[HN Gopher] Epic launches anti-cheat support for Linux, Mac, and...
       ___________________________________________________________________
        
       Epic launches anti-cheat support for Linux, Mac, and Steam Deck
        
       Author : cactusbee
       Score  : 243 points
       Date   : 2021-09-23 18:56 UTC (4 hours ago)
        
 (HTM) web link (dev.epicgames.com)
 (TXT) w3m dump (dev.epicgames.com)
        
       | halfcreative wrote:
       | Awesome! So what does this mean for me? Will I be able to launch
       | Apex legends without getting booted right now? How long will i
       | need to wait for my favorite games to start working?
        
         | zaptrem wrote:
         | Only for games that use EAC.
        
         | ziml77 wrote:
         | The page specifically says that these new versions of EAC are
         | for native builds. So it's on Respawn now to provide that to
         | players.
        
           | chaorace wrote:
           | _psssst_ Try reading a little more of that page you just
           | quoted. I think you may have missed something important
        
       | marcodiego wrote:
       | So... how many games suddenly started to run now on wine?
        
       | OtomotO wrote:
       | Finally Bill Gates evil plan with COVID-19 makes sense! ;)
       | 
       | Epic move from epic :)
        
       | SCHiM wrote:
       | A long time ago, before my frontal lobe had completely developed,
       | I used to develop multiplayer game cheats. I now recognize that
       | behavior as abhorrent, but in those days I thought it was l33t.
       | 
       | In any case, no mater how good your protection is, how deep in
       | the system you go, the cheaters can go deeper. Like anti-virus
       | and DRM evasion will always win from detection. The cheaters have
       | complete insight into any/all client side protection mechanisms,
       | more importantly, the cheater owns the machine and the
       | environment where your code runs. There is not a checksum that
       | can not be faked, and no way to measure if any of your
       | protections have been circumvented, because the code you use to
       | measure can (and will) be patched.
        
       | peanut_worm wrote:
       | I could totally see Linux hitting 5+ percent market share for
       | desktops on the next couple years
        
         | nivenkos wrote:
         | I've been using it at work the last 6 months.
         | 
         | Only issue I've hit was Tableau Desktop has no Linux support
         | (but hopefully we can migrate to Looker, as Tableau sucks
         | anyway).
        
         | sylens wrote:
         | I think at this point I just need a Google Drive client.
         | 1Password is already there, Obsidian is there, I'm ready to go
        
           | wyufro wrote:
           | Ubuntu supports Google Drive out of the box, it appears in
           | the file manager. Probably it's Gnome doing the actual work,
           | I haven't really bothered to learn it well.
        
             | sylens wrote:
             | Was not aware of this, interesting
        
           | lights0123 wrote:
           | If you want client, not necessarily sync, GNOME has it built-
           | in. It'll mount your Drive using FUSE.
        
           | sneak wrote:
           | Why would you run Linux and use Google Drive? If you don't
           | care about FAAN(M)G reading your data and activity, Windows
           | is simpler and has better compatibility.
        
             | sylens wrote:
             | Consider that I may use a tool like Google Drive for a
             | subset of data that I don't feel is particularly sensitive
             | or identifying in nature
        
           | kaladin-jasnah wrote:
           | InSync? Not first party, but I heard everywhere it's really
           | good.
        
             | duncanawoods wrote:
             | I used InSync with a mounted drive. I rebooted and it ran
             | before the drive mounted and deleted my entire online
             | google drive contents and then deleted the local files when
             | the drive mounted.
             | 
             | The google UI is such garbage that you can't undelete 1000s
             | of files so I had to write a script against it's API that
             | ran for a few days restoring everything. Sucked.
        
             | Karsteski wrote:
             | I've been using it for the past year. Works perfectly find,
             | no complaints. Definitely worth the $40CAD I paid,even if I
             | plan to move away from Google Drive in the near future
        
         | legohead wrote:
         | why would anyone other than programmers/devops/IT pros have
         | anything to do with Linux?
        
           | jakogut wrote:
           | It doesn't spy on you. It gives you freedom of choice when it
           | comes to desktop environment, and what software you run. It's
           | not developed by anti-competitive tech giants.
        
             | KaoruAoiShiho wrote:
             | why would anyone other than programmers/devops/IT pros have
             | anything to do with Linux?
        
         | 015a wrote:
         | I'll go on the record and say above 5% by December 31st 2022.
         | 
         | Depending on who you ask, its at ~2% today. If that feels high
         | to you, remember: it includes Chromebooks.
         | 
         | As it grows, you'll absolutely hear people say "Chromebooks" or
         | "Steam Decks should be their own category, they don't count".
         | These arguments effectively reduce to "Linux cannot be popular,
         | so I'll move the goalposts so it never is." Ignore them, and
         | pour cement around the goalposts: running a distribution of
         | gnu/linux.
         | 
         | Of course, if all we cared about was the "linux" part of
         | gnu/linux, then its already the most popular operating system
         | kernel in use by mankind. Its already won.
        
           | faho wrote:
           | >Of course, if all we cared about was the "linux" part of
           | gnu/linux, then its already the most popular operating system
           | kernel in use by mankind. Its already won.
           | 
           | Except the "linux" part matters to the actual user not one
           | bit.
           | 
           | Android is a fairly walled garden no matter what kernel it
           | uses. It's an implementation detail.
        
           | kaladin-jasnah wrote:
           | I'm curious as to why should the Steam Deck be in its own
           | category. To me, it runs a mainstream, open and not-locked-
           | down Linux distro. I could see an argument for Chromebooks
           | being in their own category, but the Steam Deck, in my eyes,
           | is a legitimate "full" Linux device.
        
         | ajsnigrutin wrote:
         | 2022, year of linux on the desktop!
        
           | peanut_worm wrote:
           | For once it might be!
        
         | austinshea wrote:
         | I doubt it.
         | 
         | Desktop computers haven't been relevant since 2008ish, and were
         | struggling to maintain relevance after the 4th gen Intel
         | GPU/Power-consumption changes.
         | 
         | Headless servers and consumer electronics are, already, largely
         | using Linux.
        
           | symlinkk wrote:
           | Go to Twitch.tv, everyone there will be on gaming PCs.
        
           | throwaway2048 wrote:
           | desktops are effectively the only thing people play PC games
           | on.
        
           | stinkytaco wrote:
           | If anything, this is the reason Linux could hit that point.
           | Desktops are increasingly for specialized applications:
           | gaming, development, content production, etc. If you just
           | need general consumption, you probably have a tablet or
           | phone. I could absolutely see Linux hitting 5% just because
           | people who would never use Linux have stopped using a
           | computer at all.
        
           | A4ET8a8uTh0 wrote:
           | And yet we just went through a massive GPU shortage
           | suggesting Desktop is alive and well. Do we have any recent
           | industry stats on this?
        
           | bloqs wrote:
           | This is a startlingly out of touch comment. Desktop PC
           | gaming, along with self builds are one of lockdowns hottest
           | trends.
        
       | leppr wrote:
       | Good to see Epic coming back on their shunning of Linux. I guess
       | their quarrel with Apple opened their eyes about walled
       | gardens...
        
       | krastanov wrote:
       | I am very happy about this, but how is it possible without the
       | typical "root access / rootkits" invasiveness of anticheat
       | software!?
        
         | gruez wrote:
         | >how is it possible without the typical "root access /
         | rootkits" invasiveness of anticheat software!?
         | 
         | It probably does require root/kernel access. If you're not a
         | fan of that, your only option is cloud gaming.
        
           | amarshall wrote:
           | I run games in a VM to isolate things. Some anti-cheat detect
           | a VM and just assume you're a cheater and exit the game, but
           | I just don't play those games.
        
       | zdw wrote:
       | What permissions does this require? A kernel module? Something
       | that watches all processes all the time? Messes with input
       | settings or breaks assistive devices?
       | 
       | On windows, a lot of the actions that "anti-cheat" software takes
       | is indistinguishable from a rootkit.
        
         | reanimus wrote:
         | I wouldn't be shocked if it used BPF probes or something like
         | that. A kernel module is possible, too, especially if they're
         | targeting Ubuntu with DKMS.
        
