[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  : 892 points
       Date   : 2024-10-30 19:39 UTC (1 days 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.
        
               | orwin wrote:
               | It's because nowadays cheats run on a secondary machine,
               | often a Pi,so rootkits have less impacts.
        
           | 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.
        
             | Thaxll wrote:
             | Performance impact is overblown, it was proven that the
             | lost of perf is marginal when implemented properly.
        
               | Nadya wrote:
               | Proven by who and what proof? Because Denuvo is the only
               | one outspoken about how it doesn't impact performance
               | despite all evidence to the contrary and they provide no
               | evidence of their own beyond claiming it doesnt. Then
               | saying they'll prove it doesn't and then backing out of
               | proving it.
               | 
               | https://www.resetera.com/threads/irdeto-backtracks-on-
               | plans-...
        
               | Novosell wrote:
               | DRM and anti-cheat aren't the same though. That link is
               | talking about denuvo DRM, not denuvo anti-cheat. Also,
               | just because one implementation impacts performance
               | doesn't mean they all have to.
        
             | stuckkeys wrote:
             | What is the name of the tool that he is using on the 2nd
             | link you shared? You know for science.
        
           | 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.
        
               | codebje wrote:
               | No-one likes playing with a cheat in Uno, either, and the
               | table stakes for Uno are pretty low.
        
               | 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.
        
               | bmicraft wrote:
               | You might be able to match-make between clients with
               | similar latency and then "enforce" that latency server
               | side by delaying things that "happen faster" then the
               | previously measured latency
        
               | mafuy wrote:
               | No, this implies that actions are in response to
               | something. This is not true. I can shoot my gun at any
               | time, and even randomly. It does not depend on an
               | opponent starting to move.
        
               | codebje wrote:
               | Remember that you don't need perfection: you need people
               | to believe that they're likely enough to get caught that
               | they don't want to use a pre-canned cheat, and you need
               | just enough cheat detection mechanisms to make it hard
               | for people to make new cheats. Not all of that has to be
               | technological: you can spread rumours that your cheater
               | ban waves are bigger than they actually are, for example,
               | and that'll keep more people from even trying in the
               | first place.
               | 
               | You don't have to trust the timestamp - and you
               | shouldn't. You can use a bunch of methods to go from
               | untrusted to grudgingly accepted: requiring monotonicity
               | means cheating clients have to be permanently slower
               | rather than selectively slower. Having tolerances for out
               | of order packet rates or accepted deltas before
               | discarding player actions will have some false positives
               | for players on terrible networks, but will also reduce
               | the impact of any possible timestamp-related cheats.
               | 
               | It can't be fully solved server side, not without
               | sacrificing acceptable performance. I reckon it can
               | probably be dealt with enough on server side to keep
               | cheating to a tolerably low level. It's probably cheaper
               | to just license a windows rootkit though.
        
               | lomase wrote:
               | If not having hackes is critical for a competitive
               | videogame CS and Dota 2 will be dead.
        
               | codebje wrote:
               | Keeping cheating to a low enough level that players don't
               | quit in frustration (or never start playing due to bad
               | press) is critical. Eliminating it entirely is not.
               | 
               | Valve added vote kicks to CS to help keep cheating (and
               | other antisocial behaviours) under control - it seems
               | pretty important to them.
        
               | 0x457 wrote:
               | > (I'd still lean towards expecting game houses to find
               | another way, kernel drivers are still client side trust
               | mechanisms).
               | 
               | Well, this problem simply can't be solved server-side
               | only. Client-side can't be validated without rootkit (and
               | even then it's not enough, but enough to deter majority
               | of cheaters).
        
             | 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.
        
               | FactKnower69 wrote:
               | Community-run and moderated servers easily fixed this
               | issue decades ago. Maybe video games should be fun
               | centers of community again instead of maximally isolating
               | and atomizing skinner boxes designed to make children
               | addicted to endlessly practicing and competing at
               | worthless skills so the sunk cost keeps them buying loot
               | boxes
        
         | 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, for most of us, getting our 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.
        
               | Maken wrote:
               | The NSA just needs a call to Riot headquarters to ensure
               | their rootkit is also included.
        
             | Levitating wrote:
             | The vanguard drivers are signed by Microsoft, the procedure
             | for which includes a safety audit by Microsoft.
             | 
             | The driver is just what the developers say it is (as with
             | all other anti-cheat). It provides an untempered interface
             | for the userland anti-cheat to use to get info from the
             | kernel. Because modern cheats tend to alter the output of
             | kernel syscalls by running in the kernel themselves.
             | 
             | I really don't see why anyone needs to think it's anything
             | more than that.
             | 
             | If Tencent needed to spy on you so badly there's no reason
             | kernel anti-cheats need anything to do with it...
        
               | cmxch wrote:
               | It says something about Microsoft when they OK a known
               | harmful bootkit that expects your computer to act like an
               | XBox with a fancy keyboard (but not too fancy), requests
               | invasive changes to UEFI that have broken systems, and
               | have an overall opacity that rivals an Arthur C. Clarke
               | Monolith.
        
               | gruez wrote:
               | >The vanguard drivers are signed by Microsoft, the
               | procedure for which includes a safety audit by Microsoft.
               | 
               | Did the crowdstrike driver get the same audit?
        
               | 15155 wrote:
               | EAC and other kernel-level anticheat software will
               | dynamically load and execute signed payloads at runtime.
               | Does Vanguard do this? If so, does Microsoft check these
               | payloads?
        
               | Levitating wrote:
               | > EAC and other kernel-level anticheat software will
               | dynamically load and execute signed payloads at runtime
               | 
               | Are you sure about that?
        
               | 15155 wrote:
               | 100%
        
               | perillamint wrote:
               | MS usually don't bother with driver audit... They mostly
               | rely on EV certificate to check driver dev is a proper
               | legal entity.
               | 
               | If they audit properly, they should not let the Asus
               | AuraSync driver certified at the first time. (basically
               | opens PORT instruction to every userland app,
               | unristricted)
        
               | Hikikomori wrote:
               | Drivers are generally not audited by Microsoft to be
               | signed, you only need to register your EV cert to get it
               | signed. Cheat developers have registered their own/gotten
               | their hands on EV certificates to create a kernel driver
               | cheats. Anti cheat like Battleeye also download anti
               | cheat modules at runtime to obfuscate what they do.
        
               | kulahan wrote:
               | The level of sophistication that can go into a hack when
               | sponsored by a nation-state is incredible. Just remember
               | Stuxnet all the way back in '06 or whatever it was. Tech
               | was a lot less advanced nearly two decades ago. It's not
               | right, imo, to leave your safety up to this process.
        
           | 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.
        
               | coretx wrote:
               | I'm already counting down the days for eBPF to blow up in
               | our face. But admittedly, it's the cheapest way of
               | gaining more capabilities and privileges than you need,
               | thus it's here to stay.
        
               | odo1242 wrote:
               | The API itself has root access, but does not give user
               | space root access, is what I think the commenter is
               | trying to say.
        
               | 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.
        
               | davrosthedalek wrote:
               | That's not really possible as long as the kernel allows
               | the loading of arbitrary user-provided modules. Because
               | the cheater will certainly run the cheat that requires
               | kernel mode. If it's run in kernel mode, the API call can
               | be intercepted.
               | 
               | How does the anticheat then work? Corewars. It's a cat
               | and mouse game between the cheat provider and the game
               | developer.
               | 
               | One would need a secure base layer, where also the MS
               | anti-cheat lives, and all drivers can only run in a layer
               | between this base layer and userland. I think that's
               | already done for most of the graphics stack.
               | 
               | On the other hand, I am not convinced I want a system
               | where I cannot load arbitrary kernel mode code if I
               | choose to do so.
        
               | Hikikomori wrote:
               | Windows only loads arbitrary modules if you enable some
               | debug mode no? If not they need to be signed. But not a
               | big hoop for cheat developers, they can get an EV cert to
               | sign their own cheat kernel module or abuse a vulnerable
               | kernel module.
        
           | 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 ;-)
        
               | xethos wrote:
               | OP shares with others
        
             | 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.
        
               | 0x457 wrote:
               | But you are not installing a random anti-cheat kernel
               | driver, you're installing anti-cheat kernel driver
               | provided by a game you've already put on your computer.
               | It's very much the same thing.
        
               | screcth wrote:
               | User space is not the same as kernel space.
               | 
               | User space applications can't access hardware or physical
               | memory. They can't bypass permissions enforced by the OS.
               | None of that applies to hardware or kernel drivers.
        
               | 0x457 wrote:
               | Where did I say they are the same? We have a kernel-space
               | thing (anti-cheat or gpu driver) and a user-space thing
               | ((a game actually talks to both) that talks to a kernel-
               | space thing.
        
               | screcth wrote:
               | I understood that you were making an analogy between
               | installing a piece of hardware and its associated kernel
               | driver with installing a game and its associated kernel
               | anticheat.
               | 
               | When you install a hardware device you are trusting the
               | manufacturer with full access to your machine, so
               | installing a driver does not give them any more powers.
               | You have already "unlocked the door".
               | 
               | When you install a game that runs on user space you are
               | not trusting the vendor nearly as much as you are
               | trusting a hardware manufacturer. Installing a kernel
               | anti cheat is granting them a level of trust and access
               | to your machine that they didn't have before.
        
               | 0x457 wrote:
               | > When you install a game that runs on user space you are
               | not trusting the vendor nearly as much as you are
               | trusting a hardware manufacturer.
               | 
               | I'm not sure where this trust comes from. I absolutely do
               | not trust any hardware vendor. I just have no choice
               | here.
        
               | dwattttt wrote:
               | I've always appreciated the forthrightness League of
               | Legends deployed here (talking about introducing a kernel
               | driver for anti-cheat:
               | https://www.leagueoflegends.com/en-au/news/dev/dev-null-
               | anti...):
               | 
               | > This isn't giving us any surveillance capability we
               | didn't already have. If we cared about grandma's secret
               | recipe for the perfect Christmas casserole, we'd find no
               | issue in obtaining it strictly from user-mode and then
               | selling it to The Food Network. The purpose of this
               | upgrade is to monitor system state for integrity (so we
               | can trust our data) and to make it harder for cheaters to
               | tamper with our games (so you can't blame aimbots for
               | personal failure).
        
