[HN Gopher] Steam games will need to disclose kernel-level anti-...
       ___________________________________________________________________
        
       Steam games will need to disclose kernel-level anti-cheat on store
       pages
        
       Author : jrepinc
       Score  : 320 points
       Date   : 2024-10-30 19:39 UTC (3 hours ago)
        
 (HTM) web link (www.gamingonlinux.com)
 (TXT) w3m dump (www.gamingonlinux.com)
        
       | throwaway48476 wrote:
       | After the crowdstrike disaster 3rd party kernel drivers need to
       | be shunned for non critical applications.
       | 
       | Games publishers have been bad actors in this space for a long
       | time now. The genshin impact anticheat was used in a malware
       | campaign. Rockstar was very misleading trying to imply their
       | kernel driver not being compatible with the steam deck was valves
       | fault.
        
         | doublerabbit wrote:
         | What decides critical or non-critical.
         | 
         | One could argue that a game isn't critical but one could say
         | it's critical to stop hackers.
         | 
         | If you were to take the stance that gaming isn't critical than
         | with that logic you're then claiming multiplayer hacking is a
         | feature of the game.
         | 
         | Doesn't do well for the community or the company. But nor do
         | the rootkits do good for the consumer.
        
           | throwaway48476 wrote:
           | Critical as in "my gpu is a paperweight without a driver".
        
             | sgjohnson wrote:
             | GPU driver can technically be userland too.
             | 
             | Look at what Apple has done in recent years. kexts (kernel-
             | level drivers) are basically all but unsupported today, and
             | both DriverKit and IOKit are fully userland.
        
               | throwaway48476 wrote:
               | Performance critical drivers are always going to be
               | kernel mode.
        
           | avery17 wrote:
           | It hasn't stopped hackers though.
        
             | caiomassan wrote:
             | at least they need to search more than the first cheat
             | option on google.
        
             | lomase wrote:
             | To be fair it stopped hackers for a while. Many people said
             | Valorant did not have cheaters.
             | 
             | But nowdays the Valorant community complains about hackers
             | almost as the CS community.
        
           | Nadya wrote:
           | If they worked to any acceptable level of efficacy then they
           | could be tolerated. They're only tolerated by people who
           | think they work as well as they claim to work (security
           | theater) but anyone who knows about the performance impacts
           | and/or are tech-savvy enough to understand it is a rootkit
           | and potential exploit (that would fully pwn your device)
           | hates them.
           | 
           | Some cheats are getting rather sophisticated now. There's an
           | ever-increasing number of Pi-devices where the cheating is
           | done externally.
           | 
           | https://www.youtube.com/watch?v=QpvwjC1_Luo
           | 
           | https://www.youtube.com/watch?v=revk5r5vqxA
        
             | ThatPlayer wrote:
             | They're also chosen by users when the game is filled with
             | cheater. Counterstrike 2 is an example of this with players
             | moving to FaceIT and ESEA (with kernel anti cheat) as the
             | higher ranks of official competitive matchmaking are filled
             | with cheaters.
        
               | lomase wrote:
               | FaceIT works better than normal matchaking, but I am not
               | sure is because is a Kernel level anticheat.
               | 
               | FaceIT only sells one thing, matchmaking, so they have
               | people manually reviewing games. A thing that Valve will
               | never do.
        
             | tadfisher wrote:
             | That's child's play. The vogue is PCIe devices that sniff
             | draw calls, memory transfers and network activity on the
             | bus.
        
           | 2OEH8eoCRo0 wrote:
           | > one could say it's critical to stop hackers.
           | 
           | It's never critical to stop hackers in a videogame IMO. We
           | need to stop being so damn serious about _gaming_.
        
             | codebje wrote:
             | Rampant cheating will wreck competitive multiplayer games
             | fast, so there are perspectives from which this critical.
             | 
             | (I'd still lean towards expecting game houses to find
             | another way, kernel drivers are still client side trust
             | mechanisms).
        
               | heromal wrote:
               | I think the point is that competitive multiplayer games
               | are not critical. Scripting in e.g. league of legends
               | probably doesn't register on 99% of humanities "top 100
               | most critical things in my life" radar.
        
               | 2OEH8eoCRo0 wrote:
               | That was my point. We forgot we were gaming, probably due
               | to all the money being thrown around.
        
               | prerok wrote:
               | For some people it's no. 1 priority in life. What's your
               | point?
        
               | codebje wrote:
               | The LoL game development studio probably rates their game
               | being a commercial success as a significantly critical
               | thing.
        
               | prerok wrote:
               | Well, the problem is eventual consistency and these games
               | have a hell to consolidate properly.
               | 
               | One user is on a connection with 10ms latency, the other
               | user is on 50 ms latency. Now, if first user does
               | something, and second user can either do something to
               | evade or can do something that actually prevents the
               | first user from acting, how do you consolidate that?
               | 
               | The actual timestamp of when exactly what happened helps
               | immensely, but you have to trust the timestamp. And how
               | can you know that is not manipulated?
               | 
               | But... that's just the surface. Consider: one client uses
               | a rendering that takes 25ms longer to show up and another
               | client does not render textures/shadows etc. That client
               | is faster and the sender can even send "official"
               | response times, but would still give an advantage.
               | 
               | So, I am not sure this can be solved serverside. But... I
               | don't play these games anymore and would never opt for a
               | rootkit to be installed just so I can play. I can imagine
               | plenty of people, though, who would.
        
               | lomase wrote:
               | If not having hackes is critical for a competitive
               | videogame CS and Dota 2 will be dead.
        
