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

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61–70 of 485 posts

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

#61
post #34

It's funny that game makers make a fuss about anti-cheat not working on Linux but then publish Switch versions of their games. That platform has almost zero security and is commonly emulated with cheats even in multiplayer these days.

what multiplayer (esports) game that can run on switch ????

fornite???? its not gonna be main playerbase

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

#62
post #34

It's funny that game makers make a fuss about anti-cheat not working on Linux but then publish Switch versions of their games. That platform has almost zero security and is commonly emulated with cheats even in multiplayer these days.

It's a numbers issue. How often do people encounter cheaters while playing Switch games online?

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

#63
post #10

Earlier quoted context omitted.

Some kinds of cheating can be mitigated that way, but it can't really stop cheats which just play the game more optimally than the user is able to, using the same inputs and outputs that a legit player would use. Aim assistance in shooters, automatic parries in fighting games, economy-breaking levels of automation in MMOs, and so on. There's also practical limits to how much data you can filter out in complex 3D game…

I think anything that relies on reflex alone is flawed design. You can design around this, by for example in Dota2 it doesen't matter how fast you click an entity, because the turnrate of your character is limited, so a person clicking reasonably fast and a bot clicking in 0.01ms both arrive there at the same time. Precision also doesn't matter, because a player can click the icon of the enemy instead of trying to ma…

>for example in Dota2 it doesen't matter how fast you click an entity, because the turnrate of your character is limited, so a person clicking reasonably fast and a bot clicking in 0.01ms both arrive there at the same time. Precision also doesn't matter, because a player can click the icon of the enemy instead of trying to match the pixels on screen.

Even with turnrate, reaction time is very relevant. Reaction time allows you to silence enemies midcast, or to pop a shield, or a BKB, or some other instant measure. Turnrate doesn't mean reaction time doesn't matter, it means the direction you are facing matters.

As for precision, yes it does matter, ask any Phoenix player who gets hexed mid-flight.

People cheat in Dota in these very terms, it's absurd to argue it doesn't matter.

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

#64
post #2

Hm, most of these seem updated 3-4 years ago, is this list relevant any more?

Do you have examples of where something isn't accurate? If something hasn't changed it doesn't need to be updated. As far as I'm aware the things that change are updated quickly, hence the list is relevant.

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

#65
post #21

Earlier quoted context omitted.

Linux explicitely allows you to do things that makes cheating *really* easy. There is also complete lack of secure boot and a way to validate that your kernel hasn't been compromised. I mean seriously, making a cheat for a proton supported game that no anticheat has any hopes of detecting are in 100 lines of a kmod driver and 1 console command: insmod. On windows you at least need to use scuffed tools like KDU to byp…

> There is also complete lack of secure boot That's not true, though?

well lack of secure boot is bad wording, lack of vendor defined secure boot.

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

#66
post #19

Earlier quoted context omitted.

Linux explicitely allows you to do things that makes cheating *really* easy. There is also complete lack of secure boot and a way to validate that your kernel hasn't been compromised. I mean seriously, making a cheat for a proton supported game that no anticheat has any hopes of detecting are in 100 lines of a kmod driver and 1 console command: insmod. On windows you at least need to use scuffed tools like KDU to byp…

Linux supports secure boot just fine, it's just happy (correctly, IMO) to give the keys to the user and not the developer .

yah my bad: vendor defined secure boot*

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

#67
post #36

Earlier quoted context omitted.

> If your game allows your sights to just teleport on people's heads and take that as the winning condition then that just sounds like bad design, there's no reason to allow infinitely fast movement and omitting strategy even from a shooter This is interesting, because I feel like the fundamental gameplay of an fps is players exposing themselves to each other's field of view, and then trying to click the other's head…

> How would you design FPSs to remove this "bad game design?" I think we just need to accept that bots will always be better at reaction based KPIs & abusing "knowing" too much game state, we should just remove those conditions. 1) Move most of the application logic to the server, the client should be a fairly dumb terminal that knows how to render and accept inputs, and only receives the state that it needs . No mor…

> No more spying issues.

This isn't possible. And this explains why: https://www.youtube.com/watch?v=WFw4F2AyaP4

We can only minimize the amount of extra information given to the client, not eliminate it. And at high enough skill levels, even 1-2ms of extra information will always be actionable, even by humans (not just bots).

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

#68

Is there really no way to make anti-cheat on Linux that can't be bypassed? I don't know much about this, but it seems very difficult to make an anti-cheat for a platform where you can make changes in the kernel.

There’s just no way to stop cheating client side despite what devs love to think. But server side anti cheat is much harder and requires more work; it’s much simpler to just install spyware / rootkits on the client and call it a day.

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

#69
post #36

Earlier quoted context omitted.

> If your game allows your sights to just teleport on people's heads and take that as the winning condition then that just sounds like bad design, there's no reason to allow infinitely fast movement and omitting strategy even from a shooter This is interesting, because I feel like the fundamental gameplay of an fps is players exposing themselves to each other's field of view, and then trying to click the other's head…

> How would you design FPSs to remove this "bad game design?" I think we just need to accept that bots will always be better at reaction based KPIs & abusing "knowing" too much game state, we should just remove those conditions. 1) Move most of the application logic to the server, the client should be a fairly dumb terminal that knows how to render and accept inputs, and only receives the state that it needs . No mor…

Sure, feel free to make an entirely different type of game that's not as vulnerable to cheating.

But some people just want to play competitive fps shooters. And currently obnoxious anticheat toolkits are the way to provide that, unfortunately.

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

#70

Earlier quoted context omitted.

Linux is resistant to rootkits, which is what these things are, and allows you to remove them, yes. The correct solution is to verify everything server side, or actually have humans watch replays and ban cheaters, but both of those would reduce profits, so will obviously never happen.

CSGO has actual humans watch replays to determine whether people were cheating, it's called overwatch. As can be seen, it doesn't actually stop cheating, at most it ensures that blatant ones are banned after the fact already happened.

You'll never see cheats banned in real time - that provides an enormous amount of data to cheat developers to allow them to quickly learn to evade your detection. Bans after the fact in large batches are the only sustainable way to go.
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