               | II2II wrote:
               | A few things to consider here:
               | 
               | - This is an abnormal case. Most hardware will work with
               | in-tree drivers. Indeed, few vendors provide out-of-tree
               | drivers for Linux.
               | 
               | - Nvidia is an established and reputable source. We
               | aren't talking about some small hardware developer who
               | doesn't have the resources to create secure drivers.
               | 
               | - Most Nvidia cards have in-tree drivers. There is a loss
               | in performance, but the option usually exists.
        
               | coretx wrote:
               | Those who do, choose to do so and generally take
               | responsibility for their actions. It's not the same as
               | tainting a kernel and just winging it.
        
               | reissbaker wrote:
               | Approximately no one with a Steam Deck installs Nvidia's
               | out of tree graphics driver (because the Steam Deck is
               | built on AMD).
        
               | burnished wrote:
               | You gotta think about surface area and risk when
               | comparing apples to oranges here.
        
             | andyferris wrote:
             | Hmm, here's a thought I've never had (but might be obvious
             | to others).
             | 
             | Could I run windows as a VM guest under Linux and play
             | Fortnite in that (with good GPU performance)? I don't mind
             | their rootkit running on some dedicated VM - I'll just
             | consider it my Fortnite unikernel.
             | 
             | (I'm also ok with the host OS being Windows or MacOS).
        
               | quenix wrote:
               | The anti-cheat will be very unhappy when it performs a
               | bunch of arcane heuristics and determines it's running in
               | a VM.
        
               | froggit wrote:
               | Why would that matter? Pretty sure running in a VM
               | doesn't facilitate cheating.
        
               | jhardy54 wrote:
               | Running a VM gives the parent the ability to read/write
               | arbitrary memory without [even rootkit] anticheat being
               | able to detect, which _can_ facilitate cheating, and
               | therefore can earn you bans. The whole point of the
               | rootkit is that the game can confirm that you don't have
               | any way to read /write arbitrary memory.
        
               | andyferris wrote:
               | Isn't Windows running under a hyper-v hypervisor these
               | days anyway?
               | 
               | In practice, I'd settle for a peer Windows OS, like the
               | WSL2 kernel, with the rootkit seperate from my main work
               | one. Can I run two copies of Windows simultaneously as
               | peers?
        
               | atahanacar wrote:
               | Yes.
               | https://wiki.archlinux.org/title/PCI_passthrough_via_OVMF
               | 
               | You basically let your guest OS use your GPU instead of
               | the host.
        
             | tw04 wrote:
             | Ultimately, this is why we have consoles. We can have
             | rootkits, or we can have cheating. Nobody has solved cheat
             | prevention without rootkits. If you can, you'd make
             | millions, if not billions. It's not like the game creators
             | want to have software on your system that has the potential
             | to brick your system.
        
               | j-bos wrote:
               | By this logic wouldn't chess and go need to be played
               | after cavity searches? Cheating is enabled by tech but
               | based on what people decide to do.
        
               | lmz wrote:
               | Chess and go aren't anonymous at levels people care
               | about, and they don't have game publishers and creators
               | expecting a return on investment.
        
               | Jach wrote:
               | Not sure if you're referencing it but there was a recent
               | scandal where it was suspected someone playing against
               | Magnus might have had a wireless butt plug to enable some
               | cheating...
               | 
               | The sibling comment makes a point about anonymity, I find
               | these discussions interesting in comparison with the only
               | online competitive game I play these days. It's Tekken,
               | and neither the current rendition nor the previous one
               | had any real form of anti-cheat. For the current Tekken
               | 8, supposedly some players have been banned after manual
               | review from the company of replay data, which of course
               | doesn't scale. But at the same time it doesn't really
               | matter. Cheaters don't seem to be that prevalent, their
               | ability to spoil the experience of a match is limited by
               | the fact that matches are short, and people can spoil the
               | experience in non-cheating ways like plugging, lag
               | switching, using a weak computer, and for some sensitive
               | players they'll get unreasonably upset by ki
               | charging/teabagging/taunting/continuing an attack after
               | KO. The status of the highest rank is also not that much
               | -- the most status comes from performing well at the big
               | in-person tournaments, where it's going to be harder to
               | cheat and players are somewhat de-anonymized. If the
               | positive incentives to cheat are minimized in the first
               | place, you don't need so many negative incentives like
               | rootkits.
               | 
               | (It always amazes me how custom controllers and even
               | keyboards are allowed in fighting game tournaments,
               | officially certain macros are banned and at least for
               | Street Fighter certain modes of leverless controllers got
               | banned, but it'd be hard to perfectly enforce. And it's
               | been hilarious to see the increasing use of fake buttons
               | or controller-hiding covers/jackets because it was
               | assumed some players were able to see inputs out of their
               | peripheral vision before they were registered in-game and
               | adjust.)
        
               | jm4 wrote:
               | Running games in a VM appliance or an immutable container
               | type of environment could be neat. Or some kind of
               | hardware device. Like a console on an expansion card that
               | could enable a secure environment while still letting you
               | use your hardware.
        
               | kibwen wrote:
               | _> Ultimately, this is why we have consoles._
               | 
               | Nah. Consoles were a decade late to the online gaming
               | party, and online gaming on consoles (counting Xbox Live
               | as the first concerted attempt) has only been around half
               | as long as consoles as a product segment have existed.
        
               | slimsag wrote:
               | The real solution is games designed for playing with
               | friends and treat all non-friend players as potentially
               | malicious.
               | 
               | Early first-person shooter games had this figured out
               | (small servers with 20-30 regular players, the server
               | admin could choose to ban you), RTS games have this
               | figured out, many MMOs have this figured out (interact
               | with non-friends sometimes, but they have to 'join your
               | party', etc.)
               | 
               | Playing with random strangers on the internet who may
               | want to grief/destroy your game, be incredibly toxic, or
               | cheat against you in general.. that's the cost of playing
               | with random people in a completely public forum.
        
               | vel0city wrote:
               | But people largely want matchmaking. They don't want to
               | deal with having to find a server of like-minded players,
               | they want to hop in a lobby with maybe a few friends,
               | pick a map pool, and go.
        
               | rendaw wrote:
               | This is a false dichotomy. Genshin is single player. Some
               | people play multiplayer only with friends. The only legit
               | use for anti-cheat is competitive multiplayer with
               | strangers.
        
           | cmxch wrote:
           | And in the case of Vanguard, a bootkit.
        
         | 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.
        
               | throwaway48476 wrote:
               | Just put a password on the server then.
        
               | umvi wrote:
               | It's not possible to completely solve this problem with
               | technology.
               | 
               | High level chess players (GMs) can win with just a few
               | bits of information transmitted to them by a cheating
               | accomplice (a cough if it's a critical position to spend
               | extra time on, etc). Similarly, high level gamers only
               | need the slightest of edges to win, and therefore only
               | need the slightest of cheating.
               | 
               | That's why I think trusted user bases are the way to go.
               | My initial ideas were naive, but I think the core idea is
               | solid. If you had to pay $1000 to enter a "trusted club"
               | which uses your hardware fingerprint, and all of your
               | online interactions in a game were guaranteed to be with
               | other people who paid $1000 to be in the club, would that
               | not be a large deterrent to cheating?
        
               | billyoyo wrote:
               | That's just elitist though isn't it? These games are
               | enjoyed by players from all over the world, including
               | massive numbers of players in countries with far less
               | average disposable income. Its common in many countries
               | to go to an internet cafe to play these games as they
               | don't own their own hardware even.
               | 
               | It would also massively reduce the number of players.
               | Competitive multiplayer games rely on large active
               | playerbases for fast and fair matchmaking. That's why
               | free to play has become the dominant model for these
               | games. If you have to pay $1000 to play one of these
               | games, they have no chance vs. the competition.
               | 
               | Obviously you can't completely solve this problem, but
               | you can minimize it as much as possible.
               | 
               | Also these sorts of "trusted clubs" do exist for certain
               | games (e.g. FaceIt for CounterStrike) but ultimately it
               | still just relies on anti-cheat to establish that trust.
        
               | umvi wrote:
               | Money is just one way of establishing "trust clubs". Time
               | is another. For free-to-play games, you could make it so
               | that users are peered with other users who have put in
               | the same amount of time into the system. So if you've
               | gone a whole year without being flagged for cheating in
               | the system, you'll be paired up with other users who have
               | also gone years without being flagged.
               | 
               | If you create a new account, you'll be peered with other
               | new accounts (low trust). Still possible to cheat, but
               | the cost is very high (years of effort to get accepted in
               | the best trust clubs)
        
               | Novosell wrote:
               | CSGO used to have that, more or less. You could play for
               | free but then you were not in the "prime" matchmaking
               | pool. Only by paying, something like 13EUR, and
               | registering your phone number, which could only be
               | registered once, would you get prime matchmaking. I
               | thought it made quite a bit of sense but I think they
               | scrapped the system in CS2.
        
             | 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.
        
               | bigstrat2003 wrote:
               | I understand that cheaters suck. I'm saying that in this
               | case, the cure (kernel access) is worse than the disease.
        
             | 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.
        
             | Thaxll wrote:
             | You definitely don't play games, this is one of the reasons
             | why people stop playing games.
        
               | bigstrat2003 wrote:
               | I do play games, a lot. I even play multiplayer games.
               | So, you're wrong.
        
               | davrosthedalek wrote:
               | Which ones?
        
           | 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.
        
             | 0x457 wrote:
             | Because those were community servers often built around
             | community. There weren't a lot of them either.
             | 
             | If admins allow cheating - people that want to play would
             | leave the server
             | 
             | If live in a non-metro area, you probably have a handful of
             | server your latency allows you to play on - getting banned
             | would be a big suck
             | 
             | Now you just click "play game" and you get match with some
             | strangers you might never play ever again with.
             | Financially, those privately hosted servers no longer make
             | economical sense for game publishers.
        
             | eertami wrote:
             | Back then you could just quit the server/match if somebody
             | was obviously cheating (or they got banned).
             | 
             | With competitive matchmaking cheaters can hold players
             | hostage until the end of the match, as leaving incurs
             | penalties and cooldowns that temporarily ban you from
             | playing.
        
               | YPPH wrote:
               | There are also cheaters on old games (Modern Warfare II
               | (2009)) that will inject code into your client to disable
               | the quit menu, so you have to dashboard. I can't imagine
               | what psyche someone must have to not only cheat, but
               | force people to play against them.
        