             | kelnos wrote:
             | I think you're framing this the wrong way.
             | 
             | Is it fun to be a non-cheater, and join a multi-player game
             | where there are other players using software cheats that
             | let them easily beat you every single time?
             | 
             | I'm pretty sure I would quickly stop playing that game, and
             | demand the publisher refund my money. That's just not fun.
             | 
             | And that's just as a casual gamer. For people who compete
             | and win prizes, endorsements, etc., the stakes are a bit
             | higher.
             | 
             | I'm not saying kernel-level rootkits installed on
             | everyone's machine is the answer, but letting people cheat
             | isn't going to work either.
        
         | RobotToaster wrote:
         | Lets call them what they really are, rootkits.
        
           | jrepinc wrote:
           | This, so much this. Also often spyware.
        
           | schmidtleonard wrote:
           | First party malware.
        
           | kulahan wrote:
           | Can't wait to find out what China hid in Riot's Vanguard
           | rootkit for all their games. It's 100% a conspiracy theory,
           | but nobody can convince me it's perfectly clean, or if it is,
           | that there isn't an easy way to add some power to it quietly.
        
             | jsheard wrote:
             | If I wanted to deploy a trojan horse then the last place I
             | would try to hide it is in an anti-cheat driver that will
             | without any doubt be exhaustively analysed by people
             | attempting to bypass it.
        
               | throwaway48476 wrote:
               | State sponsored actors only target a few people and they
               | only send the backdoored version to their target list.
        
               | thesuitonym wrote:
               | Ah yes, that's why stuxnet wasn't a big deal
        
               | throwaway48476 wrote:
               | What do you mean? They burned several high value 0days on
               | a high value target. Why wouldn't China burn a high value
               | backdoor on a target they deem valuable enough.
        
               | bravetraveler wrote:
               | Gamers are great targets. They'll disable security for
               | higher polling rates. Not discerning, gladly walk to the
               | slaughterhouse.
        
               | phito wrote:
               | There's a ton of gamers that like to figure out how the
               | game itself works. There's a ton of them trying to figure
               | out how anti cheats work, sometimes to cheat, but more
               | often because they're curious, resourceful teenagers
               | taking it as a challenge.
        
               | bravetraveler wrote:
               | Oh, I know. That's how my career was started. I made
               | invitational in CS: Source _(CAL)_ and then sold cheats
               | to pay for college. My first Real Job was through a
               | teammate.
               | 
               | Far more would have accepted a RAT and been deprived
               | money than expressed genuine interest. Some did... not
               | many. Most wanted the acclaim without the effort.
        
               | Cthulhu_ wrote:
               | But also there's parties there with a big interest in
               | circumventing these securities, and have done so for
               | decades. The new release of RDR for PC (shamefully asking
               | $50 for a 14 year old game) was cracked within days, if
               | not earlier, of its releae.
        
               | vkou wrote:
               | Ah, yes, getting your computer pwned is _just like being
               | murdered_.
        
               | bravetraveler wrote:
               | l o l
               | 
               | Fine, they'll gladly eat shit
        
               | vkou wrote:
               | How much shit, and how does it compare to the risk
               | profile of, say, not wearing a five points seat belt and
               | motorcycling helmet while driving, or a bulletproof vest
               | when going to school, or an N95 mask literally
               | everywhere?
               | 
               | Security theorists are always ready to tell us about the
               | horrifying risks of installing kernel-level code from a
               | vendor, but can they actually quantify the likelihood
               | times damage those billions of installations have
               | inflicted on Joe Random's life?
               | 
               | And contrast them to other risks that we regularly take
               | in the name of comfort and convenience?
        
               | bravetraveler wrote:
               | I'm not really that interested in chasing this, but a
               | point I do want to make: it isn't just risk.
               | 
               | If you want to participate in a lot of these multiplayer
               | games that place cheating far too highly, you can't use a
               | hypervisor. You must have gaming device and computing
               | device. They cannot be the same.
               | 
               | That's fine for most, but I consider it shit. VFIO makes
               | it possible for a big computer to make a smaller gaming
               | one. Ask me how I know.
               | 
               | My greater point is I don't care if I get cheated out of
               | a finals match. I can actually speak from experience. I
               | prefer autonomy over my devices. I kind of want to eat
               | poop with them. A little.
        
               | kelnos wrote:
               | Funny that you initially used "Joe Ransom" as your
               | example name (before your edit), as that describes one of
               | the possible situations our friend Joe can end up in:
               | malware that encrypts all his data and asks for a ransom
               | to get it back.
        
               | vkou wrote:
               | Its possible. Roughly how likely is that to happen to him
               | from installing a game with EAC? Are there a lot of
               | documented cases of this?
               | 
               | Is it more or less likely than them dying from the 'Rona
               | because they didn't wear an N95 24/7?
        
             | throwaway48476 wrote:
             | China's national security assistance law came up in the
             | TikTok hearings. There's no reason to believe that the CCP
             | doesn't have the legal authority to compel Riot to push an
             | update with a backdoor to a few select high value targets.
        
               | gorjusborg wrote:
               | Companies rule the United States. Companies that do
               | business in China are ruled by China. Therefore, the
               | United States is ruled by China.
        
               | vkou wrote:
               | The same line of thinking leads me to conclude that the
               | world is ruled by the United States.
               | 
               | Can we stop with the nationalistic hyperbole already, and
               | discuss acute issues, instead of vague fingerwaving at
               | the foreign boogieman?
        
             | PaulHoule wrote:
             | If it is written in C you can always introduce a buffer
             | overflow or something similar by just adding a little bit
             | of line noise here or there and nobody can prove it was
             | deliberate.
        
               | throwaway48476 wrote:
               | It's closed source and the assembly is obfuscated. You
               | don't even need to bother with plausible debiability.
        
               | Cthulhu_ wrote:
               | Surely the NSA has tools, people, resources etc to figure
               | that out?
        
               | throwaway48476 wrote:
               | Dedicated to reverse engineering every update to
               | vanguard? Huge waste of effort. They would probably just
               | steal the source code.
        