           | m4rtink wrote:
           | Good luck getting custom kernel modules working with secure
           | boot.
        
         | marcodiego wrote:
         | Pssst! Don't give them ideas!
        
         | Datenstrom wrote:
         | This is why I still use the console model with my gaming PC. It
         | is exclusively for games without exception. I would have it
         | boot directly into steam if I could get steam to boot other
         | games like from Battle Net without so much work.
        
           | rodgerd wrote:
           | > This is why I still use the console model with my gaming
           | PC.
           | 
           | I mean this is why I use a console as my first choice gaming
           | platform.
        
           | vetinari wrote:
           | You can, actually. Steam can add non-steam games to the
           | library, and also can stream them over Steam link. I've used
           | that to play GoG games on Android TV.
        
         | judge2020 wrote:
         | Arguably necessary when cheats people install themselves are
         | actual rootkits.
        
           | tablespoon wrote:
           | > Arguably necessary when cheats people install themselves
           | are actual rootkits.
           | 
           | There's a hardware cheat that's actually in the wild that
           | uses a capture card, computer vision, and hardware input
           | devices to run entirely outside the OS:
           | https://arstechnica.com/gaming/2021/07/cheat-maker-brags-
           | of-...
        
           | 10000truths wrote:
           | Not 'arguably necessary'. Cheats can just as easily be
           | detected from the server side through statistical analysis.
        
             | ketralnis wrote:
             | Oh great, so you've solved the problem then. The entire
             | industry just hasn't discovered your one simple trick. You
             | should let them know.
        
               | pstrateman wrote:
               | Yeah except he's right, the vast majority of cheaters can
               | be detected server side.
               | 
               | Literally no game does this, because ?????
        
               | westpfelia wrote:
               | They do. And after a few weeks/months there will be a ban
               | wave. But there really isnt incentive to fix these
               | problems because if you ban cheaters they have to buy new
               | copies of games.
        
               | schmorptron wrote:
               | Battlefield has been doing this, with FairFight, and it's
               | worked okay-ish, but insanely slow
        
               | mrmuagi wrote:
               | I am guessing extra computation? Maybe this sort of
               | technology is in infancy?
               | 
               | The real interesting take away is it is always a mouse
               | and cat game. The hackers will adapt, instead of reading
               | memory they might just read packets, or use a m.2 memory
               | reader card, because they have to -- and so will the
               | anti-hackers. I am interesting in machine learning to
               | simulate COD -- I saw a video of it and it's like a young
               | child was playing the game -- not good but obviously on
               | the path to competence.
        
               | jasonladuke0311 wrote:
               | Because they can get people to install rootkits on their
               | PCs and offload the computational burden on to them
               | instead of paying $$$ to detect these themselves?
        
               | nightowl_games wrote:
               | Sounds like a startup opportunity. Lookin' forward to the
               | pitch deck!
        
               | TillE wrote:
               | What kind of massive startup ROI are you expecting to
               | make from a highly niche bit of middleware?
               | 
               | Just because something is possible doesn't make it
               | profitable.
        
               | sudosysgen wrote:
               | CS:GO does do this.
        
               | rodgerd wrote:
               | In one part because the false positives of picking up top
               | players as bots becomes an issue.
        
               | tester756 wrote:
               | "vast majority" means? 60% or 99%?
        
               | erk__ wrote:
               | Valve have been doing it with Counter Strike for at least
               | 3 years. And the "VACnet" they have is still far from
               | perfect. Especially with the less obvious cheats. They
               | used to be a talk on youtube, but it seems to have been
               | taken down.
        
               | judge2020 wrote:
               | `\dkliksphilip` reuploaded the talk it seems:
               | https://youtu.be/SnRgW54EWwA
        
               | echlebek wrote:
               | I don't think that level of snark is really warranted
               | here.
        
               | sudosysgen wrote:
               | Valve does this though. I'm pretty sure their VACnet is
               | more effective than their classical anticheat. It's just
               | a lot more effort.
        
               | mrguyorama wrote:
               | VACnet IS more effective than their previous system, but
               | that's a LOW bar. CS:GO is still full of obvious
               | spinbotters and wallhackers that get to ruin a hundred
               | competitive games before eventually getting banned, and
               | just grabbing a new account. VACnet for some reason can't
               | even get the obvious stuff; Spinbotting looks nothing
               | like a normal person playing, to the point that you could
               | probably write "if average rotation rate > some high bar
               | then ban" and do better
        
               | [deleted]
        
             | nx7487 wrote:
             | Client-side analysis allows the game to identify
             | unauthorized access to game state, which is the root cause
             | of most cheating (probably not going to prevent computer
             | vision aimbots that just analyze frames). It's just a much
             | simpler and effective solution than fine-tuning a
             | statistical model.
        
               | 10000truths wrote:
               | If it's running on the client, it can be patched out. Any
               | checks done on the client side can be bypassed. Sure,
               | obfuscation will deter most people from trying to reverse
               | engineer the checks, but all it takes is one person to
               | succeed and distribute their cheat program to others.
        
             | gruez wrote:
             | That can only detect obvious hacking. Subtle hacking is
             | hard enough to detect that you'd either have to accept high
             | amounts of false positives or false negatives.
        
             | babypuncher wrote:
             | I think if this were true, somebody would have successfully
             | done it by now.
        
             | shreddit wrote:
             | That so called "guessing" has an awful amount of false
             | positives
        
           | Razengan wrote:
           | > _cheats people install themselves are actual rootkits.
           | reply_
           | 
           | Examples?
           | 
           | That's like the "Apple shouldn't allow third-party stores
           | because of malware" argument.
        
           | pstrateman wrote:
           | Sure except EAC doesn't work, even on windows with the full
           | kernel rootkit installed.
           | 
           | Money back guarantee SaaS cheats are like $10/month that are
           | undetected by EAC.
        
             | AustinDev wrote:
             | And those aren't even cheaters using a full DMA module and
             | separate PC which is nearly impossible to detect if done
             | properly.
        
               | temporarrry0923 wrote:
               | Or worse machine-learning-to-bounding-box that takes the
               | video stream through HDMI, identifies character heads,
               | intercepts the USB HID mouse, and injects movement
               | commands to move the center of the screen towards the
               | nearest "head". Literally (not nearly) impossible to
               | detect, there is no difference between this and just
               | aiming by hand. The video is already out of the box, and
               | the USB HID packets look the same as the real mouse's
               | commands.
               | 
               | I spent about two months creating training data for this
               | and it now runs smoothly on a sister PC with a capture
               | card. I gave up because I got bored (and perhaps felt
               | guilty about cheating) but I wholeheartedly believe I
               | could have played top 500 region online matches and
               | gotten away with it, as investigations usually trigger
               | manual DMA checks by ESEA/Faceit mods, and a manual
               | ("automated") ban in that case. But there is no DMA in my
               | setup. The only way to get banned would be to play
               | stupidly and obviously cheat, and to be honest that's a
               | plus of my setup: the neural network is not perfect, so
               | the aimbot can't be perfect. Like a built-in humanizer.
        
               | exporectomy wrote:
               | Congratulations on your fun project. Be careful about
               | "literally impossible" though. If it's truly identical to
               | aiming by hand, it won't help you. If it isn't, there
               | might be some statistical (in)consistency that's
               | detectable with enough play.
        
               | temporarrry0923 wrote:
               | >If it's truly identical to aiming by hand, it won't help
               | you
               | 
               | Except it's identical to incredible aiming (yet human)
               | skills, which I do not have ;)
        
               | subw00f wrote:
               | Just out of curiosity, how does it fare with smokes?
        
               | temporarrry0923 wrote:
               | Pretty well. It doesn't shoot through them, because it
               | can't see through them. Sometimes it aims/shoots through
               | them somewhat early before it dissipates completely,
               | because rxn time is way faster than a human. But it's
               | close enough to not be suspicious.
        
               | tester756 wrote:
               | >Literally (not nearly) impossible to detect, there is no
               | difference between this and just aiming by hand. The
               | video is already out of the box, and the USB HID packets
               | look the same as the real mouse's commands.
               | 
               | doesn't "line" made of mouse coordinates look oddly for
               | human?
        