             | pid-1 wrote:
             | That was not my personal experience. CS and Warcraft 3
             | community lobbies featured rampant cheating. Way more than
             | CS:GO and Dota 2.
        
           | YPPH wrote:
           | This is why I preferred console gaming. You never encountered
           | cheaters until very late in the console's generation.
           | Crossplay ruined that.
        
         | 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 and your non-gaming digital life.
         | 
         | [1] https://play.esea.net/forums/492102
        
           | wilsonnb3 wrote:
           | People really need to find a better word than 'rootkit' to
           | describe software that users willingly and intentionally give
           | root access.
        
             | drilbo wrote:
             | I think it's fair to say that _a lot_ of users have no idea
             | they 're doing so, hence why changes like the one in TFA
             | are necessary to encourage transparency around these
             | practices
        
               | chainingsolid wrote:
               | I've ran the installer for Vallorent. I don't remember it
               | telling me it was going to go run code in ring 0. And I
               | would likely have ended the install there if they listed
               | any of the downsides.
               | 
               | For most gamers you'd have to invoke Cloud Strike, to
               | explain whats happening. They play games not study CS.
        
             | Nathanba wrote:
             | I agree, we need something that emphasizes that it executes
             | undesired functions. "Trojan horse" would fit better but
             | it's associated with computer virii now. I think I would
             | call it something like "Traitor software".. it generally
             | does the functions you installed it for and pretends to be
             | normal software but then when you aren't looking it betrays
             | you later.
        
             | froggit wrote:
             | It's quite literally kit running as root...
        
               | davrosthedalek wrote:
               | It's quite literally not. Root is technically a user with
               | extra rights (including modifying the kernel, but there
               | is still an API the root user has to go through). This is
               | running as part of the kernel. It's not running in
               | userland "as root".
               | 
               | A rootkit is something that gives other users the power
               | of root.
        
               | bigstrat2003 wrote:
               | That's taking it too far. By that logic, rootkits can't
               | exist for Windows because the super user is called
               | "Administrator", not "root".
        
         | hayst4ck wrote:
         | Crowdstrike isn't even the worst case. The SolarWinds disaster
         | is the worst case scenario.
         | 
         | You have a closed source rootkit designed for finding data in
         | raw memory (like passwords from an unlocked password manager),
         | loaded into many gamer's machines, which many software
         | engineers are. Some anti cheat explicitly support's arbitrary
         | remote code execution by design. Many people mix their personal
         | password vaults with their company's, which means that if you
         | successfully hack an anticheat company and you can read the raw
         | memory of an opened password manager with a program that is
         | already designed to scan all processes memory, you now
         | potentially have extremely valuable credentials. A small
         | portion will even do things like add their 2fac keys into their
         | vaults.
         | 
         | Here is Gabe Newell's thoughts on AntiCheat that are very
         | relevant to this thread:
         | https://www.reddit.com/r/gaming/comments/1y70ej/valve_vac_an...
         | 
         | Of course the other problem is the 23andMe problem and
         | enshitification. Even if the data uploaded by anti-cheat isn't
         | used right now, the storage of data alone creates incentive for
         | abuse.
        
           | Gigachad wrote:
           | Something slightly related happened recently. A bit of
           | malware that was distributed as a mod for BeamNG was
           | installed by a high up Disney employee, who was also logged
           | in to some internal work stuff. The hackers were able to leak
           | huge amounts of company data.
        
         | gauge_field wrote:
         | I just want to spam skill shot with ranged-heros on Aram 1-2
         | times a week. No way I am running vanguard for that!!!!
        
       | 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.
        
               | coretx wrote:
               | Advanced DMA/IOMMU attacks are hard, soft and firmware
               | specific. In order to detect it, you'll have to do a ton
               | of very expensive work all the while you risk destroying
               | the customers soft, firm and hardware. Good luck
               | explaining the judge what you did.
        
             | 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)
        
             | intended wrote:
             | Nope.
             | 
             | Evolutionary pressures on cheaters drives them to get
             | better.
             | 
             | Eventually someone finds a stable chink in the server armor
             | and it is exploited en masse.
             | 
             | The goal is to make it inconvenient to cheat on average.
             | 
             | There's probably some ratio of games with cheaters to games
             | without cheaters that players can tolerate that governs
             | this.
        
           | 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.
        
               | lifeformed wrote:
               | This thread is full of armchair developers who see a
               | problem and immediately think, "Oh, it's easy, just do
               | this simple thing I just thought of," as is there haven't
               | been billions of dollars and decades of research spent on
               | this problem.
        
               | elashri wrote:
               | According to the latest study [1] estimating how much
               | money cheat developers make annually it is an upper limit
               | of ~ $75M. I would say that the very liberal estimation
               | of anti cheating efforts will cost maybe $100M annually.
               | That does not include only research efforts but actual
               | cost of tackle them (extra compute, reviewers...etc).
               | This is unrealistic but even through to reach the point
               | of billions (2-3 billions) you would say that Gaming
               | companies were spending on average $100M since the
               | beginning of personal computers era (on research only).
               | This is not something that is hard to believe even with
               | the most liberal interpretation.
               | 
               | So I think it is fair to say the there haven't been
               | billions of dollars of research spent on this problem.
               | 
               | [1] https://www.dexerto.com/gaming/anti-cheat-study-
               | reveals-chea...
        
               | lifeformed wrote:
               | That's only looking at western audiences. In 2020,
               | Tencent said that the cheating market in China is worth
               | $293M annually [1]. In China there are many individual
               | games making billions in annual revenue. PUBG bans over a
               | hundred thousand cheaters every week. I don't think
               | adding up to billions is too farfetched, if you count
               | globally over the decades, although it'd be close.
               | 
               | There are also the costs of the opportunities that
               | cheating prevents from happening. Development would be
               | much faster and more types of games could be made.
               | 
               | [1] https://www.scmp.com/tech/apps-
               | social/article/3099893/chinas...
        
               | elashri wrote:
               | Thanks for bringing that up to me. I did not include the
               | largest gaming market and it seems more plausible now
               | this the OP estimations make sense.
               | 
               | Edit: I missed that you are the same commenter that I
               | replied. sorry about that
        
               | 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.
        
               | lifeformed wrote:
               | Good players are statistical outliers. False positives
               | are hard to avoid with this kind of approach.
        
             | 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.
        
               | ninth_ant wrote:
               | > 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.
               | 
               | The difference is that IRL chess and a typical FPS game
               | have very different availability of datasets. IRL chess
               | has both fewer moves per game, and fewer games played in
               | short succession than typical FPS games. Also, with FPS
               | games there is a single metric to evaluate -- the shot
               | landed or missed -- compared with chess where moves are
               | ranked on a scale.
               | 
               | So I'd argue that it would be much easier to do a
               | statistical model to predict a cheating aimbot than it
               | would a cheating IRL chess player. I don't believe
               | Magnus's proposition holds for prolific online chess
               | players when they do dozens or more blitz/bullet games in
               | a single day.
        
               | lupusreal wrote:
               | > _Didn 't Magnus Carlsen say he only needs a single move
               | from a chess computer in the right moment to be virtually
               | guaranteed win?_
               | 
               | That's because he's an elite chess player. Him cheating
               | once per game could make the difference between being
               | number 1 or number 10 but either way he's up there.
               | 
               | But for you or me, cheating once per game wouldn't make a
               | difference. We'd still be ranked as nobody plebs. To get
               | ranked high enough for people to know our names we would
               | have to cheat dozens of times a game, and experienced
               | players would easily peg us as cheaters.
               | 
               | Try cheating on chess.com, if you cheat enough to make a
               | meaningful difference their servers will _automatically_
               | nail you with statistics.
        
               | shultays wrote:
               | Didn't Magnus Carlsen say he only needs a single move
               | from a chess computer in the right moment to be virtually
               | guaranteed win
               | 
               | If we are thinking of the same quote, iirc he said all he
               | needs is a prompt from computer "there is a winning move
               | here"
        
               | arp242 wrote:
               | Yeah, maybe - don't recall the precise quote off-hand.
               | But the gist of it was "I need very little help from a
               | chess computer to have a huge advantage".
        
               | LinXitoW wrote:
               | Is the main problem with cheaters that it's unfair, or
               | that it feels unfair/ruins the experience?
               | 
               | Because if you force all the cheaters to hide well enough
               | to look like "normal" players, no one will know, and the
               | game feel will not be negatively impacted. Outside of the
               | tippy top of competition where money becomes involved,
               | it's kind of irrelevant if the game is technically fair,
               | as long as it feels fair to everyone.
        
             | stevemk14ebr wrote:
             | My human aimbot evaded fairfight for years
             | https://www.youtube.com/watch?v=mVdaf6CkqL8
        
           | 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.
        
               | Rohansi wrote:
               | Yes, but even some cheats are possible through streaming.
               | Basic things like scripted no-recoil all the way to
               | aimbots based on image recognition. People are even using
               | AI to recognize and highlight players on your screen -
               | and even some built into monitors!
        
               | anonymousab wrote:
               | There are hardware cheating setups that utilize an
               | external camera+device with basic image recognition and
               | spoof a normal mouse over USB. From software's
               | perspective, all you see on the client side is normal
               | mouse inputs from a Logitech or razer mouse.
               | 
               | At the very least, this is less capable than wallhacks
               | from reading memory.
        
               | nicce wrote:
               | Yes, it is true that you can use optics still, but
               | everything memory related is always much more effective
               | and can completely prevented. No need to use rootkits.
               | 
               | I would say that it takes few years still before people
               | have good enough hardware before AI can be used in real-
               | time. You can use OpenCV and train things against
               | specific game to get a decent performance with image
               | recognition, but it is not that reliable.
        
             | 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.
        
               | anonymousab wrote:
               | Even having CE installed on your machine - or software
               | like IDA or Olly back in the day - is enough for some
               | games to immediately permaban you. In some cases, having
               | virtualization enabled and having VM software on disk
               | (VMware, wsl2, etc.) can trip up some anticheats.
               | 
               | The average player isn't a developer and doesn't need
               | such things, so some game devs defer to the side of
               | caution. The false positives are a miniscule and
               | acceptable fraction of players.
        
           | 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.
        
               | Brian_K_White wrote:
               | False positives with no process for recourse and nice
               | perfect fingerprinting to prevent ban evasion is better?
               | 
               | I think they intentionally have the knob turned all the
               | way up to 0.1 initially, for PR and lube reasons.
        