           | tapoxi wrote:
           | I mean, they're not rootkits. Rootkits are either to gain
           | root access (thus the name) or to hide something from a user.
           | Anticheats don't do either of these.
           | 
           | They expose a kernel API to allow games to verify the state
           | of the system, and they're knowingly installed by the user.
        
             | jolmg wrote:
             | > They expose a kernel API to allow games to verify the
             | state of the system, and they're knowingly installed by the
             | user.
             | 
             | Can you give examples of games where you do that?
        
               | billyoyo wrote:
               | Riot games use theirs (Vanguard) to improve detection of
               | cheating software. basically the idea is by being on from
               | the moment the computer is booted up it can validate the
               | environment better.
               | 
               | Here's a recent blog post by riot detailing their recent
               | deployment of the system for league of legends, the
               | biggest online multiplayer game in the world
               | 
               | https://www.leagueoflegends.com/en-gb/news/dev/dev-
               | vanguard-...
               | 
               | towards the end it talks about how and why it works
        
             | bigstrat2003 wrote:
             | > They expose a kernel API to allow games to verify the
             | state of the system
             | 
             | And that API has root access... thus it's a rootkit.
        
               | tapoxi wrote:
               | The API doesn't provide root access, it's typically a
               | simple "is this game running in a secure environment"
               | read API.
               | 
               | I really hate "it's a rootkit!" posts like this because
               | it diminishes the severity of actual rootkits.
        
               | bigstrat2003 wrote:
               | Can you please clarify how an API which runs _in the
               | kernel_ does not have root access? Because I don 't
               | believe that's possible, but perhaps I'm wrong.
        
               | AlotOfReading wrote:
               | That's the promise of eBPF.
        
               | brokenmachine wrote:
               | How do you think it is able to tell if the game is
               | "running in a secure environment" without having root
               | access itself?
        
             | lomase wrote:
             | The thing is the Kernel does not have that API.
             | 
             | The real solution, and not the hack Riot uses, is for
             | Kernel to provide an API for anticheats, like it does for
             | everything useland.
        
           | OtomotO wrote:
           | That's exactly what I tell my friends.
           | 
           | I can't play certain games, because they don't run on Linux
           | and even if they did, I am not gonna install a rootkit to run
           | them.
        
             | kibwen wrote:
             | Getting a Steam Deck has done wonders for my piece of mind.
             | I don't need to worry if whatever games I'm installing are
             | malicious, because the machine is airgapped from anything
             | critical.
        
               | OtomotO wrote:
               | Same, but I am only using it for couch gaming
        
               | dark-star wrote:
               | piece of mind? or peace of mind?
               | 
               | /nitpick ;-)
        
             | Thaxll wrote:
             | And yet you install driver on Linux without knowing it, I
             | mean Linux has 0 security for drivers.
        
               | throwaway48476 wrote:
               | When was the last time you had to install a Linux driver
               | from out of tree?
        
               | db48x wrote:
               | Most people do install Nvidia's out-of-tree graphics
               | driver. It is definitely a risk.
        
               | OtomotO wrote:
               | I am not using Nvidia since 2011. Last nvidia device was
               | bought in 2007.
               | 
               | Back then I migrated to Archlinux and in all these years
               | I only had problems with nvidia. Since then they are dead
               | to me :)
        
               | Phrodo_00 wrote:
               | > Most people do install Nvidia's out-of-tree graphics
               | driver
               | 
               | Most people that use Nvidia. I specifically don't buy
               | Nvidia graphics cards or laptops that use them in my
               | Linux computers because they're not in-tree.
        
               | vidarh wrote:
               | It's a risk, but a very minor additional one - if you
               | trust their hardware with direct access to your PCIe bus,
               | you have already given them the metaphorical keys to the
               | vault.
        
               | kelnos wrote:
               | If you've already put a piece of hardware into your
               | computer made by nvidia, installing a kernel driver also
               | made by nvidia does not increase your risk at all.
               | 
               | Installing some random anti-cheat kernel driver is not
               | the same thing, at all.
        
         | Thaxll wrote:
         | Cheats and bots are ruining online games though.
        
           | umvi wrote:
           | Yeah life sucks when everything and everyone has to be
           | untrusted (applies not just video games).
           | 
           | The solution is to build trusted spaces again IMO.
           | 
           | For video games assume that each user is trusted by default.
           | As soon as they violate that trust by cheating, they are
           | banned permanently for that copy of the game. If they want to
           | be trusted again they have to buy another copy of the game to
           | get another license. Make it hard to become a member of a
           | trusted community and easy to be kicked out of a trusted
           | community for violating trust. This would eliminate the vast
           | majority of cheating and bots because most gamers are kids
           | and having to buy a fresh copy will hit hard. If they abuse
           | it enough, make them jump through more hoops like ip bans and
           | computer fingerprint bans.
        
             | codebje wrote:
             | False positives would very much hurt in that model. But
             | returning to a small multiplayer experience with chosen
             | friends would work: the in/out decision is local and
             | personal.
             | 
             | It's only a problem when you game with strangers.
        
             | billyoyo wrote:
             | This is a naive take. Of course these developers already
             | permaban cheaters. Firstly many of these games are free to
             | play so "getting another license" is a non issue. They're
             | doing hardware bans nowadays which are harder to avoid but
             | not impossible.
             | 
             | Half the battle is detection though. If you don't detect
             | cheaters quick enough they ruin enough games that genuine
             | players start getting frustrated and leave. Anti cheats
             | help with this detection.
             | 
             | Probably every anti cheat idea you can think of, in terms
             | of detection, prevention and punishment, has probably
             | already been tried by a large online multiplayer game. It
             | is an extremely difficult problem to solve, a constant arms
             | race.
        