               | PoignardAzur wrote:
               | At this point, I'm pretty sure any "human" pattern
               | machines can find, other machines can fake. Simulating
               | how a human would move a cursor towards a position
               | definitely seems like something deep learning could
               | approximate for cheap.
               | 
               | Naive aimbots will still have some artifacts (eg jumping
               | to a new target as soon as the current one is occluded),
               | but making an undetectable aimbot really doesn't seem
               | hard, given the incentives involved.
        
               | temporarrry0923 wrote:
               | Absolutely, it's a bezier curve with some random noise, I
               | oversimplified.
        
               | tester756 wrote:
               | > random noise
               | 
               | I thought about randomness, but cannot randomness be
               | detected?
               | 
               | e.g you add +- 5 pixels horizontally/vertically
               | 
               | so with 30min game sample cannot it be detected? e.g when
               | collecting only when enemy is on screen
        
               | cooljacob204 wrote:
               | To be honest I have completely given up on competitive
               | fps games. The cheating situation has only gotten worse
               | and I really don't see anti-cheat makers winning.
        
               | nawgz wrote:
               | As a former CSGO player who would've said this
               | previously... Valorant is impressively legit
        
               | temporarrry0923 wrote:
               | I wish I could reply to this with a rallying cry for you
               | to keep trying. But it's true, every 14 year old kid with
               | a keyboard can cheat in competitive now.
        
               | deepsun wrote:
               | Play with friends only, like in good-o-days.
        
               | eertami wrote:
               | >I wholeheartedly believe I could have played top 500
               | region online matches and gotten away with it
               | 
               | Unless you were already near the top, climbing rapidly up
               | rankings (in a 3rd party ladder) is going to be very
               | suspicious. Draw enough attention and I think it's not
               | unlikely someone would find evidence (not evidence of how
               | your system works, but video proof that shows cheating).
               | 
               | And if the humanization is so good that it can literally
               | never be detected... then better players with more
               | knowledge and game sense will consistently still win.
               | You'd need to be a good player in the first place - which
               | is actually where the danger lies. A pro player with an
               | undetectable cheat they can toggle on momentarily, even
               | just once a series at a crucial moment, could make all
               | the difference.
               | 
               | I've given up relying on technical anti-cheat solutions
               | for online games. If it is apparent someone is cheating
               | by watching them play then that's enough for me (and I've
               | seen some _very_ subtle cheaters get banned from leagues
               | for the most minor of slip-ups.) The only way to be
               | totally sure are if the game is played on a LAN and the
               | equipment is sufficiently controlled.
        
               | temporarrry0923 wrote:
               | >climbing rapidly up rankings (in a 3rd party ladder) is
               | going to be very suspicious
               | 
               | Hard agree here. There's always been people accusing
               | semipros of cheating (see r/VacSucks for more) though, so
               | unless it was pretty concrete, it wouldn't mean anything.
               | 
               | >And if the humanization is so good that it can literally
               | never be detected
               | 
               | It's not that the humanization is good, it's that the
               | cheat is poorly designed enough to be only as good as a
               | really good consistent human. Though you're right that
               | it's not going to be the holy grail.
               | 
               | >The only way to be totally sure are if the game is
               | played on a LAN and the equipment is sufficiently
               | controlled.
               | 
               | Hard agree as well. I've been hoping for online majors to
               | be called off, but alas.
        
               | emsy wrote:
               | >Unless you were already near the top, climbing rapidly
               | up rankings (in a 3rd party ladder) is going to be very
               | suspicious.
               | 
               | smurfs are as old as competitive games, so I doubt it.
        
               | babypuncher wrote:
               | Once you start requiring external hardware setups like
               | that, I think the barrier to entry for cheaters becomes
               | high enough that they become far less prevalent.
               | 
               | The goal of good anti-cheat should never be to eradicate
               | it entirely, since that is obviously impossible. You just
               | need to make it so the vast majority of players rarely
               | encounter it.
        
               | temporarrry0923 wrote:
               | Very true. I wasted hundreds of hours doing this, if it
               | takes an extra hour to do, cheating would drop overnight
        
             | phendrenad2 wrote:
             | You know this? You've personally tried them? Or is this
             | secondhand, thirdhand, hypothetical knowledge? It seems to
             | me that anti-cheat works the same way DRM works: It poses a
             | barrier to entry that keeps NN% of people who would hack
             | from hacking, which is sufficient to keep the game from
             | becoming a hacker cesspool.
        
               | temporarrry0923 wrote:
               | I do know this, personally. EAC is not great. They sort
               | of stay on top of things compared to something like CS
               | but it's still possible to get away with it for a few
               | months if you do it right
        
               | mrmuagi wrote:
               | That's not really what DRM IMHO -- sure it says that on
               | the tin... Once the video or game is cracked once, the
               | DRM is done. It just provides hurdles and extra barriers
               | for the first person. Once somebody finds a "hack" method
               | that works, they can clone and resell it up until their
               | greed belies their customer's wishes of being undetected
               | due to small player pool using the hack.
               | 
               | And yes, hacks are "rootkits". It's kind of funny how
               | they work. Some of them work at the memory level, or
               | packet level. They require you to disable anti-virus, all
               | firewalls, etc. The only incentive for them not to hack
               | the user is a recurring subscription cost that's often
               | more expensive than the game itself (leading to rage
               | hacks where they are known to detected but the delay in
               | detection-ban lets the user play still and farm RMT
               | items).
        
               | switz wrote:
               | As someone who runs an online Counterstrike platform, I
               | can attest to this firsthand. There are literally dozens
               | of open source cheats on Github that bypass the major
               | anticheat services. And when one gets detected, they're
               | usually updated in just a few days. For private paid
               | cheats, they're very rarely detected. I've heard of
               | people paying thousands of dollars for custom-built
               | cheats that have gone years and years without being
               | detected.
               | 
               | The cheating in the game is out of control and has been
               | for half a decade. People still play and can find little
               | pockets to play in to avoid cheaters (namely playing with
               | friends or on paid services, that cut down on cheating
               | due to the barrier to entry of cost), but it's inevitably
               | unavoidable to consistently run into cheaters
               | 
               | My approach has been to run no client anti cheat outside
               | of that built into the game (VAC), as I don't believe
               | invading people's privacy (e.g. always-on kernel level
               | detection) for the illusion of reducing cheating is worth
               | it. There are better ways of hindering cheating than on-
               | client detection, in my humble opinion.
        
               | temporarrry0923 wrote:
               | Does popflash.site have an AC? I didn't have a problem
               | last time I tested it.
               | 
               | I think your server could check for several cvars that
               | are only enabled for cheaters using some cheats, to auto-
               | ban them. Though this precludes externals and some better
               | internals.
        
               | switz wrote:
               | Sorry, I edited my comment after you asked. We don't have
               | an "anti-cheat" in the traditional sense, though I've
               | developed a few solutions to curb cheating in the past.
               | Fortunately, it's not really a problem I've had to solve
               | because I only offer scrimmages these days, meaning you
               | choose who you play with. If I were to offer matchmaking,
               | I'd be more liable to prevent cheaters from using the
               | platform since I would be matching up people to play
               | with.
               | 
               | Since my users are mostly just playing friends I don't
               | really have rampant cheater problems like other services.
        
               | temporarrry0923 wrote:
               | Yeah, that's understandable. If one of my friends were
               | cheating I think it would be obvious what to do.
        
               | donkarma wrote:
               | You're talking about VAC, which is not even close to the
               | same tier as EAC, there are no "open source cheats" that
               | bypass the major anticheat services because they are
               | quickly identified and patched.
        