             | 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.
        
           | akira2501 wrote:
           | It makes it way easier to detect it. If a player can pre move
           | their aim to be at the point near where the aimbot would take
           | it by using a wallhack they can hide the action much more
           | clearly. If they're constantly doing 180 no scopes you've got
           | a pretty good indication something is wrong.
           | 
           | Also if your guns aren't _perfectly_ accurate then the aimbot
           | can't actually predict much of anything.
        
         | 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.
        
               | hypeatei wrote:
               | That seems flawed as you would punish people who are
               | playing well. Statistics are great, but you'd inevitably
               | match legitimate players with misfits, ruining their
               | experience.
        
               | 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.
        
               | Brian_K_White wrote:
               | I'm saying no such thing. I'm saying that that wrong is
               | no excuse for the other wrong.
               | 
               | There are infinite ways to attack any problem, and it's
               | not a requirement but a choice to persue only certain
               | ideas vs others.
               | 
               | For instance, these approaches are based on removing
               | agency from all users for the supposed goal of dealing
               | with the bad users.
               | 
               | But there is no law of physics that says that is the only
               | way to do that.
               | 
               | You could go the opposite direction and empower all users
               | to deal with bad actors themselves just like in real life
               | where anbasshole simply gets avoided or punched in the
               | nose, which works by the simple math that the bad actors
               | are outnumbered by everyone else. They still always exist
               | but they are relegated to operating in the corners and
               | shadows.
               | 
               | But their low level presence is a fact of life no matter
               | what. Oppressive regimes don't get rid of them either.
               | The sales pitch is we'll protect you but in fact they
               | don't any better than you could have yoirself.
               | 
               | A company that has an easier option and has no other
               | value meter than money divorced from any consideration of
               | how it is attained, simply has no incentive to bother
               | doing anything but the easiest thing. That's the only
               | reason they want the keys to your house, because you
               | stupidly give them, not because they need them or have
               | the tiniest right to demand them to protect their
               | entertainment business.
        
               | Hikikomori wrote:
               | We have a working solution that some games still use,
               | dedicated servers with admins that can investigate and
               | ban people themselves. Has its own suite of problems but
               | it works well against cheaters.
               | 
               | But skill based matchmaking type games where you're
               | matched with random people is fundamentally incompatible
               | with this model, that is why the person you responded to
               | you said that you're suggesting that these 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.
        
             | wilsonnb3 wrote:
             | > The problem of cheating in games does not weigh more than
             | the users ultimate ownership of and control over their own
             | property.
             | 
             | What the users want to use their ultimate ownership and
             | control over their own property for is preventing cheating.
             | 
             | It's not like Riot is forcing this on people against their
             | will, people just don't like playing against cheaters.
             | 
             | The only place I ever hear complaints about kernel anti
             | cheats are people complaining because they want to use
             | Linux and it isn't supported or forums like Hacker News,
             | where people paradoxically care so much about peoples
             | computing rights that they are perfectly happy to limit
             | what gamers are allowed to do with their computers.
        
             | kelnos wrote:
             | What a bizarre take. If people consent to installing these
             | invasive anti-cheat systems, then it doesn't matter if
             | anyone has a "right" to a business model or not; in that
             | case their business model is _working_.
             | 
             | > _They can do plenty enough server-side._
             | 
             | No, they can't. The amount of responses in these threads by
             | people who have no idea what they're talking about is...
             | well, probably not surprising, unfortunately.
             | 
             | This is the same (correct) argument against the
             | effectiveness of DRM: if you put things in the hands of a
             | user and client you don't control, then it is a cat-and-
             | mouse game to try to maintain control of those things.
             | 
             | Sure, a naive cheat program of 20 years ago will today
             | obviously look like a cheater. But if you have a cheat that
             | statistically makes you look like a skilled non-cheating
             | player (these things exist today!), the server isn't going
             | to be able to catch you.
             | 
             | I'm not saying that _justifies_ letting another party
             | install what is effectively a rootkit on your hardware. I
             | personally won 't do it; I just live without games that
             | require it, and that's fine. Maybe there _is_ some middle
             | ground where some form of client-side anti-cheat can
             | reliably run without kernel-level permissions. But it 's a
             | lazy, ignorant argument to just say that game companies
             | haven't come up with it yet because it's "easier" to write
             | a kernel-level system.
        
               | sadeshmukh wrote:
               | DRM is often removed after a little while since it is
               | meant to delay the cracking at launch, where most people
               | are going to buy. Anticheat is not.
        
               | davrosthedalek wrote:
               | DRM does not help me, the honest buyer, to enjoy the
               | game. Anticheat helps me, the honest buyer, to enjoy the
               | game.
               | 
               | Would I prefer a world where kernel-space anticheat is
               | not needed for the games I like to play? Yes. Is that
               | realistic? Probably no.
        
               | Brian_K_White wrote:
               | I think you merely lack imagination and are simply not
               | the one to ask to work on the problem. I don't speak from
               | ignorance.
        
               | Brian_K_White wrote:
               | The bizarre take is granting a shred of validity to
               | anyone who says "I need the keys to your house and bank
               | account and a webcam in your bath room to protect the
               | marketable value of my game service so that other platers
               | will rent server access from me."
        
               | Hikikomori wrote:
               | Not all types of games require this kind of anticheat.
               | But this competitive type like CS/Valorant/MOBA games
               | that use skill based matchmaking and rankings does
               | require something that approaches fair play to even work
               | as a produc. So the user must make some sacrifices to get
               | there due how open and easy it is to manipulate things on
               | x86/Windows for the PCs administrator.
               | 
               | Would it be reasonable to only sell this kind of game on
               | console like hardware? Sure, but people have and use PCs
               | and will have to make this choice themselves. And its not
               | like user space software is not bad for privacy as any
               | process your user runs can read all your files and even
               | memory of other processes.
        
               | kuschku wrote:
               | > . But if you have a cheat that statistically makes you
               | look like a skilled non-cheating player (these things
               | exist today!)
               | 
               | Then we've achieved our goal.
               | 
               | https://xkcd.com/810/
        
             | hypeatei wrote:
             | I'm not advocating for taking away users rights, just
             | pointing out that the current model doesn't really jive
             | with the desire to stop cheaters. This is going to be a
             | never ending cat & mouse game.
        
             | marcus_holmes wrote:
             | I basically agree with this. Which is why I run a Linux box
             | for gaming, and why I don't play games that have this
             | problem.
             | 
             | I used to play Quake-likes, and there are people who are
             | just that good out there, but it assuages the ego so much
             | more to call them cheaters. I saw this _all the time_ on CS
             | - as soon as someone even halfway good joined, everyone
             | called them a cheater and the game dissolved. I eventually
             | realised that this is not an anti-cheating problem, but a
             | community /personality problem with the people that like
             | playing these games. So I stopped.
        
         | veunes wrote:
         | It could eliminate a lot of these issues theoretically
        
       | 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.
        
           | tpxl wrote:
           | They wrote their own json parser which used strlen() all over
           | the place, which is O(n), resulting in O(n^2) complexity for
           | json parsing. The guy shimmed the function to return a cached
           | response if it was called with the same string consecutively,
           | which it was for parsing the JSON. The JSON contained the
           | items in the real-money store btw.
        
             | consteval wrote:
             | Why would anyone ever write their own JSON parser? There're
             | countless libs available that are hyper-optimized.
        
       | 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
        
               | tpxl wrote:
               | You can, and people do, resell Windows licenses in
               | Europe. Microsoft seethes about it, but can go fuck
               | itself, because this is legal.
        
       | 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.
        
             | sunshowers wrote:
             | Right, provenance is an issue.
             | 
             | I suspect the only way that might balance everyone's
             | interests would be to set up a separate OS installation for
             | competitive games. This could be done via bare-metal dual
             | boot, via a hypervisor, or just by having a completely
             | different computer for playing games on (what I have). At
             | least in that world you still have a lot more freedom than
             | you do on console, such as the ability to mod games that
             | don't need anti-cheat (which is almost all of them).
        
           | 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.
        
               | sunshowers wrote:
               | I don't think this is why -- Steam actually sets
               | permissions on its subdirectory so that any user can
               | write to it. (This means that while installing mods, for
               | example, I can write to that directory without having to
               | deal with UAC/sudo.)
        
               | keyringlight wrote:
               | Although I'm not fully linux knowledgeable, I think they
               | put everything under the user profile in
               | ~/.local/share/Steam for similar reasons so they can do
               | software installs with no elevations. They're not the
               | only ones taking that approach though, it's become common
               | across OSes to offer an easy/quick installer that dumps
               | itself in your user profile because that's seems to
               | matter most to getting users up and running.
        
         | 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.
        
         | a2128 wrote:
         | From my understanding, if you play an EAC game on Linux with
         | Proton, you're not really running the same EAC as Windows
         | players. You're running a lite version that runs as a regular
         | user and it tries to provide at least some level of protection
         | like verifying game files or detecting anything clearly out of
         | place that it can detect, but obviously it doesn't have the
         | permissions to see everything running on your system or install
         | a kernel module. This does mean cheaters could probably just
         | cheat on Linux to bypass it more easily, so anticheats like EAC
         | will put Linux support as an opt-in toggle which some
         | developers choose not to enable.
        
       | 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?
        
           | righthand wrote:
           | FYI - Denuvo paid for that study.
        
       | 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?
        
           | bigstrat2003 wrote:
           | Why would that matter? If someone gets rewards that they
           | didn't earn, it doesn't negatively impact anyone else.
        
       | 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.
        
         | janderland wrote:
         | Strange take. These things are being put forward by major
         | companies who hire very good engineers. Riot Games makes the
         | most popular game in the entire world (League of Legends) and
         | they use kernel-level anti-cheating. I interviewed with them
         | and found their test to be one of the more difficult ones I've
         | taken. I'm not under the impression they lack the necessary
         | knowledge.
        
           | tightbookkeeper wrote:
           | Poor networking -> need for anti-cheat
           | 
           | Does not mean:
           | 
           | Using anti-cheat -> poor networking
           | 
           | Ops comment is absolutely true. Engineers in games who are
           | good have high incentive to 5x their salary and lifestyle by
           | doing anything else.
           | 
           | This was not true in 1997. The industry also just attracts a
           | different crowd, more adjacent to film and entertainment than
           | it used to.
        