               | keyringlight wrote:
               | It's going on a tangent, but one naive take which
               | continues to amuse me when it comes up is community/third
               | party servers and policing of cheating. As though
               | delegating that responsibility is the goal or that it
               | would scale to handle the size of modern playerbases
               | including the ratio of admins to players to be able to
               | monitor and respond to (alleged) cheaters
        
               | throwaway48476 wrote:
               | With community servers an admin only has to police their
               | server, which is a fixed number. More players, more
               | servers, more admins.
        
               | ThatPlayer wrote:
               | But as gaming has grown and become more mainstream, the
               | ratio of enthusiasts who are willing to admin to casual
               | players who don't has changed. Server sizes have changed
               | over time with smaller games like 5v5 becoming way more
               | common.
        
             | daedrdev wrote:
             | Talking just about games, this really doesn't work with
             | free games. Even if there is a lengthy 'lockout' period
             | from the real game, many games have rampant and cheap
             | accounts for sale and doing so will make the game
             | experience worse.
        
           | bigstrat2003 wrote:
           | Perhaps, but it's far better to have cheaters and bots than
           | to have games require a rootkit to play them.
        
             | Cthulhu_ wrote:
             | Well no, because they ruin the online experience making
             | people not play the game.
             | 
             | (in theory, GTA online has had / still has huge problems
             | with bots and cheats but still earns the publisher hundreds
             | of millions a year)
        
               | throwaway48476 wrote:
               | They have problems because they're cheap and don't want
               | to pay to host servers. They don't want to let people
               | host their own authoritative server either because of the
               | $billions in fake money.
        
             | kelnos wrote:
             | I think that's a matter of opinion.
             | 
             | Personally I find both unacceptable: I won't play a game
             | that requires me to install a rootkit, and I won't play a
             | game where cheaters and bots run rampant, ruining the fun
             | for everyone.
             | 
             | So hopefully there's a solution to this that doesn't
             | require a rootkit.
        
           | evanriley wrote:
           | And Kernel level anti-cheat isn't stopping them.
        
           | ZYbCRq22HbJ2y7 wrote:
           | Back when communities hosted servers instead of companies, it
           | seemed less common, even though it was easier to do.
        
             | ThatPlayer wrote:
             | Because games were less common. If you look at community
             | hosted servers now they commonly have more anti cheat, not
             | less. Counterstrike with FaceIT and ESEA. Even FiveM for
             | GTA V rolled out a custom anti cheat before it was added to
             | the official game.
        
             | prerok wrote:
             | Life was a bit simpler then. At that point in time the
             | leaders also did not get millions for their wins.
        
         | orbital-decay wrote:
         | _> The genshin impact anticheat was used in a malware campaign.
         | Rockstar was very misleading trying to imply their kernel
         | driver not being compatible with the steam deck was valves
         | fault._
         | 
         | I mean, nothing of this is new. ESEA, one of the most
         | influential esports leagues, was caught using its anticheat _to
         | mine Bitcoin_ in 2013. [1] This is long out of control,
         | probably since the days BattlEye switched to ring0 in 2012 due
         | to chronic cheating in the DayZ mod, or maybe earlier. Modern
         | anticheats are full-fledged rootkits with extremely complex and
         | targeted payloads siphoning customer data and hijacking all
         | sorts of stuff, and that 's not a theory, they actively abuse
         | players' trust and indifference.
         | 
         | If you care about your data and the control of your devices,
         | you should probably avoid them entirely, or at least use them
         | on dedicated gaming PCs on a clean identity, and keep them
         | separate from your LAN.
         | 
         | [1] https://play.esea.net/forums/492102
        
       | lousken wrote:
       | Good, the sooner devs realize they need to do server side
       | properly, the better
        
         | forgetfreeman wrote:
         | Aaany day now...
        
         | teen wrote:
         | I think most of these companies do do the server side properly.
         | There are plenty of hacks that just make a client play ungodly
         | well. Like macros, aimbots, cooldown tracking, auto-hex
        
           | plopz wrote:
           | I'm not sure about that first part, some of the biggest games
           | like gtav is an embarrassment in the concept of never trust
           | the client.
        
             | Matheus28 wrote:
             | GTA V is an exception because it's so easy to cheat in. I
             | believe it's peer-to-peer with no verification among peers
             | that what happened should actually have happened. It's
             | basically impossible to secure that.
        
               | Cthulhu_ wrote:
               | I suppose that was an intentional choice, I can imagine
               | running the amount of worlds that GTA has (iirc you only
               | have up to 32 or so players in a world? Something like
               | that) doesn't scale well cost-wise. IDK if AWS and co
               | were up for the task yet back when. But since you earn
               | in-game currency, not having a central authority check
               | these things is... an interesting choice.
               | 
               | I suspect GTA VI may improve on these things and have
               | centralised/dedicated/anti-cheat-guaranteed servers. Then
               | again, it never impacted their profit margins so idk.
        
         | arp242 wrote:
         | It's impossible to prevent cheating from the server-side only.
         | Something like an aimbot can operate purely on information you
         | _need_ to have as a client (to render the other players on the
         | screen), and still be a huge advantage because it can respond
         | faster than any human can.
        
           | baseballdork wrote:
           | Shouldn't that be detectable?
        
             | heromal wrote:
             | Without kernel level anti cheat you can detect (some) other
             | usermode cheats, but not kernel level cheats. With kernel
             | level anticheat, you can detect the vast majority of other
             | kernel level cheats. Vanguard is effective enough that most
             | successful cheaters are using external devices and DMA to
             | bypass the kernel altogether (or they just use Macs because
             | Apple doesn't allow Vanguard). And despite Riot's
             | insistence to the contrary, they have not "detected" DMA
             | cheats.
        