               | switz wrote:
               | Correct, VAC is very different than EAC. But it's
               | absolutely not true that there are not open source cheats
               | that bypass EAC, FaceIT, and ESEA. The more popular ones
               | get patched, but I've seen a bunch of smaller ones that
               | do not get detected - you just have to know how to find
               | them. They may eventually get detected, but cheaters
               | generally will just create a new account and start
               | cheating again.
               | 
               | When my platform launched 6 years ago, we were the first
               | to approach the problem of preventing cheating via non-
               | invasive methods. We required you to have played several
               | hundred matches in-game before being allowed to join our
               | platform. ESEA, who are widely considered to have the
               | best client side CS:GO anti-cheat, just recently
               | implemented something similar, proving that clientside
               | anticheats alone don't solve the problem.
        
               | zamadatix wrote:
               | > They may eventually get detected, but cheaters
               | generally will just create a new account and start
               | cheating again.
               | 
               | Typically games will either avoid putting low play count
               | players in the pool with established or paying players.
               | Both because they don't want the guy playing for the
               | first time to be constantly creamed by heavily invested
               | players which would drive them off but also because real
               | time and real dollars are strong deterrent to most and at
               | least an extreme slowdown to the remaining. The net
               | result of anti-cheat is to make it unviable to
               | continually cheat, not to never have hacks that
               | temporarily work.
               | 
               | CS's problem is Valve has shit anti-cheat that doesn't
               | really care to detect cheaters and even when it does it
               | doesn't have strong new player segmentation to delay them
               | from coming back. Both of these are reason's Valve is lax
               | with cheaters not reason's anti-cheats aren't effective.
        
               | kflzufkrbzi wrote:
               | Making new players play together with cheaters for a long
               | time sounds kind of bad too
        
               | lrae wrote:
               | > There are literally dozens of open source cheats on
               | Github that bypass the major anticheat services.
               | 
               | Do you have links for EAC & FACEIT?
        
         | Razengan wrote:
         | "Think of the cheaters!" is the gaming equivalent of "Think of
         | the children!"
        
         | phendrenad2 wrote:
         | The dev page still says "The Anti-Cheat Client interface
         | currently only supports the Windows platform and requires a
         | 64-bit operating system installation. Mac and Linux client
         | support are coming soon." so there's not much info yet. I'm
         | guessing it'll require a specific kernel version and an
         | obfuscated kernel patch that probes everything and calls a web
         | service constantly.
        
         | A4ET8a8uTh0 wrote:
         | Thank you. This makes me very uneasy. Apart from the obvious,
         | it also potentially makes linux a bigger target by increasing
         | exploitable surface a hacker can hold on to. And I am saying
         | this as a happy proton user.
        
       | nitrogen wrote:
       | This is cool. Nothing ruins a game like someone cheating. What
       | are the security implications of running an anti-cheat system on
       | Linux? Do I need to give it root access?
        
         | danvayn wrote:
         | Like another said in this thread, yes you would but it's
         | because some cheats are rootkits. It's a little invasive but
         | doesn't seem as problematic as other ACS like Riot's Vanguard,
         | which is always on and China-owned.
        
           | yesbut wrote:
           | > China-owned
           | 
           | State owned is problematic, I'm not in disagreement with you.
           | But so is corporate owned. I'd like to see an industry
           | standard anti-cheat root-kit developed as a publicly
           | reviewable open source project at the very least.
        
             | temporarrry0923 wrote:
             | >I'd like to see an industry standard anti-cheat root-kit
             | developed as a publicly reviewable open source project at
             | the very least
             | 
             | An anti-cheat is one of the few areas that truly would ruin
             | its security by going OSS. A cheater can quickly enumerate
             | every method the AC uses to detect cheats, then they know
             | EXACTLY which goalpost to kick into, per-se. 85% of
             | Vanguard's effectiveness is their CONFUSING ban protocols,
             | whether that's delaying a ban to confuse someone testing
             | what's bannable, not divulging details about what avenues
             | are tested, constant updates that aren't specified
             | anywhere, etc.
             | 
             | Case in point, even in CSGO: Just changing the offsets of
             | some game values will break some cheats for several days.
        
               | yesbut wrote:
               | Then handle it server side. Anything you ask the user to
               | install into their kernel should not be closed source.
        
             | schmorptron wrote:
             | Anti-Cheat is the only industry where security by obscurity
             | is valid.
        
               | tester756 wrote:
               | Obscurity is always valid because it increases security,
               | doesn't it?
        
               | nitrogen wrote:
               | They're referring to this idea:
               | https://en.wikipedia.org/wiki/Security_through_obscurity
               | 
               | Obscurity can be a layer, but it can't be the only layer,
               | and in general systems (such as web servers) need to be
               | designed to withstand full-knowledge attacks. That isn't
               | likely to be possible when it comes to anti-cheat, so
               | obscurity plays a larger role.
        
         | bootloop wrote:
         | Nothing ruins a game like not being able to play it because
         | some algorithm things your setup is suspicious.
        
       | jerf wrote:
       | What does this involve on Linux? Reading the docs there's a
       | reference to a "client module" for Linux but the link seems to be
       | broken.
       | 
       | Is this going to require a linux kernel module or something to
       | work, or is it pure user space?
        
       | d23 wrote:
       | Does PUBG not use this, or does it just not work that well?
        
         | bcrescimanno wrote:
         | It appears to use BattlEye which is another anti-cheat solution
         | 
         | https://www.protondb.com/app/578080
         | 
         | The thing is, part of the challenge is that we don't really
         | know if the game itself will work because people can't get past
         | the anti-cheat to see if the game itself works.
        
         | [deleted]
        
       | b8 wrote:
       | Hmm I wonder how intrusive EAC is on Linux, and Macs. I seem to
       | recall that they look for visiting blacklisted websites in some
       | browsers a while back. Also I wonder how their VM detection is
       | for linux, and macs.
        
         | judge2020 wrote:
         | Blizzard's Warden anti-cheat was rumored to collect your
         | process list and/or open window titles at one point, but IIRC
         | they weren't substantiated.
         | 
         | https://wowwiki-archive.fandom.com/wiki/Warden_(software)
        
           | henhouse wrote:
           | I know that it can checksum files, search through drivers,
           | scan memory addresses, etc. I think I can read registry keys
           | as well. That's just what I know of the 2005-2008 era of
           | Warden implementation. See vanilla implementation:
           | https://github.com/vmangos/core/pull/1295
        
       | doublerabbit wrote:
       | I feel that if we can could work on introducing more online
       | cross-play, the gaming community would be a better place.
       | 
       | There should be no reason why I can't play online with Xbox and
       | PlayStation players.
        
         | cmeacham98 wrote:
         | At least on Playstation, that is 100% Sony's fault. They refuse
         | to let you have cross-platform play unless your game is huge.
         | Unsure if Microsoft has/had similar policies for Xbox games.
        
           | Cu3PO42 wrote:
           | In the PS3/XBOX 360 days it was Microsoft who were all
           | against cross-platform play whereas Sony was more open to it.
           | In the early days of that console generation, XBOX was
           | arguably more successful than PS. Now PS is more successful.
           | 
           | The pattern is that the player ahead doesn't want cross-
           | platform and the one behind does. That makes sense to me.
        
           | dyingkneepad wrote:
           | That doesn't make sense. The main reason in favor of letting
           | cross-platform play is exactly unfragmenting the player base.
           | I'm sure I'll never run out of PS4 players to fight against
           | in Fortnite or CoD of whatever, but I simply can't find an
           | opponent when I play Skullgirls on PS4, while on Steam I can.
           | Games with a small population benefit immensely from
           | crossplay.
           | 
           | That said, if I'm on a PS4 (a platform where cheating is much
           | harder than PC) and the game is well populated, maybe I don't
           | want to play against PC players, as I don't want cheaters.
           | 
           | There's also the mouse+keyboard vs pad thing for FPS games.
        
             | nitrogen wrote:
             | _There 's also the mouse+keyboard vs pad thing for FPS
             | games._
             | 
             | You can get adapters for older consoles that will convert
             | mouse+keyboard input to control pad input. I haven't used
             | consoles in years, so I'm not sure if they're available for
             | newer generations.
        
         | schmorptron wrote:
         | Lots and lots of games, and most new big ones coming out, have
         | cross-play. Apex, CoD, Rocket League jus to name a few.
        