           | andrewmcwatters wrote:
           | Your interview experience at one company isn't representative
           | of the entire industry.
        
         | a2128 wrote:
         | I definitely think it's just a business decision being made in
         | some cases.
         | 
         | Your developers have just built and demonstrated a functioning
         | multiplayer prototype. They want to spend 3 months to rewrite
         | some of it for better security, and 3 months to implement the
         | missing features and make it fully functioning. You just got
         | off a call from a sales person for an anticheat vendor who gave
         | you a strong pitch, so you say no to the first 3 months because
         | it's cheaper to just add anticheat than to pay 3 months of
         | salary on this.
        
       | 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.
        
           | bastard_op wrote:
           | But will a canned, defined api ever be good enough? As soon
           | as someone paints a border, someone will step over it. It's
           | the reason security products in windoze as well as anti-
           | cheats require kernel-level access, and why outages like the
           | crowdstrike one a few months ago occur and why microsoft lets
           | it (for now).
           | 
           | It's an arms race, and no api will ever be good enough to
           | keep a miscreant from working against logical choices. If I
           | have to play a game that I have to assume someone is
           | cheating, I really don't want to play that game, or at least
           | with others of dubious reputation. This is why I run my own
           | server for games I like to play with others I trust.
           | 
           | If someone wants to play competitively publicly with anti-
           | cheats, they should opt-in to do so, but I'd like the option
           | to not, and simply play local or private instances with my
           | own general TOS. If diplomacy fails, a ban option for the
           | server.
        
         | 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
        
         | ukd1 wrote:
         | Yes; but more like the apple App Store - they take a cut, and
         | (to some/varying extent) try to ensure some level of legitimacy
         | / quality.
        
         | sunshowers wrote:
         | Like 10% of Steam is yum/brew. The other 90% is:
         | 
         | * GUI
         | 
         | * managing installations, including things like Proton to run
         | Win32 games on Linux, and Fossilize to precompile shaders
         | 
         | * bandwidth-saving stuff like being able to transfer games
         | locally
         | 
         | * being able to play remotely in a variety of configurations:
         | LAN, WAN, or having a friend connect to your local session
         | ("Remote Play Together")
         | 
         | * pretty good support for mapping any controller you have to
         | any controller inputs a game wants
         | 
         | * cloud saves
         | 
         | * a bunch of community features like forums and broadcasting
         | 
         | * family sharing
         | 
         | * a VR runtime
         | 
         | * marketing for devs (regular sales, algorithmic
         | recommendations etc)
         | 
         | * an API for devs with various services
         | 
         | * the backend infrastructure for all of the above
         | 
         | It's been around for a long time so it's quite feature-rich at
         | this point. Lots of things that generally make sense to have.
        
           | m463 wrote:
           | and telemetry
        
         | red_admiral wrote:
         | More like an app store, which is really just a
         | GUI/payments/licence layer on top of a package manager.
        
       | 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.
        
           | byteknight wrote:
           | I get the argument, but if that is more than a strawman
           | argument to you, I am bewildered. Making a network connection
           | is infinitely less problematic than having root level access
           | to a kernel (translate to windows language for NT)
        
           | akira2501 wrote:
           | > Prop 65 went great!
           | 
           | The secondary effect is that business will stop using
           | processes and chemicals which require them to carry this
           | warning. You've effectively created a new market segment.
           | 
           | Are the labels annoying to the point of comedy? Sure, but
           | it's not /your/ behavior we were trying to modify.
        
             | Matheus28 wrote:
             | Seeing the warning everywhere has mostly desensitized
             | people to it, which makes it ineffective.
        
         | Der_Einzige wrote:
         | Doesn't matter in a world of AI powered hacks. Kernel level
         | anti cheat isn't detecting the yolov8 model fine tuned on the
         | head of my enemies.
        
           | ok_dad wrote:
           | This video suggests you can catch this type of cheater
           | without even a kernel level anti cheat:
           | 
           | https://youtube.com/watch?v=x-EbjGSRyKA
           | 
           | There's a lot of other stuff in the video but if you skip the
           | robot building parts at the beginning he talks about an anti
           | cheat system he developed with another person.
        
             | orbital-decay wrote:
             | Behavioral analysis (the thing he's talking about) doesn't
             | work that well and has a hard precision limit due to the
             | nature of online gaming. What the player sees, what the
             | server sees, and what other players see are entirely
             | different things. I'm not even talking about plausibly
             | deniable things like visual sound location.
             | 
             | Nobody's using complicated stuff like this in practice
             | though, as there are easier methods. But of course this
             | path can be taken, and it's not possible to block easily.
        
               | mmis1000 wrote:
               | it's not always easy to tell if it's just a player
               | playing weirdly or a mistuned AI though. Maybe the player
               | just have too low mouse sensitivity so it is always a
               | little lagged, maybe it's actualy AI. There is no easy
               | way to tell, and require manual judgement in a lot of
               | cases.
        
             | Der_Einzige wrote:
             | Aimmy is still undetected everywhere except overwatch last
             | I checked:
             | 
             | https://github.com/Babyhamsta/Aimmy
             | 
             | And it's likely that most detection systems can be
             | trivially fooled by me ChatGPTing the code around the way
             | mouse movements are implemented to act slightly different /
             | use a different compiler or something to get different file
             | hashes on the core tool.
        
         | andrewmcwatters wrote:
         | You don't need kernel-level cheats to bypass VAC, nor kernel
         | level anti-cheats to catch cheaters.
        
           | fngjdflmdflg wrote:
           | >nor kernel level anti-cheats to catch cheaters.
           | 
           | Do you have some examples of good anti-cheats that are not
           | kernel-level? Do you have any that are as good as Riot's
           | Vanguard? I'd prefer examples of FPS games since these are
           | the most mechanically skill based compared to other genres
           | that have more strategy, but would like to hear any examples
           | you are thinking of. Lastly, if you say server-side, that may
           | work, but many companies don't seem interested in it due to
           | the cost, at least IIUC.
        
             | flessner wrote:
             | As someone that plays CS2 and Valorant regularly...
             | 
             | Vanguard hasn't been effective for a while now. The
             | cheating situation is a lot worse than CS in my experience,
             | but every discussion gets shutdown because... well... it's
             | Vanguard.
             | 
             | With CS2 I have talked to many players about this and
             | everyone says the same thing: "There's a very noticeable
             | decline in cheaters above 10k Elo."... personally I have
             | pushed beyond 15k and briefly above 20k Elo and the amount
             | of cheaters have steadily declined (although less obvious
             | cheats, eg. wallhack, are probably more common at that
             | level) - for Valorant it has pretty much stayed at a
             | constant amount of "cheatiness" across the ranks.
             | 
             | CS actually has a rich history of features, functions,
             | services?... that aren't strictly anti-cheat...
             | 
             | Overwatch gave players the option to "police" others
             | players replays - this wasn't only against cheating, but
             | also griefing.
             | 
             | Prime? Is it still even a thing? It was great when CSGO
             | went F2P... all the cheaters just annoyed the non-prime
             | players (F2P).
             | 
             | The ominous Trust factor which is probably the single most
             | effective piece in making my personal experience great. But
             | there's no real way to tell?
             | 
             | Also, VacNet - which is running? is AI based? banning
             | players? lowering their trust factor?... with Valve there's
             | no real way to tell most of the time, but it's probably
             | existent in some shape, way or form.
             | 
             | Not to say that CS2 has solved cheating, it's far from it -
             | but neither has Valorant.
        
               | fngjdflmdflg wrote:
               | I have a _very_ hard time believing that the rate of
               | cheaters _go down_ in high elo. IIRC the new CS2
               | leaderboard still regularly features cheat companies on
               | it (eg. config by [cheat dev] as the leaderboard name.) I
               | myself do not have any data to back up that claim, but
               | yours completely goes against what I have experienced.
               | 
               | I think the point about wallhack being more common in
               | higher elo is more likely. I would add that some forms of
               | trigger botting and recoil control cheats are actually
               | more difficult to tell than wallhacking. Spinbotters
               | don't get very high elo because they get mass reported
               | because of how blatant they are, likely not due to VAC. I
               | would need some real evidence to believe that claim
               | (although as I said I similarly have no evidence myself
               | to convince you to accept my claim).
               | 
               | One thing I _can_ say is that I do frequently meet
               | cheaters in CS these days, and the issue has gotten so
               | bad in my experience that many cheaters even announce at
               | the start of the game that they eg. have wallhack. Or one
               | team member will turn on cheats if a game is getting
               | close towards the end of the game. Also, the main reason
               | FACEIT exists is for its anti-cheat, and on FACEIT there
               | are almost no reports of cheating, and it 's a big deal
               | when it happens. If VAC was really working now we would
               | see more people leaving FACEIT. I must ask when you
               | started playing CS? Because the only way your post makes
               | sense to me is if you started playing around the time
               | when CS2 came out, which indeed did have more cheaters
               | then it does now, but that was truly an exceptional level
               | of cheating and I don't think that is a fair point of
               | comparison, especially as a comparison to Vanguard.
               | 
               | I admit to taking claims about Vanguard at face value and
               | I've never played Valorant (in part due to Vanguard, as I
               | don't want to install a rootkit). But what you say about
               | Vanguard also completely goes against what I have heard
               | about it.
        
               | Vilian wrote:
               | You don't have replay in valorant, you can't be sure if
               | the other player was cheating or not, in CS you can
        
               | flessner wrote:
               | I absolutely support your claims about the leaderboards,
               | it's an obvious show of cheating in CS2. There's also a
               | strong incentive for cheating companies to be there so it
               | might not be descriptive of the _average_ experience.
               | However, I can 't speak for that level as my peak was
               | barely over 25k (top 1%?) and the leaderboards are simply
               | orders of magnitude away from that.
               | 
               | Regarding cheaters announcing they're cheating - I
               | haven't encountered that in a long time, but I have heard
               | of it often enough from new players... so it might be an
               | issue with trust factor, but who knows?
               | 
               | I have actually been playing CS off and on since around
               | 2017 - at least in my experience the current cheating
               | situation isn't worse than it was back then, but it's
               | also not better. The only time it was meaningfully better
               | was when prime released around 2021.
               | 
               | However, it's also true that I started playing more after
               | the release of CS2... and the aforementioned 10k Elo mark
               | was a real pain point for me and my friends. Every time
               | we were due to pass it we ran into cheaters, smurfs and
               | even a server crash once (incredible luck?). After over 3
               | months we made it past 10k and climbed above 15k Elo
               | within 2 weeks. - This is my experience and I have heard
               | similar stories from other players. (Although ranks have
               | been massively imbalanced at that time as well, which
               | partly explains this?)
               | 
               | Nevertheless, it's good to have a discussion about
               | cheating - in CS2's case the experience can be so
               | different depending on the region, ELO, trust factor, ...
               | with Valorant the discussion simply gets shutdown way to
               | often because of "Vanguard" and without a replay system
               | you're just left to your own devices.
        