             | Cthulhu_ wrote:
             | It should be - if a server firehose streams all players'
             | network data to an analysis thing, it should be able to
             | detect patterns of impossible accuracy and response time,
             | even though there is some margin for error due to e.g. lag
             | and packet loss (iirc intentional lag / packet loss are
             | some strategies cheaters use to obfuscate things like
             | aimbots, e.g. generating movements that shoot someone in
             | the head but holding them back for a second or so so that
             | in theory a competent player could have done the required
             | motions within a second instead of 1/100th thereof)
        
           | gpderetta wrote:
           | On the other hand an aimbot can operate purely on
           | informations you /need/ to send in and out to the physical
           | machine (input peripherals and the screen), so there's
           | that...
        
           | plopz wrote:
           | I think server side statistical analysis can go a long way to
           | detect stuff like that. Obviously its always a cat and mouse
           | game between devs and cheaters, and there are always
           | workarounds, but theres a lot more the devs could be doing
           | without relying on invasive client side detection.
        
             | evoke4908 wrote:
             | I think the problem is that that kind of work requires a
             | good deal of developer resources for a long time. What
             | company wants to pay upkeep on a shipped product? You could
             | save hundreds of thousands of dollars a year by shipping a
             | rootkit to players and not worrying about server security.
        
               | vkazanov wrote:
               | Any company that makes big money on long-living
               | multiplayer games?
        
               | phito wrote:
               | It would not only take a lot of developer resources, but
               | also computing power.
        
               | a_wild_dandan wrote:
               | I suppose Valve, who trained a neural network to
               | detect/ban cheaters exhibiting unnatural behavior.
        
               | babypuncher wrote:
               | It hasn't paid off very much, CS2 still has a rampant
               | cheating problem. VAC has been a joke for years at this
               | point.
        
               | nicce wrote:
               | It only needs to be good enough that people keep buying
               | (or not) the Prime when their old account gets banned.
               | There is good reason that it exist, also from cheating
               | perspective.
        
               | lomase wrote:
               | Because CS2 does not have Overwatch, the AI VAC thing. As
               | far as I know is only enabled on Dota.
               | 
               | VAC is a joke until they ban players and all start to cry
               | on reddit/discord.
        
             | butterfly42069 wrote:
             | BasicallyHomeless did a recent YouTube video on this.
        
             | emgeee wrote:
             | I've always wondered about this too. It should be pretty
             | easy to recognize statistical outliers. I'm sure cheaters
             | would start to adapt but that adaptation might start to
             | look more in-line with normal skill levels so at least the
             | game wouldn't be utterly ruined
        
               | alex_lav wrote:
               | This post is so interesting because it highlights the
               | people that don't know anything about the requirements or
               | state of cheats/anticheat. What you're describing is 10
               | years out of date. Every modern cheat has a toggle, and
               | (almost) every modern cheater masks augmented behavior
               | with misses/native behavior.
        
               | babypuncher wrote:
               | The problem is that most cheaters don't just go full
               | aimbot and track people through walls. That is a surefire
               | way to make sure your account gets reported, reviewed,
               | and banned regardless of what anti-cheat is in place.
               | 
               | Serial cheaters cheat just enough to give themselves an
               | edge without making it obvious to the people watching
               | them. By just looking at their stats, it can become very
               | difficult (though not impossible) to differentiate a
               | cheater from a pro player. This difficulty increases the
               | odds of getting a false positive, necessitating a higher
               | detection threshhold to avoid banning innocent players.
        
               | nicce wrote:
               | Valve has adapted this kind of thing in Counter Strike
               | for almost a decade.
               | 
               | They try to make own matchmaking for possible statistical
               | outliers so cheaters end up playing against each other.
               | Of course, real good players can still get there and
               | there are (at least used to) real humans on reviewing on
               | those games to see if someone is actually a cheater. It
               | is not a simple task, since you can cheat to be just
               | slightly better than others and that is enough to be
               | good.
        
             | arp242 wrote:
             | You can tune the aimbot to be as good as the server allows,
             | maybe with a bit of variation to throw it off.
             | 
             | And realistically, some real non-cheating players will by
             | chance just have similar statistics to bots, especially
             | since the bots will start doing their best to mimic real
             | players.
             | 
             | Also many players don't need to cheat all the time; just in
             | that critical moment when it really matters. Didn't Magnus
             | Carlsen say he only needs a single move from a chess
             | computer in the right moment to be virtually guaranteed
             | win? Something like that probably applies to a many people
             | and fields. This is even harder to detect with just
             | statistics.
             | 
             | Also also reminds me of the "you can't respond in less than
             | 100ms, and if start the sprint faster than that after the
             | starting pistol then you're disqualified"-type stuff they
             | have in the Olympics - some people _can_ consistently
             | respond faster and there 's a bunch of false positives. Not
             | great.
        
           | darknavi wrote:
           | Client <-> Server architecture can still take you a long way.
           | Culling what you send to the client and relying less on
           | client-side "hiding" of state, server authoritative actions
           | with client-side prediction, etc.
           | 
           | At the end of the day someone could be using hardware
           | "cheats" but you can get down to a pretty good spot to stop
           | or disincentivize cheaters without running rootkits on their
           | devices.
        
             | Rohansi wrote:
             | Latency significantly reduces the effectiveness of culling
             | via the server. There will always be a place for client
             | side anti-cheat if games are running on players' computers.
        
               | nicce wrote:
               | Funnily, for example, using GeForce Now prevents almost
               | all kind of cheats. Maybe the future of the competitive
               | gaming is that you only use remote client for remote
               | server which is hosted by the game company.
        
             | arp242 wrote:
             | You don't need a "hardware cheat"; just a program that
             | reads the memory representation of stuff. This is nothing
             | new and already how many cheating tools work, and is
             | exactly what all these anti-cheating things are designed to
             | prevent.
        
               | lomase wrote:
               | If you try to read memory nowdays the naive way, with
               | cheatengine for exaple, you will get banned in any online
               | videogame.
        
           | nickphx wrote:
           | if you have a large enough player base to sample, you can
           | determine who is cheating with math. EA Fairplay is pretty
           | good.. Steam's VAC is good, and not some kernel level
           | nonsense..
        