         | bastard_op wrote:
         | There is no incentive to let you out of the Sony/Xbox walled
         | gardens, unless you're Fortnite where everyone from children to
         | adults love to spend stupid money on IAP's just to dance or
         | clothe themselves and you don't want to miss out.
         | 
         | If they did, and you realized your game runs better on a real
         | pc, you'd just defect and not beg/borrow/scam/hustle for a ps5
         | or new xbox (maybe for decent gpu still though).
         | 
         | You will take what they give you and be goddamn content with
         | it. Unless you're Epic and even Sony gives up the GI Joe kung
         | fu grip.
        
           | eric__cartman wrote:
           | The lack of cross-play always bugged me. Usually a friend
           | group settles on a particular platform to buy so they can all
           | play together, which is a pain because in a lot of cases that
           | platform is far from ideal for everyone. For example consoles
           | always seemed quite useless to me because I only casually
           | play games, so when I'm not playing games I have this
           | expensive and powerful x86 computer doing nothing because I
           | can't use it for anything else but playing games and maybe
           | watching movies. I wish Sony had kept the "install another
           | OS" option that they introduced for a while in the PS3.
           | 
           | Fortunately my friends are PC gamers too so no locked down
           | hardware in my house :)
        
       | fletchowns wrote:
       | I wish there was some well respected third party reputation
       | service that I could prove my identity to (government id, utility
       | statements, etc) and then all games just integrate with this
       | third party reputation service. Sort of an Olympic committee for
       | gaming. Give me the option to only play with other verified
       | players. Getting caught cheating in one game then impacts your
       | reputation in _all_ games. There's a gazillion details that would
       | need to be hammered out to get this right (appeal process,
       | account hijack recovery, etc) but I think the idea has merit. I
       | feel something like this is the only way to end cheating once and
       | for all. Would be so nice if developers never had to think about
       | anti-cheat again, and we didn't have to run all this super
       | invasive anti-cheat software on our machines.
        
         | armchairhacker wrote:
         | As a casual player another way to alleviate cheating is good
         | matchmaking, so cheaters all rank up to other cheaters. This
         | doesn't help higher-level players though.
         | 
         | Some cheats run outside the OS and are basically
         | indistinguishable from regular players. So anti-cheat won't
         | work. Good matchmaking + still catching cheats for impossible
         | stuff + real tournaments requiring in-person attendance or
         | heavy monitoring, should still work pretty well.
        
         | jbman223 wrote:
         | Sending away all of your PII to be verified in games isn't much
         | better (in terms of intrusiveness) than running anti-cheat
         | software in the first place.
         | 
         | Additionally, will it be any harder to get around a system like
         | this than a traditional anti-cheat system? Theoretically - for
         | the average player at least, it might make cheating worse -
         | assuming the cheater runs their cheats in a realistic way, in
         | your world, there is now no detection software pinpointing the
         | cheaters!
        
           | fletchowns wrote:
           | > Sending away all of your PII to be verified in games isn't
           | much better (in terms of intrusiveness) than running anti-
           | cheat software in the first place.
           | 
           | In my mind it's much better than running N number of
           | different anti-cheat software on my machine, assuming that
           | this reputation management entity is very well respected.
           | Again, it'd be very hard to get a system like this right, but
           | I think it is certainly possible.
        
         | dpedu wrote:
         | > Getting caught cheating in one game then impacts your
         | reputation in _all_ games.
         | 
         | This sounds pretty similar to Steam's VAC (Valve Anti Cheat)
         | system aside from how widespread you want the system to be.
         | IIRC, owners of Source-based game servers can set a flag to
         | allow/deny users with a VAC ban. I don't think this is
         | available to non-source games, which would be needed for your
         | idea.
         | 
         | > How do VAC bans relate to phone numbers?
         | 
         | > VAC bans are applied to all accounts sharing a phone number
         | at the time of the infraction.
         | 
         | > Can I move my items and games to a different Steam account?
         | 
         | > No.
         | 
         | https://help.steampowered.com/en/faqs/view/647C-5CC1-7EA9-3C...
        
         | f0e4c2f7 wrote:
         | It doesn't work across multiple games but Counter-Strike:
         | Global Offensive has a system where you enter your phone number
         | to verify your account and then can queue only with other
         | verified players.
        
           | fletchowns wrote:
           | The phone number is not much of a barrier. I'm a verified
           | player and only queue with other verified players, and I
           | encounter cheaters regularly in CSGO.
        
         | dfxm12 wrote:
         | You want to open up yourself to risk for your identity being
         | stolen and normalize handing out personally identifiable
         | information just to maybe make it harder for cheaters to get in
         | on some of your games?
         | 
         | I don't think the idea has merit. See how long it is taking the
         | Real ID act to become enforced. People barely trust the
         | government with this info, with the ability to get on a plane
         | (among other things) at stake.
        
           | bqmjjx0kac wrote:
           | Thanks to the magic of cryptography, it's possible to prove
           | your identity to someone else without enabling them to
           | impersonate you.
           | 
           | For instance, the third party gives you a nonce, you sign it
           | with your private key, and they verify it with your public
           | key.
        
         | beebmam wrote:
         | This is probably the best solution I've seen around anti-cheat
         | solutions. I also think this is the best approach to prevent
         | abuse on social media.
         | 
         | I can't be the only one sick of what a sewer the internet, like
         | multiplayer gaming and especially social media, has become.
        
           | neoromantique wrote:
           | So, like that black mirror episode?
        
             | VRay wrote:
             | yeah, no shit
             | 
             | You guys can just move to South Korea or China if you want
             | to live with that authoritarian BS
        
               | oehtXRwMkIs wrote:
               | China I understand, but what's up with pairing it with
               | South Korea?
        
               | [deleted]
        
           | fletchowns wrote:
           | Being able to play Call of Duty without people screaming the
           | N word into my ears regularly would be amazing. Intolerance
           | to hate speech could be something enforced by this
           | hypothetical service as well.
           | 
           | Sure I can turn off the death mic, but there's been some
           | really amazing interactions though it as well. For those not
           | aware, the death mic in CoD is a feature where the instant
           | you frag somebody in game, it turns their mic on, so you can
           | hear their very candid reaction. Lots of times it's things
           | like "no way what a shot how'd that guy get me!". Such a fun
           | feature, if it wasn't for people that just utter the most
           | offensive things imaginable on it.
        
         | iratewizard wrote:
         | It would also be nice if people were able to use cheats in a
         | game against other people with cheats. It would be very
         | enjoyable to watch battle of the bots in games and have people
         | pit their programming skills against each other like this.
        
           | fletchowns wrote:
           | I seem to recall a certain game that had a shadowban system
           | that just put all the cheaters in the same lobbies together.
           | Might be misremembering that though.
        
             | mgdlbp wrote:
             | I recall rumour that the relatively recent _Fall Guys_ had
             | such a system. A quick search seemingly shows confirmation
             | from an official Twitter account.
        
       | bcrescimanno wrote:
       | For context, ProtonDB is a database of Steam games and how well
       | they work on Linux through Wine/Proton. A huge number of the
       | "borked" games are using some kind of anti-cheat and that's the
       | main reason the game doesn't work.
       | 
       | EAC is one of the most-used anti-cheat systems in gaming. Between
       | EAC and BattleEye, you're hitting the Pareto Principle for anti-
       | cheat support.
       | 
       | Four of the top 10 Steam games use anti-cheat and therefore
       | cannot run currently. Two of those four use EAC.
       | 
       | https://www.protondb.com/
        
         | judge2020 wrote:
         | Worth noting that the VAC games on that list, CS:GO, TF2, and
         | Dota 2, have effectively given up on actually detecting and
         | preventing cheaters and now rely on server-based or community-
         | consensus methods of finding and punishing cheaters (with TF2
         | being the exception with how little maintenance Valve performs
         | on it).
         | 
         | Both CS:GO and Dota 2 have a report+overwatch system where
         | users watch a replay to determine if someone is exhibiting
         | suspicious cheating behavior. The server side of this is VACnet
         | where it uses heuristics like mouse movement or [in Dota]
         | clicking out of regular camera bounds to detect these cheaters
         | and expedite them to the Overwatch queue. You can readily
         | download the biggest script client for Dota 2, and VAC ban
         | waves for using it have been unheard of for years now (you only
         | get an in-game ban when enough other players verify the
         | cheating via Overwatch).
         | 
         | https://youtu.be/SnRgW54EWwA
         | 
         | https://www.pcgamer.com/vacnet-csgo/
        
           | hpfr wrote:
           | I can't quite tell if you think this system is reasonably
           | effective or not. It certainly seems less invasive, so it
           | would be good if it were. Are you able to comment on that?
           | 
           | > You can readily download the biggest script client for Dota
           | 2, and VAC ban waves for using it have been unheard of for
           | years now (you only get an in-game ban when enough other
           | players verify the cheating via Overwatch).
           | 
           | Does this mean you think the ban process is too slow and
           | involved?
        