               | xinayder wrote:
               | They should implement honeypots like they did with Dota
               | 2: https://www.dota2.com/newsentry/3677788723152833273
               | 
               | but yeah I can agree, my friends say CS2 is full of
               | cheaters, I have played 7-12k rating and I got only a few
               | cheaters throughout this whole year of CS2.
               | 
               | and they say they keep playing Valorant because there's
               | way less cheaters than CS2.
        
             | cmxch wrote:
             | Blizzard's Warden + their legal team. While not strictly an
             | FPS directed solution, I can play Heroes of the Storm in
             | more places without breaking my system like Vanguard does
             | for League of Legends.
        
             | akira2501 wrote:
             | My question would be can't the netcode be improved to
             | prevent this in the first place? The fact that all players
             | receive full game state enables this. In the early 2000s
             | this made sense. Does it still today?
        
               | rkharsan64 wrote:
               | That will only protect you against wall hacks. This is a
               | strategy known as fog of war. The server will not send
               | the positions of players far from you. However, you still
               | need to send the positions of players near you, but still
               | behind walls, otherwise lag compensation won't work
               | properly.
               | 
               | This doesn't protect you against trigger bots (shoot
               | automatically when you put your mouse on a target), aim
               | bots (snap to targets, ranging from obvious hacks to very
               | minute adjustments), and others.
        
               | akira2501 wrote:
               | > lag compensation
               | 
               | That's already done entirely server side. It could only
               | be. If you mean predictive positioning from the client
               | side you can do that with far less state than gets
               | transmitted today, and you could factor in the other
               | players momentum on the server side to see if prediction
               | would even be necessary in a given frame or not.
               | 
               | The server could also send lots of phantom updates so the
               | player client has no idea which objects are real and
               | which aren't. The hacks could work around this but it
               | would take a lot of power to do so. There's room for
               | asymmetric counterhacks here.
               | 
               | As for the other types of bots those are far less useful
               | and more detectable by naked eye without wallhacks, which
               | ironically, is because lag compensation is server side,
               | these hacks do not have a deterministic outcome when
               | used.
               | 
               | When you look at a video of what a wallhack enables and
               | how much state data gets transmitted that shouldn't be, I
               | would be embarrassed to have such unworthy netcode in the
               | 2020s. They've had 20 years and have done next to
               | nothing.
        
               | Ekaros wrote:
               | Not to forget positional sound. Which is real part of
               | these games and for that you need to send some
               | information to clients.
        
               | Hikikomori wrote:
               | Both CS and Valorant has had it for years, MOBA games as
               | well. It works when you have maps with simple geometry.
        
         | skizm wrote:
         | As a counter strike player, I definitely shy away from the
         | invasive anti cheat stuff... but I'd let valve inject it into
         | my veins if it meant I could actually play and not suspect
         | everyone of cheating all the time. Mostly because Valve has
         | earned my trust. I won't install games from other companies
         | using similarly invasive techniques though.
        
           | dietr1ch wrote:
           | While I trust valve, I'm not willing to mess up with my
           | workstation to play.
           | 
           | Also, there's hardware cheats, so I don't need a rootkit on
           | my machine, but a server side thing that properly weeds bad
           | players out through reports/trust and automated bans.
        
             | janderland wrote:
             | Reports only work so well. Overwatch has MANY cheater in
             | spite of vigorous reporting.
        
             | freeAgent wrote:
             | Yeah, I generally trust Valve but gaming is definitely not
             | important enough to me to give them kernel access to my
             | system. I'm sure many gamers disagree with me though.
        
             | Sohcahtoa82 wrote:
             | > a server side thing that properly weeds bad players out
             | through reports/trust and automated bans.
             | 
             | No. No no no.
             | 
             | Automated bans via the report system is very well-known to
             | be abused.
             | 
             | Even if you implement a "trust" system where initially, all
             | your reports are manually verified by game staff until its
             | determined your reports are correct until your reports are
             | acted on automatically, all it takes is a player to just be
             | "good" until their trust is high enough, then start
             | reporting people who don't actually deserve it.
             | 
             | And I'm not convinced that server-side anti-cheat can be
             | effective. You have to rely entirely on heuristics. Sure, a
             | simple aim-bot that instantly snaps someone's aim right on
             | someone's head might be detectable, but one that simply
             | lets you see through walls certainly won't be if the player
             | doesn't make it stupidly obvious by pre-aiming around every
             | corner.
        
           | adastra22 wrote:
           | Valve wouldn't purposefully backdoor you for nefarious
           | purposes. But any such code is not nearly reviewed enough to
           | be sure it is free of unintentional backdoors that could be
           | exploited by third parties.
        
           | veunes wrote:
           | Trust in a company plays a huge role here
        
           | anonymousab wrote:
           | I take it community moderation tools like voteban/votekick
           | aren't sufficient anymore?
           | 
           | They worked pretty well for pub matches back in CSS and 1.6,
           | where it was pretty trivial for anyone to cheat or bot for
           | free with minimal effort. I wonder what changed.
        
             | jonathantf2 wrote:
             | In a normal 5v5 match, you need everybody else on the team
             | to vote yes to kick the cheater. If they're queued with
             | someone else (which is very likely) then you've got no
             | chance
        
           | LinXitoW wrote:
           | But you couldn't. After all, there's a lot of hardware based
           | cheats that even KLA can't reliably detect.
           | 
           | If you're "not sure if someones cheating or just good", maybe
           | that's a mental problem with you? Put differently, if all
           | cheaters were perfectly hidden (aka looked exactly like a
           | real player of that skill level), would you still care? If
           | yes, you seem more interested in a morality than actually
           | enjoying the game.
        
         | mock-possum wrote:
         | Do you think a large percentage cares about _cheats in
         | general_?
        
         | ehnto wrote:
         | Yep. I would call myself a privacy focused person, but given
         | that Windows is the primary platform for PC gaming, and I trust
         | Microsoft about as far as I can throw a their corporate
         | headquarters, the platform is already compromised. Treat it
         | accordingly, play your games. Maybe watch your adult films and
         | write your memoirs on a different system than your gaming rig.
        
         | veunes wrote:
         | Ideally, players would be given both a choice and a clear
         | breakdown of what's actually being collected or monitored.
        
         | rldjbpin wrote:
         | valve has their own ethos in this topic, which i wholeheartedly
         | accept. you can guess which end of the spectrum they lie from
         | the original news article.
         | 
         | faceit for the longest time has had their own way around this.
         | so did esea, before they ruined the trust forever
         | (https://news.ycombinator.com/item?id=5636233). some highly-
         | motivated players still found ways around it
         | (https://news.ycombinator.com/item?id=39352331).
        
       | dbrueck wrote:
       | The anti-cheat problem is long-running and complicated. 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 hope to see more discussion on possible solutions and tradeoffs
       | - this is a challenging technical problem whose solution (if
       | there is one) is fairly valuable.
       | 
       | [edit: hopefully fixed the tone, per feedback]
        
         | sadeshmukh wrote:
         | Why isn't server-side anticheat a possible solution? Cheats can
         | spoof inputs purely through visual output as well, meaning
         | there cannot be full trust client-side.
        
           | ukd1 wrote:
           | Oh it's a solution, it's just worse than kernel-level - as
           | it's much easier to bypass.
        
           | burnished wrote:
           | Not an expert but I've done a little reading and basically
           | the combination of real time actions and a network makes it
           | intractable, you end up just having to trust the client on
           | some things (or having to make trade offs like a client
           | potentially not having the information needed to display the
           | game state to the player, or choppy/unresponsive gameplay as
           | a function of latency).
        
             | FactKnower69 wrote:
             | >some things
             | 
             | Any specific examples? I hear this said all the time and
             | it's almost never true.
             | 
             | Movement, for example: many decide to just let clients be
             | fully authoritative over their positions and then act
             | shocked when teleport hacks drop. Just keep track of the
             | player's max move speed server-side, continually validate,
             | and flag if they consistently move faster than is possible
             | according to the server. No one is ever saying you have to
             | validate inputs server-side in lock step with zero client-
             | side prediction whatsoever and enforce 200ms of input lag
             | for all players.
        
               | lifeformed wrote:
               | It's not teleporting that's hard to deal with, it's
               | aimbots and wall hacks. You have to trust the client with
               | enemy position information that it shouldn't be able to
               | see yet, and trust their shot position inputs.
               | 
               | Also, constantly flying around and teleporting is easy to
               | catch, but using it in small bursts is very powerful and
               | harder to catch.
        
               | tga_d wrote:
               | >You have to trust the client with enemy position
               | information that it shouldn't be able to see yet
               | 
               | That seems like something that would be solvable with
               | location-style differential privacy. Report a number of
               | plausible locations to the client small enough that it
               | can efficiently anticipate them all, but large enough to
               | prevent being able to auto-aim or wall hack. Run some
               | bots or actual player movements recorded from other
               | matches, originating from roughly the same point where
               | you last saw the real opponent.
               | 
               | >constantly flying around and teleporting is easy to
               | catch, but using it in small bursts is very powerful and
               | harder to catch
               | 
               | Even small violations of continuity seem like they'd be
               | observable server-side, no? I've not studied this, but
               | presumably clients must be constantly phoning home with
               | their position.
        
               | musjleman wrote:
               | > That seems like something that would be solvable with
               | location-style differential privacy. Report a number of
               | plausible locations to the client small enough that it
               | can efficiently anticipate them all, but large enough to
               | prevent being able to auto-aim or wall hack. Run some
               | bots or actual player movements recorded from other
               | matches, originating from roughly the same point where
               | you last saw the real opponent.
               | 
               | Has already been done in COD: Warzone. Varying levels of
               | success, cheat developers end up heuristically
               | eliminating fake players.
               | 
               | > Even small violations of continuity seem like they'd be
               | observable server-side, no? I've not studied this, but
               | presumably clients must be constantly phoning home with
               | their position.
               | 
               | This issue usually is game/game-engine dependent and is
               | achieved either by exploiting bugs or manipulating lag
               | compensation. Not exactly a very common thing.
        