             | heromal wrote:
             | VAC is absolutely terrible, are you kidding? You have to
             | rage to get VAC banned.
        
             | Rohansi wrote:
             | To some degree, yes. But there are actually many cheaters
             | that intentionally don't play perfectly to avoid detection.
             | That way they appear higher skilled but still within human
             | range.
        
             | jsheard wrote:
             | VAC is so not-good that there are not one but _two_ popular
             | third-party matchmaking services for Valves games whose
             | main selling point is much stronger (read: more invasive)
             | anti-cheat than VAC, and one of them even charges a
             | subscription to play, which highly skilled players gladly
             | pay to get away from the cheaters in high-rank VAC servers.
             | 
             | https://play.esea.net / https://www.faceit.com
        
           | zamalek wrote:
           | There is a startup attempting to use ML to find cheaters:
           | https://www.youtube.com/watch?v=LkmIItTrQP4 (this video might
           | be overly optimistic) - https://anybrain.gg
           | 
           | They even _claim_ to be able to fingerprint players according
           | their playstyle, thwarting all methods of ban evasion.
           | Skepticism should be abundant here, but this one of the
           | oldest tricks in ML: categorization /clustering. I'm
           | cautiously hopeful.
           | 
           | This would be server-side by nature.
        
         | hypeatei wrote:
         | What? The current PC gaming model where things run on a machine
         | controlled by the user is fundamentally against solving the
         | issue of cheats. You can't prevent everything server-side.
        
           | throwaway48476 wrote:
           | It's not about prevention, but detection.
        
             | cobalt wrote:
             | and it is a cat and mouse game between cheat and game devs
        
             | hypeatei wrote:
             | I'm not sure what point you're trying to make but in this
             | context there is no difference. If you know someone is
             | cheating, you prevent further cheating by banning them.
             | 
             | Now I'll ask: how do you detect someone wall hacking
             | automatically? No human review and no false flags. Go!
        
               | throwaway48476 wrote:
               | A prevention model would be like the xbox where technical
               | measures are used to prevent user code. A detection model
               | is server side and detects anomalies for bans.
        
               | JoshTriplett wrote:
               | > If you know someone is cheating, you prevent further
               | cheating by banning them.
               | 
               | If you think it's _statistically likely_ that someone
               | _might_ be cheating, but you 're not sure, you can
               | matchmake them with other people who might be cheating.
        
               | JoshTriplett wrote:
               | > how do you detect someone wall hacking automatically?
               | 
               | You don't tell the client the location of anything they
               | can't see.
        
               | babypuncher wrote:
               | This doesn't work well in real time games. The client
               | needs to know another player is on the other side of that
               | wall so it can
               | 
               | * Play sounds from their actions * Actually be able to
               | render them when either player comes around the corner
               | without them obviously materializing out of thin air.
        
               | daedrdev wrote:
               | Far easier said than done
        
           | Brian_K_White wrote:
           | Not our problem.
           | 
           | The problem of cheating in games does not weigh more than the
           | users ultimate ownership of and control over their own
           | property.
           | 
           | No one has a right to a business model.
           | 
           | They can do plenty enough server-side. It's not a blocking
           | problem at all, it's just _easier_ to take over all control
           | of the users pc for your own convenience.
           | 
           | Everything, including all valid goals, is easier if you could
           | just have the power to control whatever you want instead of
           | having to cooperate and respect others and respect
           | boundaries. It's no more valid than saying "Everything would
           | be so much better if everyone would just do what I say.".
           | Using that argument is invalid even if supposedly applied in
           | service to some otherwise valid goal.
        
             | babypuncher wrote:
             | If a game is overrun with cheaters, people will not play
             | it. You're basically arguing that whole genres of games
             | should cease to exist.
        
             | tzs wrote:
             | > Not our problem
             | 
             | It is if you want to be allowed to play with other people
             | because...
             | 
             | > The problem of cheating in games does not weigh more than
             | the users ultimate ownership of and control over their own
             | property
             | 
             | ...when you play a multiplayer game what happens on _your_
             | property affects what happens on the property of the
             | _other_ players and often also on the property of the game
             | company. If you want to be allowed to do that you might
             | have to agree to do some things on your property because...
             | 
             | > No one has a right to a business model
             | 
             | ...no one has a right to play any particular multiplayer
             | game.
        
       | 0cf8612b2e1e wrote:
       | I built a dedicated gaming PC a couple of years ago. Too much
       | cowboy coding in the industry for me to feel safe running this
       | code on my main computer. Even games for which I pay have
       | supposedly* been scanning/uploading personal data presumably for
       | some adtech purposes.
       | 
       | Why should I ever trust a gaming company to take security
       | seriously? There was a story a few years ago about how one guy at
       | home debugged GTA5's atrocious loading times without any
       | resources. Loading times which were notoriously bad and surely
       | had a negative impact on revenue, yet nobody in the company could
       | be bothered.
       | 
       | *Never verified it, but I recall the new owners of Kernel Space
       | Program were accused of reporting personal data files to the
       | cloud.
        
         | Cthulhu_ wrote:
         | Oh yeah, that was down to a huge JSON file / slow JSON parser
         | or something wasn't it? That was so bad.
        
       | mattigames wrote:
       | I still hope someday the European Union forces Steam to allow
       | transferring of games "owned", even if it's time-restricted (e.g.
       | can't transfer the same game twice in a month)
        
         | Cthulhu_ wrote:
         | Oh yeah, they did rule that you were legally allowed to
         | transfer / resell digital games... but not that Steam & co had
         | to offer the option.
        
         | dark-star wrote:
         | ...but you don't buy the game anymore, you acquire a license
         | for using (playing) it.
         | 
         | If you want games that you can re-sell, you will have to keep
         | buying them on physical media (or on appstores that don't have
         | DRM like GOG)
        
           | mattigames wrote:
           | I know, that's why I added quotes around "owned", so in other
           | words what I meant is that the EU should force Steam to
           | create the option to transfer that license among its own
           | users.
        