             | judge2020 wrote:
             | The system is effective for CS:GO and Dota mostly because
             | the nature of the games; things like Fog Of War[0] (which
             | applies to both of these games and Valorant) help bring
             | down the upper bounds of how much a cheat can help the
             | cheater, and the rest of the potential things a cheat can
             | do (like aimbot in CS:GO, or auto-disable in Dota[1]) are
             | easy for VACnet/Overwatch reviewers to detect since the
             | movements are usually non-human-like.
             | 
             | > Does this mean you think the ban process is too slow and
             | involved?
             | 
             | As VACnet and Overwatch reviewers become more experienced
             | it really brings down just how much the cheats can help the
             | player, to the point where using them barely makes a
             | difference or only allows them to use informational cheats.
             | I just don't think this will work for every game, and
             | certainly isn't something every game developer wants to
             | have to implement & maintain.
             | 
             | 0: https://technology.riotgames.com/news/demolishing-
             | wallhacks-...
             | 
             | 1: https://redd.it/psb7h7 - an example. In the second part
             | of the video, the Invoker cheater targets the Axe with one
             | of his items without moving his mouse to the Axe, which
             | saves him from being disabled/taunted - but a human would
             | have to click or hover their mouse on the Axe to disable
             | him.
        
           | oliwarner wrote:
           | Community moderation with persistent outcomes (eg VAC ban) is
           | great for games you have to pay for, but it's really abrasive
           | to a F2P community if there's am endless stream of cheaters.
        
       | BeefySwain wrote:
       | Developers will have to opt-in to allowing Wine/Proton users to
       | play.
       | 
       | Pertinent info on this change is in the Unreal dev docs here:
       | https://dev.epicgames.com/docs/services/en-US/GameServices/A...
        
       | hparadiz wrote:
       | Does this mean I can finally play Apex legends on my Linux box?
        
       | danShumway wrote:
       | I still hold that many of our anti-cheat systems are based on a
       | flawed starting premise for multiplayer games and how competitive
       | and how "fair" they should be.
       | 
       | https://news.ycombinator.com/item?id=21949201
       | 
       | I have softened on this a bit. I don't think that global/regional
       | ladders are universally bad, I don't have anything against
       | competition as a motivator, and I concede that for some games
       | this is important. But I still think that current multiplayer
       | games place way too much emphasis on global rankings, to the
       | point of ignoring other very common player archetypes. And I
       | still think for most games, the application of player psychology
       | in multiplayer ranking systems and reward systems is shockingly
       | primitive. Multiplayer games are doing a lot of advanced research
       | and complicated work, but they're directing the majority of that
       | work into optimizing in a very narrow direction that nobody ever
       | questions.
       | 
       | Could be a longer conversation, but I am again reminded of the
       | XKCD comic: https://xkcd.com/810/
       | 
       | Completely fair games where players across an entire region are
       | stuffed together into a single ladder system -- this is a
       | legitimate design space, but it is a very, very narrow design
       | space catering to what is honestly a kind of niche playerbase,
       | and a lot of games would benefit from taking a broader, more
       | creative view of why the majority of their playerbase is
       | attracted to in the first place.
       | 
       | There are other ways that players could be rated and sorted that
       | would (if not eliminate) at least significantly lessen the need
       | for a lot of these rootkits. In short, if cheaters aren't
       | noticeable, and if the reward structures of a game are such that
       | creating an enjoyable match for all players is more highly
       | rewarded than "winning", then a lot of motivation for the kind of
       | destructive cheating that ruins current experiences would go
       | away. But more importantly, a lot of the kind of cheating that
       | would remain: griefing, hacking, and generally destructive, mean-
       | spirited behavior -- that kind of cheating would become much
       | easier to detect and its detection could be better grouped
       | together with moderation of other destructive player behaviors
       | that may not constitute cheating, but that are still annoying
       | enough that you already should be searching for and banning them
       | anyway.
       | 
       | Of course in some situations you have to try and guarantee
       | completely fair experiences, and in some situations the purely
       | competitive aspect of the game is the only part of the experience
       | that matters. But the games industry currently treats it like
       | it's a given that purely fair, region-wide competition should be
       | the primary motivator for almost everyone playing multiplayer
       | games, and honestly I just don't see it. The games industry is
       | obsessed with something that is niche, most players _don 't_ want
       | to try and work their way up a global competitive ladder beyond
       | the impulse they have to unlock rewards and see a number
       | increase. Many of those players want to win >50% of their
       | matches, they want to be matched up against people who play
       | interesting strategies rather than purely competitive ones, they
       | want to play against people who force _them_ to think and
       | experiment, they want a constantly shifting meta where a dominant
       | strategy doesn 't very quickly become the only strategy, they
       | want difficulty spikes to come in waves rather than randomly,
       | when trying out new strategies they want to be able to slowly
       | ramp into them, they want opponents to be playful and to try
       | "fun" things during games.
       | 
       | Ladder systems for most games are not designed to encourage those
       | behaviors or outcomes.
       | 
       | I am seriously skeptical that the majority of players in most
       | multiplayer games today actually care about the integrity of
       | ladders more than the other issues I raise above, and I wonder if
       | this focus on fairness at all costs is a mentality that the games
       | industry is going to eventually grow out of and look back on with
       | the same kind of embarrassment as we already do with many other
       | generally accepted practices in the past that were never
       | questioned.
        
         | babypuncher wrote:
         | I don't think many cheaters themselves actually care about
         | ladders and rankings. They just derive personal entertainment
         | from ruining other peoples fun. This is why cheating was always
         | a significant problem in online shooters long before they
         | introduced ranking systems. It's also why entirely non-
         | competitive games (like Minecraft) have problems with griefers.
        
           | danShumway wrote:
           | If you're able to shift cheat detection systems to primarily
           | focus on griefers, that's a significant win, since griefing
           | by its nature can't be subtle enough that other people don't
           | notice it. The whole point of griefing is to be noticeably
           | toxic to other players and to get a reaction out of them.
           | Griefers have a harder time hiding than other cheaters do.
           | 
           | If your design allows you to shift your focus towards trying
           | to fight toxic behavior itself rather than just cheats, you
           | can use the same detection methods as you would for any other
           | toxic behavior that doesn't involve cheats. And you should
           | have those detection methods anyway; whether or not a cheat
           | is involved in the abuse shouldn't be the deciding factor
           | between banning or allowing toxic behavior.
           | 
           | The shift here is in realizing that for a significant number
           | of your players, playing against someone who legitimately
           | snipes them from across the map over and over while camping
           | at a spawn point because they're just that good, and playing
           | against someone who uses an aimbot to accomplish the same
           | behavior -- both of those experiences are equally game-
           | ruining for a lot of players. The legitimacy isn't the
           | problem for those players, the resulting experience is. So
           | trying to detect subtle aimbots kind of misses what the real
           | game-ruining problem is for a lot of players.
           | 
           | Where a number of player archetypes are concerned, you can
           | look for overt toxic behavior and ban it regardless of how
           | that behavior is accomplished. Similarly, if you're not
           | prioritizing ladder integrity over everything else, there's a
           | case to be made that you can just ignore any cheating that's
           | too subtle for people to notice or that doesn't result in
           | overt toxic behavior.
           | 
           | A nontrivial number of your players don't actually care about
           | ladder integrity, they want a number to go up and they want
           | rewards released on a variable schedule as they get better at
           | the game. For those players, it's not clear that playing
           | against cheaters is actually a problem unless the cheaters
           | ruin the difficulty curve or ruin the matches, and... again,
           | you should think about banning people who do that stuff even
           | if they're not cheating.
        
