mandatory kernel extension into a game that I've bought 10 years ago and that I wish to play in single player only. I find it utterly ridiculous. As usual, piracy would have been the superior experience.

So why didn't you pirate it? At some point people need to stop complaining and start putting their money where their mouth is.

It had already been bought some time ago, this was stated as a reinstall.

Using a pirate copy now might avoid the rootkit, but it would not send a message to the publisher as they'll not see a difference between not getting any money for this new install and not getting any money for this new install. Any difference in a numbers-playing stat, if the pirate version doesn't call home to be counted in those, is likely not significant.

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

#473

Earlier quoted context omitted.

The reason games companies reach for KLA is not because they're dumb and can't be bothered to secure their network protocols on the server side, it's because they don't want to have to hire an inordinate number of human reviewers to make unreliable decisions on whether someone is cheating or not in their game. While KLA is fundamentally flawed (DMA and even CV based cheats are becoming more popular as a result of KLA…

> Want FPS without cheaters? Encourage people to do DIY matchmaking again, DIY server hosting and DIY administration. Yes. This is the answer. There is no solution that relies only on technology that will fix human problems at scale. You can make it harder, but once one person figures it out, everyone has access to it. You need to break it into pieces and let people deal with it on the community level, where communit…

> Yes. This is the answer. There is no solution that relies only on technology that will fix human problems at scale. You can make it harder, but once one person figures it out, everyone has access to it. You need to break it into pieces and let people deal with it on the community level, where communities are small enough that people can deal with individuals.

The issue is that the players themselves seem to think that the convenience of KLA (over running your own community, paying for your own servers, etc) outweighs the privacy risks.

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

#474
post #158
post #140

Earlier quoted context omitted.

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.

Even having CE installed on your machine - or software like IDA or Olly back in the day - is enough for some games to immediately permaban you. In some cases, having virtualization enabled and having VM software on disk (VMware, wsl2, etc.) can trip up some anticheats.

The average player isn't a developer and doesn't need such things, so some game devs defer to the side of caution. The false positives are a miniscule and acceptable fraction of players.

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

#475
post #413

Earlier quoted context omitted.

>Do you truly expect any steam games to have anything like a root kit that’d exfiltrate your credentials? https://www.bleepingcomputer.com/news/security/steam-game-mo... "Downfall, a fan expansion for the popular Slay the Spire indie strategy game, was breached on Christmas Day to push Epsilon information stealer malware using the Steam update system. Once installed on a compromised computer, the malware will collect…

That's not a steam game, that's a user mod (read: random binary downloaded from the internet and executed). Also, it doesn't need kernel level access to do any of that stuff, it can get by just fine with normal application level permissions. This is no different to downloading a random binary off the internet and being surprised it's malicious.

patched: https://hackerone.com/reports/470520 https://hackerone.com/reports/1070835 https://secret.club/2021/04/20/source-engine-rce-invite.html https://secret.club/2020/10/30/alien-swarm-rce.html https://threatpost.com/dark-souls-servers-down-rce-bug/17789... https://blog.thalium.re/posts/achieving-remote-code-executio... https://www.pcgamer.com/garrys-mod-cough-virus-is-cured-but-...

you can buy these games in their unpatched state today, and download a poc for them from github too: https://nvd.nist.gov/vuln/detail/CVE-2018-10718 https://nvd.nist.gov/vuln/detail/CVE-2018-20817

frankly playing video games on a dedicated device and network is the reasonable response to reading this shit

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

#476

Earlier quoted context omitted.

Yeah, it's just me being an idealist and projecting. I acknowledge what the analytics show, but always allude to the hypothetical casual loner segment who we lack data on because we pushed them away or we don't measure things relevant to them. I'm a boomer millenial , or whatever we're called now, and never took to online gaming, so I'm part of this segment. Casual loners are irrelevant to the monetization and in gam…

I'm disagreeing with everything you're saying here. Not because you're wrong. But because I'm in this picture and I don't like it, and I just found out that "boomer millennial" is a fitting descriptor. Goddamit.

You’re in denial now; you’ll work your way to acceptance soon enough (as someone who’s done the same thing).

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

#477
post #155
post #91

Earlier quoted context omitted.

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.

There are hardware cheating setups that utilize an external camera+device with basic image recognition and spoof a normal mouse over USB. From software's perspective, all you see on the client side is normal mouse inputs from a Logitech or razer mouse.

At the very least, this is less capable than wallhacks from reading memory.

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

#478
post #329

Earlier quoted context omitted.

The vanguard drivers are signed by Microsoft, the procedure for which includes a safety audit by Microsoft. The driver is just what the developers say it is (as with all other anti-cheat). It provides an untempered interface for the userland anti-cheat to use to get info from the kernel. Because modern cheats tend to alter the output of kernel syscalls by running in the kernel themselves. I really don't see why anyon…

EAC and other kernel-level anticheat software will dynamically load and execute signed payloads at runtime. Does Vanguard do this? If so, does Microsoft check these payloads?

> EAC and other kernel-level anticheat software will dynamically load and execute signed payloads at runtime

Are you sure about that?

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

#479
post #155

Earlier quoted context omitted.

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.

There are hardware cheating setups that utilize an external camera+device with basic image recognition and spoof a normal mouse over USB. From software's perspective, all you see on the client side is normal mouse inputs from a Logitech or razer mouse. At the very least, this is less capable than wallhacks from reading memory.

Yes, it is true that you can use optics still, but everything memory related is always much more effective and can completely prevented. No need to use rootkits.

I would say that it takes few years still before people have good enough hardware before AI can be used in real-time. You can use OpenCV and train things against specific game to get a decent performance with image recognition, but it is not that reliable.

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

#480

Earlier quoted context omitted.

> 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. Not "in their mind". It does and they have the data to show it. Very frustrating situation.

Yeah, it's just me being an idealist and projecting. I acknowledge what the analytics show, but always allude to the hypothetical casual loner segment who we lack data on because we pushed them away or we don't measure things relevant to them. I'm a boomer millenial , or whatever we're called now, and never took to online gaming, so I'm part of this segment. Casual loners are irrelevant to the monetization and in gam…

People who can't be monetized sometimes are valued in their opinions. If someone principled really likes a thing, it can gain more popularity by others who trust that person adopting it. Maybe not loners. But there's still reason to make users happy because viral marketing impact cannot be measured well.
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