             | dark-star wrote:
             | Yeah but I can just assume that this would also apply to
             | e.g. Microsoft Windows licenses, and that Microsoft lobbies
             | strongly against such a law (also every other vendor who
             | locks software licenses to a particular end-user or
             | licensee)
             | 
             | Note that I wouldn't very much welcome such a law but I
             | wouldn't bet on it happening any time soon
        
       | AdmiralAsshat wrote:
       | Do kernel-level anti-cheat measures even work if I'm running
       | Steam as a Flatpak + Using the game under Proton? I (naively,
       | perhaps) assumed the security sandboxing model of flatpak would
       | restrict that level of access.
        
         | LelouBil wrote:
         | Does any Linux kernel level anti cheat exists ?
         | 
         | If you're running under proton, it can't work. Proton/wine are
         | not virtualizing a windows kernel, they are intercepting
         | syscalls/library calls and running the equivalent linux code.
        
         | tdb7893 wrote:
         | Some anti-cheat has clients for Linux (the ones that don't
         | generally just disallow playing on Proton). I don't think the
         | Linux ones are kernel level but don't quote me on that.
        
       | butterfly42069 wrote:
       | The biggest giveaway the kernel level anti cheat is stupid is
       | that Easy Anti-Cheat works on Linux without kernel level access.
        
         | jsheard wrote:
         | It only works on Linux if the developer allows it, because it's
         | not nearly as effective on Linux. Rust (the game not the
         | language) uses EAC but doesn't run on Linux by choice for
         | example. Neither does Fortnite. Apex Legends uses EAC and does
         | run on Linux, and now nearly every public cheat for that game
         | targets the Linux version because it's such a soft target.
         | 
         | I don't really like the status quo of installing random kernel-
         | mode crap either, but nobody has a compelling answer for how to
         | not make cheating absolutely trivial without it. Usermode
         | anticheat barely does anything, serverside anticheat can only
         | do so much, and the only other alternative is switching to
         | console platforms which prevent cheating by giving the user
         | zero freedom.
        
           | ChocolateGod wrote:
           | > game targets the Linux version because it's such a soft
           | target.
           | 
           | I was going to say games on Linux should require secure boot
           | so cheat kernels and modules can't run, but then the kernel
           | could just lie about it being enabled.
        
             | jsheard wrote:
             | Most Linux cheats don't even bother with kernel modules, a
             | process running as root can read and write arbitrary memory
             | in the game process without an unprivileged usermode
             | anticheat having any way to know it's happening. It's
             | embarrassingly easy compared to the hoops you have to jump
             | through to _maybe_ avoid detection on Windows.
        
           | NekkoDroid wrote:
           | Still wondering what kinda special sauce that Blizzard is
           | using in Overwatch. In my literal thousands of hours of
           | playtime I encountered so few blatant cheaters its probably
           | still in the double digit. Are there probably a good amount
           | of cheaters I didn't realize were cheaters? probably, but
           | does it really matter if you don't realize they are cheating?
        
             | trissylegs wrote:
             | PirateSoftware on twitch/youtube talks about his time at
             | blizzard working on catching cheaters in WoW. Their methods
             | are usually about figuring out how they're cheating and
             | what behaviors cheaters follow.
             | 
             | Before overwatch they had years of experience catching
             | cheaters in wow.
        
       | jolmg wrote:
       | I've never seen a game request root privileges, and I would think
       | installation of anything kernel-level would need that. None of
       | the steam binaries have setuid nor capabilities set.
       | 
       | Have anyone seen games that request root privileges?
       | 
       | EDIT: I'm gathering from this[1] and the fact that no wine-
       | related package have kernel modules included and no executable
       | from any of those packages have setuid nor capabilities set, that
       | this isn't really a problem in Linux, just in Windows.
       | 
       | [1]
       | https://www.reddit.com/r/linux_gaming/comments/gjzkzk/will_w...
        
         | sadeshmukh wrote:
         | Everything says "wants to make changes to your device". I
         | accidentally installed EAC that way.
        
           | keyringlight wrote:
           | It's worth noting that when you first install it, steam asks
           | to install a service to assist with its duties, presumably
           | for most install tasks. Steam has been around long enough and
           | that service is now trouble free that it became part of the
           | furniture most ignore as part of the background. That's aside
           | from how users may be trained to hit 'yes' on any permission
           | box that comes up to swat it away and play the game.
        
             | jsheard wrote:
             | > It's worth noting that when you first install it, steam
             | asks to install a service to assist with its duties,
             | presumably for most install tasks.
             | 
             | They do this because Steam was originally designed in the
             | XP era when you could write whatever you want to Program
             | Files without escalating to admin, and instead of
             | refactoring where they put their files when Vista made the
             | permissions more strict they started installing that
             | backdoor service which lets them keep putting everything in
             | Program Files without triggering UAC prompts all the time.
             | It's a pretty gross and unnecessary hack, but I doubt
             | they're ever going to fix it at this point.
        
         | zamadatix wrote:
         | The kernel level anticheats are almost always written for
         | Windows. They are relevant to gaming on Linux because those
         | games won't work on Linux even if wine/proton run the user
         | space portions fine
        
         | bjackman wrote:
         | Not on Linux. Things are different on Windows, especially if
         | you wanna play competitive games, I'm told.
        
       | Topfi wrote:
       | Does anyone know whether disclosure of Denuvo and similarly
       | controversial "add-ons" does negatively affect sales? Maybe I am
       | cynical, but I have come to the conclusion that whether it is
       | always online DRM, rootkit-level anti-cheat or the need to have
       | an account for offline play, community anger is often only
       | maintained when a game had other things going against it from the
       | get-go. Not against disclosing this of course, that is a great
       | move for those who actually are willing to walk-the-walk, just
       | asking whether we should perhaps temper our expectations on the
       | impact of such a measure.
        