       | ajb257 wrote:
       | > Today, we extend support to Linux and Mac for developers who
       | maintain full native builds of their games for these platforms.
       | 
       | That sounds like Proton is definitely not supported here. So if
       | an EAC developer only supports Windows, Linux users are SoL.
        
         | mullr wrote:
         | > support for the Wine and Proton compatibility layers on Linux
         | is included
        
         | [deleted]
        
       | xd wrote:
       | Anyone remember PunkBuster? If anything took more out of the soul
       | of gaming in them days I'd love to know what. It never managed to
       | keep on top of "hackers" but some how managed to destroy the
       | legitimate gamer communities - I got kicked so much I just gave
       | up in the end playing publicly.
       | 
       | Does anyone even bother anymore with online gaming without using
       | hacks? I've never strayed far from private servers for over a
       | decade now.
        
         | babypuncher wrote:
         | Punkbuster was a nightmare and I still have flashbacks to
         | botched updates ruining my Friday evenings in Quake 3 and
         | Battlefield 2.
         | 
         | I've yet to personally encounter any issues with more modern
         | solutions like EAC or BattleEye, though I know they've caused
         | issues with some exotic device drivers like RGB controllers.
         | 
         | > Does anyone even bother anymore with online gaming without
         | using hacks? I've never strayed far from private servers for
         | over a decade now.
         | 
         | Don't listen to the haters, cheating isn't as widespread as
         | people seem to think it is, as long as you stay out of APAC
         | matchmaking servers. Smurf accounts are the bigger problem in
         | the games I play regularly (Overwatch, Apex Legends).
        
       | tlackemann wrote:
       | I literally just posted a comment in an earlier thread that the
       | only reason I dual boot Windows is for EAC support. This is
       | awesome news. We can finally play Fallout Guys on linux!
        
         | theandrewbailey wrote:
         | I assume that affected games need to be patched to include a
         | newer EAC.
        
           | BeefySwain wrote:
           | This appears to be correct.
        
         | francislavoie wrote:
         | "Fallout Guys" haha, I think you meant Fall Guys.
        
           | tlackemann wrote:
           | I was so quick to reply, yes Fall Guys. Thank you kindly
        
       | snthd wrote:
       | How long till epic brings their store to Linux (or at least
       | native Steam Deck)?
        
         | eric__cartman wrote:
         | If the Steam Deck gets a large enough user base, Epic will
         | absolutely try to make a native, seamless store for Linux (at
         | least the distribution running on Valve hardware). Hopefully
         | sooner than later because, after all, the more users that have
         | access to their store the more $$$ they make.
        
       | BeefySwain wrote:
       | Some additional context here:
       | https://www.gamingonlinux.com/2021/09/epic-games-announce-fu...
        
       | WhatIsDukkha wrote:
       | This is fantastic news.
       | 
       | Now I just need punkbuster.
       | 
       | If I can play Planetside2 on Linux I can just ignore games that
       | don't work well on Linux.
       | 
       | I can't wait to delete windows, it does nothing for me
       | professionally or personally outside of being a gamebox. I find
       | between the spyware, bluescreens when trying to move a boot drive
       | to a new box, explorer.exe is a miserable excuse of a desktop
       | and... I could go on about the papercuts but... yeah.
        
         | stinkytaco wrote:
         | > I find between the spyware, bluescreens when trying to move a
         | boot drive to a new box, explorer.exe
         | 
         | I worry that EAC basically amounts to spyware, however.
         | 
         | Also, and this is off topic, but I think Windows Explorer is
         | the best GUI file manager on any platform. Shoot me.
        
           | Macha wrote:
           | It's better than Finder, but I'd have a hard time picking it
           | over Dolphin.
        
       | jtms wrote:
       | This is great and all, but I feel like all of these client side
       | cheat detection tools are basically a waste of time. Trying to
       | enforce the trustworthiness of the client is basically an
       | unwinnable arms race between anti-cheat and the cheat makers. A
       | better approach is for the server to treat all clients as hostile
       | and untrustworthy and use a combination of heuristics and
       | statistics to ferret out malicious client behavior. Valve has
       | been doing some very interesting stuff with VACnet where they
       | employ deep learning to flag potential cheater accounts in CS:GO
       | and then have humans review and rule on the output. From what I
       | have read and watched, it has been very successful.
        
         | Unklejoe wrote:
         | > unwinnable
         | 
         | It seems winnable so far if you look at the Xbox One and later,
         | at least. I'm not aware of anyone successfully modifying game
         | code on those consoles.
         | 
         | The downside is that it a requires a completely locked down
         | system.
        
           | half-kh-hacker wrote:
           | Cheat dev here. Check out this prior art of someone utilizing
           | PS4 jailbreak exploits to modify GTA V's scripting VM at
           | runtime:
           | 
           | https://github.com/2much4u/PS4-GTA-V-Native-Caller
        
           | Pxtl wrote:
           | In the cases where end-to-end vendor control over the
           | hardware from the player's fingers to the HDMI out exists,
           | yes that seems possible.
           | 
           | But on a PC? Where the user can install whatever software
           | they like? Much harder.
           | 
           | It feels like stopping aimbots will ultimately fail as
           | eventually we'll see bots that use machine-vision to spot
           | heads and pick them off. You wouldn't even need to run it on
           | the cheating machine, this could be a separate device doing
           | passthrough on the mouse, keyboard, and monitor.
        
             | nitrogen wrote:
             | Someone else mentioned doing this:
             | https://news.ycombinator.com/item?id=28634631
             | 
             | Even if they turn on HDCP, you could just get a low-lag
             | monitor and point a camera at it.
        
               | shadilay wrote:
               | You can just buy an HDCP stripper.
               | https://www.amazon.com/Easyday-Stripper-Splitter-Signal-
               | Ampl...
        
         | donkarma wrote:
         | All Valve has done is made it so people cheat and pretend to be
         | legitimate, you can't beat cheaters outside of making it a non-
         | cheatable game, you can just reduce it. Then again, if nobody
         | notices that you're a cheater, are you a cheater?
        
           | s_dev wrote:
           | >Then again, if nobody notices that you're a cheater, are you
           | a cheater?
           | 
           | Yes, you're just a successful cheater as all cheaters are
           | deceptive by definition.
        
         | sigotirandolas wrote:
         | Perhaps if you want a perfect solution, but in practice most
         | people aren't cheaters, and those that cheat tend to eventually
         | make a mistake and get caught by the anti-cheat. The remaining
         | 1337 you can manage manually.
        
         | Mandatum wrote:
         | They've been doing interesting stuff but have completely failed
         | to succeed with anything. VAC is a joke. VACnet continues to be
         | a pipe dream.
        
         | rastafang wrote:
         | Cheating in CS:GO's casual mode is still very common, not sure
         | about competitive. But yes, server-side detection would make
         | more sense.
        
         | temporarrry0923 wrote:
         | VACnet hurts cheaters, and also probably 25% of legits as well.
         | In low trust this can be verified pretty quickly. Even in the
         | gutter of trust, redder than red, you still have about 50-60%
         | of players cheating. That's nearly half of everyone in the
         | WORST trust factor of the game, who are there while not
         | cheating. Though some are probably griefers/mic-
         | spammers/toxics, it's certainly not all of them.
        
           | fwip wrote:
           | You mean that 50-60% of players appear to be _currently_
           | cheating in ways that are detectable by you.
        
             | temporarrry0923 wrote:
             | If there's one thing that all cheaters have in common, it's
             | an inflated ego. If the enemy is cheating, and half your
             | teammates are, and it's casual, you're gonna toggle on
             | harder. There is no way to get banned in casual, unless
             | it's by VAC, in which case you already have it injected so
             | it doesn't matter.
             | 
             | You are right, though; my estimate is just personal
             | experience
        
         | Thaxll wrote:
         | Because it's not as trivial as you think it is to get good
         | results if you rely only on the server side, if it was the case
         | everyone would do that.
         | 
         | Server side cheat detection actually don't detect that much,
         | like how do you known someone is wallhacking?
         | 
         | As for manual review it just does no scale, when you see that
         | CoD banned 100k cheaters, imagine if one person from activision
         | would have to review every cases.
         | 
         | Cloud gaming is the solution against cheats.
        