               | lifeformed wrote:
               | > Even small violations of continuity seem like they'd be
               | observable server-side, no? I've not studied this, but
               | presumably clients must be constantly phoning home with
               | their position.
               | 
               | Jumps in position are not always illegal: network issues,
               | quirks from physics-based forces, glitches in the game,
               | are all very common and can all cause unexpected
               | positions. Differentiating from bannable offenses is not
               | easy. Yes, there's always heuristics you can use to
               | narrow down possible issues, but you have a limited CPU
               | budget: You need to be running multiple instances per
               | machine, each updating 60 times a second, serving dozens
               | of players, sending and receiving constant updates to and
               | from all players 30-60 times a second, while simulating
               | physics, large worlds, complex player states, and
               | synchronizing the states of thousands of objects. It's
               | tricky to get everything right and performant. And people
               | will get extremely mad if you make a false positive.
               | 
               | > That seems like something that would be solvable with
               | location-style differential privacy. Report a number of
               | plausible locations to the client small enough that it
               | can efficiently anticipate them all, but large enough to
               | prevent being able to auto-aim or wall hack. Run some
               | bots or actual player movements recorded from other
               | matches, originating from roughly the same point where
               | you last saw the real opponent.
               | 
               | But what is the client suppose to do when actually seeing
               | the real position? At someone the waveform needs to
               | collapse and reveal the real location. The only way to
               | make the fake locations indistinguishable from the real
               | ones is to make them a real enemy player from the
               | client's point of view. But then you stumble across all
               | these fake enemies that don't do anything? You could
               | place them in unreachable positions so normal players
               | wouldn't ever find them. But then the heuristics for
               | checking if a client "knows" about the position is still
               | quite fuzzy. Also, visuals aren't the only giveaway of an
               | enemy location. Audio is also location based. Playing
               | fake audio would be detrimental to normal players'
               | experiences.
               | 
               | Having said that, the unreachable-fake-player technique
               | is not bad, it can cut out some low hanging fruit. But
               | it's only part of the equation of a robust anti-cheat
               | solution. It's complex to implement and only gets you
               | some cheaters.
        
           | phire wrote:
           | A good anti-cheat solution needs both client side and server
           | side components, they complement each other.
           | 
           | You also need active human involvement, both as moderators
           | and evolving the anti-cheat technology over time.
        
           | fireant wrote:
           | We're mostly talking about FPS here, you've got 2 main cheat
           | categories: aimbots and esps (visibility hacks)
           | 
           | Esps are purely client side, they read actors from game's
           | memory and draw a client side overlay. It's impossible to
           | protect against these on the server. Even if you had perfect
           | culling from the server (didn't send players behind walls for
           | example) you'd still have semitransparent surfaces like
           | foliage and smoke. There are people making good money in PUBG
           | just making enemy textures that are easier to see. You need
           | kernel anticheat to prevent the cheat reading the memory.
           | Also you want to take screenshots periodically and detect
           | overlays.
           | 
           | Aimbots in the olden days could be detected on the server
           | because their movements were instant, precise, unnatural
           | snaps. But these days cheat developers have wisened up. Again
           | the best protection is to prevent the cheat from reading the
           | games memory in the first place, some anticheats go as far as
           | to try to prevent input from any artificial device (so the
           | cheat can't create mouse movement)
           | 
           | There are also movement hacks, but I don't think that these
           | are really common these days. You can detect protect against
           | these on the server side
        
             | Hikikomori wrote:
             | Just adding that occlusion only works with games that have
             | simple geometry, 90 degree corners, straight corridors,
             | enclosed areas and no large difference in elevation. So its
             | useful in games like CS or Valorant, but will not work well
             | in open games like Battlefield or Escape from Tarkov.
             | 
             | There's also DMA based cheats that will read memory with
             | another computer which can then output an ESP overlay to a
             | HDMI or DP merge box that will show both the game and
             | overlay on your monitor. They can also do aimbot by adding
             | mouse inputs to a device you connect your mouse.
             | 
             | Websites sell DMA cards and these other devices together.
        
         | talldayo wrote:
         | > I'd love to see more curiosity from the HN community on this.
         | 
         | I'd love to see more curiosity from developers - the
         | disappointment is mutual. Instead of attempting to
         | systematically stop _all_ forms of cheating through innovative
         | or competitive methods, it would appear the industry is
         | converging on dangerous half-measures and excusing it with
         | evidence from a clearly failing system.
         | 
         | What should we, the users, expect? Perfect, cheat-free software
         | that surveils us endlessly, or "good enough" security that lets
         | users decide for themselves which servers are suitable? Let me
         | cast my vote, and I know which ideal _I_ consider realistic and
         | attainable.
        
           | Levitating wrote:
           | > I'd love to see more curiosity from developers
           | 
           | Developers spent millions on Anti-Cheat. It's why entire
           | products like EasyAntiCheat and BattleEye exists.
           | 
           | Valve spent a LOT of time and effort on VACNet, a server side
           | machine learning based Anti-Cheat primarily trained only on
           | CS:GO verdicts and it was awful still.
           | 
           | Developers know the common methods used by cheaters. That
           | includes exploiting known vulnerable kernel drivers to run
           | code in the kernel. The only way to monitor for this is to
           | utilize a kernel module loaded before that of the cheater.
           | That's why the current state of Anti-Cheat is the way it is.
           | 
           | The developers of various anti-cheats like Vanguard have been
           | very transparent about this.[1]
           | 
           | [1]: https://www.leagueoflegends.com/en-us/news/dev/dev-null-
           | anti...
        
         | sunshowers wrote:
         | While all of what you're saying is true, I think it is worth
         | noting that historically a large chunk of this problem was
         | solved by communities hosting servers. I agree that in the
         | matchmaking era, remote attestation via kernel-level anticheat
         | is the inevitable solution that you converge to after a few
         | iterations.
         | 
         | And yes, servers would often kick out people who were too
         | outside of the general skill level, even if they weren't
         | cheating. As (say) a p80 player, playing against a p99 player
         | feels roughly as bad as playing against a cheater. (But of
         | course the p99 player is doing so honestly.)
        
           | ethbr1 wrote:
           | > _historically a large chunk of this problem was solved by
           | communities hosting servers_
           | 
           | Yes and no.
           | 
           | I lived through that era too, and there are serious scaling
           | problems: at some point, trying to banhammer griefers with
           | rotating IPs becomes a full time job, and then the public
           | servers turn into a dumpster fire.
        
             | sunshowers wrote:
             | Yeah, having written that I was thinking about this as
             | well. There's a lot of unpaid labor involved in that model.
             | Maybe, between rootkits and that kind of exploitation of
             | humans, rootkits are the less unjust option.
        
               | ethbr1 wrote:
               | I'd be curious how many anti-cheat rootkit vendors that
               | there are out there, though. It seems like the sort of
               | industry that consolidation to 3-4 larger, more well-
               | funded vendors would be beneficial in terms of security.
               | 
               | Versus everyone rolling their own or using smaller /
               | cheaper solutions.
        
             | consteval wrote:
             | Solution: submit them for an account ban.
             | 
             | The games that have the most cheating either:
             | 
             | 1. don't do account bans
             | 
             | 2. don't limit account creation
             | 
             | You can trivially limit account creation by just charging
             | money for the games.
        
               | sunshowers wrote:
               | I think free to play is where the market has ended up.
               | 
               | I get it, though, I kind of stopped playing competitive
               | games after it became all about the F2P grind. Even
               | cosmetics-only F2P hits a part of my brain that I try
               | keeping in check. I just play single-player and
               | cooperative games now.
        
               | ethbr1 wrote:
               | When one enters the career and/or family stage of life,
               | it doesn't make sense to compete against people who have
               | the time commitments of neither. ;)
        
               | ethbr1 wrote:
               | Account bans + community servers don't work either, as
               | the chain of custody for evidence is tainted.
               | 
               | I say consteval was caught cheating on the server I run,
               | and that account should be banned.
               | 
               | Am I, my server's admin, lying?
        
           | jeff_carr wrote:
           | Not at all correct! Nothing of what was said is true. The
           | actual reality is:
           | 
           | * Microsoft makes piles of money from Gaming * Microsoft got
           | involved with Gaming to damage Linux adoption and corporate
           | support (Sony/Linux/Playstation) * Microsoft spends massive
           | amounts of attention on gaming to lock in the general public
           | to Windows * Microsoft continues to lose to Linux * Microsoft
           | uses cheating to lie about open source being 'something
           | something' cheaters
           | 
           | The fact of the matter is that Microsoft has absolutely no
           | interest in an open source solution to these problems and are
           | using these issues to lie, mislead and spread FUD in some
           | absurd fantasy world where only some superior microsoft
           | driven closed source solution is the only possible way this
           | can be solved. All of that is a complete lie. Nothing more.
           | 
           | A smart linux and free software lawyer would be wise to file
           | a class action lawsuit for discovery documents inside
           | Microsoft where one would undoubtedly find piles of emails
           | between the executives hell bent on doing everything to
           | damage Linux adoption have stupidly wielded this unidentified
           | axe which is actually a -4 cursed boat anchor.
           | 
           | Anyone that tells you that computer security or trust can
           | only be done with proprietary software is lying to you for
           | their own benefit.
        
             | sunshowers wrote:
             | Sorry, where did Microsoft come in? I'm not sure what
             | Microsoft thinks but I do see both the ups and the downs of
             | remote attestation.
        
         | latexr wrote:
         | > I'd love to see more curiosity from the HN community on this.
         | 
         | These kinds of sweeping comments are as frequent as they are
         | tiring. There are other comments like yours in this thread and
         | yours is currently at the top. It has nothing to do with a lack
         | of curiosity, you're simply seeing the contrarian dynamic at
         | play.
         | 
         | https://news.ycombinator.com/item?id=24215601
        
           | dbrueck wrote:
           | I appreciate the feedback - I've edited the comment to
           | hopefully do better. Thank you for taking the time!
        