         | dmonitor wrote:
         | The most recent study I saw showed that Denuvo significantly
         | helps revenue capture within the first few months of a game's
         | release
         | 
         | https://www.sciencedirect.com/science/article/abs/pii/S18759...
        
           | grayhatter wrote:
           | I can't figure out what that article is trying to prove.
           | "When DRM remains uncracked, we can't detect any losses due
           | to piracy." well duh. Does it otherwise effect sales? Do any
           | small games use it, or just large studios?
        
           | bitwize wrote:
           | This.
           | 
           | DRM is not going away because it _works_. And rightsholders
           | _want it_. Ask anyone in any creative field besides
           | programming -- DRM lets them put food on the table doing what
           | they love.
           | 
           | I really wish the anti-DRM crowd would go out and touch some
           | grass.
        
             | lomase wrote:
             | As Gabe Newell said "piracy is a service problem"
             | 
             | I could pirate every game I have on my Steam account. I
             | don't do it because the added value that Steam gives me.
        
       | bigstrat2003 wrote:
       | Good. I absolutely refuse to compromise my system by using these
       | things. Games should be required to let people know what they are
       | signing up for.
       | 
       | And if that means more companies choose to avoid kernel anti-
       | cheat, so much the better. I'm still mad that I can't play
       | Helldivers 2 - a freaking co-op game where cheaters can't pose a
       | problem - because of this nonsense.
        
         | Cthulhu_ wrote:
         | > a freaking co-op game where cheaters can't pose a problem
         | 
         | Winning doesn't give you any permanent rewards?
        
       | pjmlp wrote:
       | This is very much welcomed.
        
       | andrewmcwatters wrote:
       | I think the population of game developers and their knowledge of
       | multiplayer networking is fundamentally getting worse over time,
       | because I see things that should not be architecturally possible
       | in a lot of newer multiplayer games.
       | 
       | This whole thing anti-cheat thing is just a separate problem
       | entirely, but it's so painfully exacerbated by the first.
        
         | juunpp wrote:
         | The anti-cheat also goes hand in hand with the predatory
         | business models of "always online" and micro transactions.
         | Those things sell because of advantage over other players or
         | just social factors in the case of cosmetics. Wouldn't be as
         | relevant in an offline game. But now, since the game is online
         | (for business, not technical, reasons), we need some way to
         | keep everyone honest.
         | 
         | I'm just hoping this entire business model dies, along with the
         | anti-cheat and everything else with it.
        
       | bastard_op wrote:
       | The problem is since Valve and Proton made windows games viable
       | for Linux and the Steam Deck, most of that anti-cheat vermin does
       | NOT work under Linux. Even if it did, if you run Linux, you
       | likely take some objection to someone wanting to add kernel
       | modules of unknown and/or ill repute to your pretty open-source
       | kernel.
       | 
       | Valve knows this, kernel-level anti-cheat is simply not practical
       | for use with Linux as a consideration. Most game companies care
       | zero for Linux in the first place, which means for us, we just
       | end up inadvertently boycotting those games and bad-mouthing them
       | regardless, but hey, it's only 1%.
        
         | lomase wrote:
         | I think the end goal of Valve is to support anticheats in
         | Linux. But they want the Kernel to provide an API for it, so
         | you don't need to run the anticheat like a driver.
        
         | Jnr wrote:
         | 1.9% already :)
        
       | supportengineer wrote:
       | Not a gamer - Is Steam basically a package manager like 'yum' or
       | 'brew', but for games?
        
         | dark-star wrote:
         | more like an app store
        
         | Jnr wrote:
         | Yes, and also a store and a community platform.
        
         | PeakKS wrote:
         | More like flatpak/flathub since it has it's own runtime, with
         | the addition of community features and purchasing.
        
         | ranger207 wrote:
         | Similar to Google Play with Google Play Services: both an app
         | store and a set of services for games to use
        
       | fngjdflmdflg wrote:
       | I hate to say this but a large percentage (in fact, I believe a
       | majority) of gamers simply do not care about invasive anti-
       | cheats. Right now CounterStrike players are mostly begging Valve
       | for kernel-level anti-cheat since their current solution isn't
       | working at all. If anything, this warning will actually make many
       | player's _more_ impressed with the game. That said, more consumer
       | information is almost always better in any case, especially in
       | this case considering that this is not a requirement of law but
       | of a private company.
        
         | logical_person wrote:
         | Prop 65 went great! Let's get a warning out for every game with
         | peer to peer networking while we're at it.
        
       | dbrueck wrote:
       | Oof, a lot of comments here showing lack of knowledge of the
       | anti-cheat problem and/or out of date knowledge of the current
       | state of the art.
       | 
       | In short, if you choose not to run anti-cheat because you
       | understand that these are opaque rootkits, good for you! That's a
       | totally, 100% valid choice. But please keep in mind:
       | - you are a tiny minority and not the target customer       -
       | online multiplayer games are an absurdly big business (i.e. there
       | are huge incentives here)       - no, you can't completely solve
       | this server side       - elite players are insanely good - they
       | are by definition outliers, so looking for statistical outliers
       | is not in itself a solution       - game companies are highly
       | incentivized to work with (or at least not antagonize) the elite
       | players (so just throwing them in matches with cheaters is not a
       | solution)       - the stakes are high both for the devs and their
       | users, so "pretty good" anti-cheat is usually insufficient
       | 
       | You can sum things up by saying that kernel-level anti-cheat DRM
       | is the worst solution, except for all of the other solutions.
       | 
       | I'd love to see more curiosity from the HN community on this.
       | This is a challenging technical problem whose solution (if there
       | is one) is fairly valuable.
        
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