           | franknine wrote:
           | https://twitter.com/anticheatpd/status/1412024189561851904?s.
           | ..
           | 
           | There are cheats doing CV on video stream and they work on
           | consoles. I guess they would also work on cloud gaming
           | services.
        
           | SXX wrote:
           | Uh oh what would stop my ML-based auto-aim from cheating in
           | FPS running on cloud? Cheats now might be fine with just
           | video feed as input.
        
             | tester756 wrote:
             | If that was 2015 or 2010 then I'd say: why would people
             | competent in computer vision waste time on making 30$
             | cheats when they can use their skills at faang for probably
             | 200k?
             | 
             | but nowadays idk whether it stands
        
           | thaumasiotes wrote:
           | > Cloud gaming is the solution against cheats.
           | 
           | The solution to cheating is to _stop playing with strangers_.
        
         | sneak wrote:
         | Simply because a tech arms race is theoretically unwinnable
         | doesn't mean that trying to win a little doesn't deliver value
         | to the company and its ecosystem.
         | 
         | You can emulate an android and run snapchat and screenshot the
         | emulator, but the screenshot reporting inside of snapchat is
         | still valued by millions (and shapes the behavior of millions).
        
         | vkou wrote:
         | It's an unwinnable arms race if your goal is zero cheating.
         | 
         | It can work well enough if your goal is 'ban/hellban cheaters
         | relatively quickly'. If the time/money cost of creating a new
         | account is non-trivial, this can very well get cheating down to
         | some acceptable level.
         | 
         | Server-side statistics can be used in addition to this kind of
         | client-side monitoring, but there's only so much that can be
         | inferred from statistics. It may not be too difficult to
         | determine if someone is using, say, an aimbot from statistics,
         | but it's very difficult to determine if they are using a radar
         | - because the cheater still has to make fuzzy, human decisions,
         | based on the information that radar gives them - and because
         | its difficult to tell radar apart from good gamesense.
        
         | malwrar wrote:
         | I used to write cheats for various source engine games (running
         | vac), and later more interesting games like pubg which run
         | battleeye. Those are two very different anticheats, and I think
         | comparing them is interesting
         | 
         | An important thing to point out is that it requires a lot of
         | reversing work and low level knowledge to make a cheat, and
         | usually at the end of the day cheats all end up with the same
         | core features anyways. This means that there's a huge stigma
         | amongst cheat developers around knowledge sharing, which makes
         | a lot of that initial work all the more arduous. Anticheats
         | further increase that initial work, and incur an ongoing
         | maintenance cost since each update can break your cheat
         | (especially of you specifically work to break the public
         | methods that everyone is using).
         | 
         | Last time I looked at VAC, it was doing stuff like looking for
         | stuff like modifications to the .text section to detect hooks
         | implemented by writing e.g. jmps to some injected code, but
         | never actually adapted when people started just modifying
         | vtable entries (most source engine constructs are exposed to
         | developers as pure virtual cpp classes). Since they stagnated,
         | it got easier and easier to cheat over time as more and more
         | people spread knowledge on how to hook in an undetected way.
         | Hell, in gmod some lua anticheat developer (gmod is a sandbox
         | game with a lua scripting interface) found a vuln in the
         | clientside lua implementation that allowed arbitrary memory io
         | and used that primitive to implement checks for injected dlls
         | when people started cheating at that level in that game, which
         | was far more effective than VAC ever was.
         | 
         | BE was another universe, it felt extremely prohibitive to touch
         | the game in usermode & even in the kernel I started to feel
         | cramped. You can still totally get past it, but it felt more
         | like writing a very specific rootkit than actually making a
         | cheat.
         | 
         | So, from the other side, anticheats raise the cost of initially
         | developing and maintaining a cheat. If used effectively, they
         | can also kill paysites. I think they have value, even if they
         | aren't achieving a 99.99999% success rate.
        
           | swinglock wrote:
           | Much like anti-virus software.
           | 
           | What is BE?
        
             | heinrich5991 wrote:
             | BattlEye maybe.
        
             | ximus wrote:
             | BattleEye
        
             | [deleted]
        
             | [deleted]
        
             | [deleted]
        
             | [deleted]
        
             | [deleted]
        
         | sevenf0ur wrote:
         | As someone that has played CSGO recently, it's still normal to
         | come across cheaters. Server side cheat prevention is preferred
         | when possible, but there are just too many opportunities for
         | client side cheating in multiplayer FPSs. You can't prevent the
         | client from auto-aiming or knowing the enemy player position
         | behind a nearby wall. If you do not stay on top of cheating,
         | cheaters will ruin your game.
        
           | rasz wrote:
           | You can track statistics of players aiming at same spot in
           | enemy model every time, looking directly at other players
           | behind obstacles outside sound range, you can send probes
           | with bogus player position data behind a wall from suspect
           | player and analyze reaction.
        
           | CapsAdmin wrote:
           | I thought the idea of this deep learning cheat detection was
           | looking for subtle cueues?
           | 
           | Like how someone wall hacking would behave differently from
           | someone who is not. Maybe by reacting before the player is
           | actually seen.
           | 
           | Maybe I'm just thinking it's more impressive than what it
           | actually is.
        
           | temporarrry0923 wrote:
           | >You can't prevent the client from auto-aiming or knowing the
           | enemy player position behind a nearby wall
           | 
           | Valorant and Edan.gg's defender [1] has the best fog of war
           | system I've ever seen. CSGO has probably the worst; in fact,
           | at one point, the game had NONE and sent player pos's to
           | everyone at all times.
           | 
           | I completely agree, but there are a lot of server-side
           | mitigations that haven't been nearly as explored as I'd hope.
           | 
           | [1]: https://edan.gg/defender
        
             | judge2020 wrote:
             | I'm a little skeptical that that's the case. When I cheated
             | in CS:GO years ago (1856 days ago in 2016), I specifically
             | remember being unable to see where people went at the
             | beginning of the round, and sniping double-doors on dust2
             | showed people only when they were about to pass by the
             | opening. This was on official competitive servers, so maybe
             | you only mean self-hosted servers don't have FOW.
        
               | temporarrry0923 wrote:
               | I mean, it has fog of war, yes. It's not as good or
               | strict as it could be. I have seen discussions with the
               | devs and they say that if it is more "strict" (ie hiding
               | player positions until they are closer) would be more
               | taxing on CSGO servers, AND would screw with high ping
               | players (they would experience pop-in).
               | 
               | Check out https://edan.gg/defender to see the comparison
               | between CSGO and a better FoW system.
        
               | nitrogen wrote:
               | I'm not a CSGO player, but I assume you also have to be
               | able to play e.g. footstep sounds for someone coming up
               | around the corner, so you at least need to send the info
               | that someone is nearby.
        
               | half-kh-hacker wrote:
               | Another source engine cheat dev here. Source has had
               | dormant entities at long ranges in culled-off areas
               | [sectors of the map demarcated by func_areaportal]
               | since... as long as I can remember.
               | 
               | Your cheat couldn't see those players because the server
               | was doing a very cheap and primitive visibility
               | calculation, deciding the player entities are dormant for
               | you, and choosing to not send you the data for them.
               | 
               | This is different from the later-enabled player PVS
               | system, which does more expensive ray casting once you
               | get a certain distance away, which cut down on wallhack
               | cheats a lot more [although they are still very useful]
        
         | slezyr wrote:
         | > From what I have read and watched, it has been very
         | successful.
         | 
         | Let me guess, you have not played CS:GO? There is an insane
         | number of obvious cheaters, more than in other games I played.
         | 
         | Also, there is TeamFortress 2 that's just has been abandoned
         | and they can not an anti-cheat to it, it seems.
        
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