         | cmxch wrote:
         | Rejoinder: Blizzard's Warden. No bootkit, no invasive system
         | configuration required, even plays nice with "niche/enthusiast"
         | platforms like Linux, doesn't even care if your keyboard isn't
         | a bit niche too.
         | 
         | Thought: If they expect a console level of lockdown, why do
         | they bother writing for the PC? If I wanted a $game_console,
         | I'd buy the console.
        
           | dbrueck wrote:
           | Hmm... isn't Blizzard's main FPS title Overwatch though?
           | Cheating seems pretty common in that game (and there are tons
           | of forum threads where people are complaining about it).
        
             | ethbr1 wrote:
             | Forum threads aren't a great measure of cheating though,
             | given the toxicity and inability of the average gamer to
             | admit "the other player was better than me."
        
             | pezezin wrote:
             | There are tons of forum threads about gamers complaining
             | about every single game in history. Seriously, most gaming
             | forums are incredibly toxic.
        
             | LinXitoW wrote:
             | I have about 1500 hours in OW and OW2. I can't recall ever
             | playing with/against a cheater.
        
         | Gamemaster1379 wrote:
         | > game companies are highly incentivized to work with (or at
         | least not antagonize) the elite players
         | 
         | Actually, this is generally untrue. Companies BELIEVE this but
         | often times, these players are a vocal minority put on pedastal
         | and they often end up making the game worse for the general
         | player base.
        
           | dbrueck wrote:
           | Sorry for not being more clear, I was referring to the
           | advertising or promotion that comes via the elite players.
           | Take Valorant, for example. Riot Games leveraged their League
           | of Legends user base and gave early access to high-end
           | players and that apparently played a big part in helping its
           | popularity take off. Now it has a robust presence in eSports,
           | again helped by the high-end players.
           | 
           | It's not uncommon now for popular professional streamers to
           | get early access to new features/modes because the game
           | companies know that those players can help build or retain
           | the player base.
        
             | BlueTemplar wrote:
             | Are they popular because they are the best, or because they
             | are entertaining ?
             | 
             | I wouldn't discount those mediocre (or even outright bad)
             | at the game, but moving huge audiences...
        
         | FactKnower69 wrote:
         | >no, you can't completely solve this server side
         | 
         | This is what every dev who can't be bothered to implement
         | relevancy filters says when their server broadcasts the
         | locations of every hidden player to every other player every
         | tick and wallhacks drop a week later
         | 
         |  _Exactly_ what can 't be fixed server side? Are you just
         | talking about aimbots and other situations where script kiddies
         | can trivially author bots that generate optimal inputs? Because
         | at a certain point that's more a problem with shitty, boring
         | game design that got stale 20 years ago; if the top of your
         | game's execution ceiling is "can the player click on heads
         | perfectly" you have bigger problems
        
           | dbrueck wrote:
           | Relevancy filtering is more for network traffic optimization,
           | it doesn't really help with cheating in most cases. In a FPS,
           | for example, the actors the cheater most wants to know about
           | are almost always also network relevant.
           | 
           | But taking a step back, for fast games (like an FPS), the
           | latency requirements drive you to send semi-secret info to
           | the client (like the positions of other players), and so
           | that's where things start to break down. But the traffic in
           | the other direction is a problem too, as you have all of the
           | scenarios in which the messages to the server (e.g. aim info,
           | timing of weapon of firing) can be spoofed or engineered.
           | 
           | The motivation for the client-side anti-cheat systems is to
           | extend as far as possible the envelope of what is considered
           | trustworthy - i.e. if they can't solve the latency problem,
           | then they try to make the client more trusted.
           | 
           | It's impossible to completely solve the problem, so it's
           | about finding a solution that solves as much of the problem
           | as possible. Unfortunately the main thing going for kernel
           | anti-cheat is that most users don't care that they have to
           | let someone root their machines to play a game, though the
           | tide would likely turn if there were a high publicity
           | exploit.
        
           | lifeformed wrote:
           | "All cheats can be trivially solved server side, as long as I
           | exclude all games I don't like, which are also the games
           | where the problem is hardest to solve and most relevant to
           | the discussion."
        
           | Hikikomori wrote:
           | Server side can not do anything about ESP or aimbot as they
           | rely only in information that the server must provide the to
           | the client. ESP can be curbed somewhat by obfuscating objects
           | not in their view, but how effective this is depends very
           | much on map geometry as the server must send it at some
           | point. It works okay in games like CS/Valorant (that already
           | has it implemented for years) but does basically nothing in
           | Battlefield/Apex/Escape from Tarkov as they have very open
           | maps. Aimbot can be configured to be pretty much
           | indistinguishable from the best players.
        
         | nox101 wrote:
         | Do you think it will escalate to the point that client side
         | checks will be worthless? Say in 5yrs I can let an AI watch the
         | screen and control the mouse and keyboard. From the rootkitted
         | computer, it can't tell I used an external AI to control the
         | USB keyboard and mouse.
        
           | zerd wrote:
           | In 5 years -> hobby project 3 years ago:
           | https://www.youtube.com/watch?v=LXA7zXVz8A4
        
         | 127 wrote:
         | Just use local servers and player validation signatures.
         | Faceless matchmaking is bullshit. Local communities win. Don't
         | mix e-sports with casual game-play. Just like you don't need a
         | security detail for the average person, you don't need invasive
         | anti-cheat for the average gamer.
        
         | bitsandboots wrote:
         | Perhaps true of competitive games. But I find anticheat mainly
         | exists to protect microtransaction games. And generally those
         | games aren't worth playing, so having the little badge on steam
         | can help avoid wastes of time.
        
       | agentultra wrote:
       | Yeah... it's more that the anti-cheat itself provides surface
       | area for RCE's than the anti-chest company using it nefariously.
        
       | yreg wrote:
       | I've just reinstalled GTA V last week and I was very surprised to
       | find out that I now have to install a rootkit to run it.
       | 
       | They had the balls to add a mandatory kernel extension into a
       | game that I've bought 10 years ago and that I wish to play in
       | single player only.
       | 
       | I find it utterly ridiculous. As usual, piracy would have been
       | the superior experience.
        
         | neilv wrote:
         | One of the reasons I run a PS5 instead.
         | 
         | AFAIK, there's fewer cheaters on PlayStation current-gen than
         | on PC, and I don't have to worry about anti-cheat kludges
         | corrupting my "rig".
        
           | Aeolun wrote:
           | You mean all the anti-cheat options are pre-built into your
           | rig?
        
             | portaouflop wrote:
             | Which is fine on a device that you only use for gaming, or
             | am I missing something?
        
               | dmichulke wrote:
               | Well, you run untrusted code in your local network.
               | 
               | Then again, we all trust our "smart" devices even if we
               | really don't.
               | 
               | I suppose a separate network would be the safe option (if
               | you trust your router).
               | 
               | That said, have there been rotten meat attacks using
               | "temporarily above temperature" fridges?
               | 
               | Are vegans just applying a defensive strategy against
               | those?
        
               | lxgr wrote:
               | Not nearly every "gaming PC" is used for only that.
               | 
               | When I grew up, I had one PC to do everything: Homework,
               | gaming, learning to program, storing the single copy of
               | treasured family photos, gaining painful experience in
               | why to make backups before modifying the MBR to dual-boot
               | Linux...
               | 
               | Especially with iPads and Chromebooks becoming more
               | prevalent in an education context, a "gaming PC" might
               | well be the only computer that gives the user full
               | control over it that many children have access to these
               | days.
        
               | prmoustache wrote:
               | Computers were much more expensive back in the days and
               | would be obsolete much faster.
               | 
               | Nowadays for 50EUR you can have a decent second hand
               | computer with an older gen core i5 and 8 to 16GB of
               | memory. That is plenty enough to run qubesOS.
        
               | wing-_-nuts wrote:
               | I get where both sides are coming from.
               | 
               | On the one hand, buying a console and a reasonably spec'd
               | laptop is clearly the better value. I did this during
               | college, and both my laptop, and my console both lasted
               | about a _decade_ without requiring any upgrades. I did
               | this again with the PS4. You wind up spending _far_ less
               | than you otherwise would trying to keep a gaming pc
               | reasonably up to date, and both devices are optimized for
               | their usage.
               | 
               | On the other hand? At some point most of us will realize
               | that we've been successful enough that we don't _have_ to
               | optimize for value, and we can choose  'all of the
               | above'. I now have a PS5 AND a stupidly overspec'd AI /
               | gaming desktop. I've enjoyed having both.
        
             | grbrr wrote:
             | Yes, so you don't have to run a rootkit on a machine that
             | you might file your taxes on.
        
               | echoangle wrote:
               | I would bet 90% of people here have at least another
               | laptop if they have a gaming PC, if you're concerned
               | about being compromised by rootkits, just do your taxes
               | on that.
        
               | stavros wrote:
               | There's nothing "just" about compromising one of my
               | machines so badly that I don't trust it to file my taxes
               | on any more.
        
               | lostlogin wrote:
               | So you own one machine and Rockstar owns the other?
        
               | echoangle wrote:
               | Well that was supposed to be the deal with the
               | PlayStation, too.
        
               | Dilettante_ wrote:
               | "Your computer calls me root too"
        
             | pjc50 wrote:
             | Yes. It's kind of an odd situation, because it's one where
             | it's a benefit _to me_ if _other people_ are running anti-
             | cheat. A limited sort of remote attestation that the people
             | you 're playing with aren't running certain kinds of
             | software that peeks into or alters the memory image of the
             | game or its graphics drivers.
        
           | pixxel wrote:
           | You've just got Sony watching over you and transcribing your
           | audio conversations with friends.
        
             | generalpf wrote:
             | "Shoot that guy" "Ok"
             | 
             | Super valuable stuff.
        
               | croes wrote:
               | Training data for AI
        
               | WithinReason wrote:
               | Sony is training the AI drones for the battlefields of
               | the future from gamer conversations
        
               | Lanolderen wrote:
               | Can't wait to hear "Who you challin lil bro" as I get
               | shot in the ass by a drone.
        
               | shultays wrote:
               | Not only future drones will get better at killing you,
               | they will also learn to shit talk after doing that
        
               | notabee wrote:
               | Or more likely, listening to background noise to spy on
               | what family members are saying and listening for
               | marketing/brand trigger words. It may not be very human
               | audible but if it's machine audible it will probably be
               | scraped.
        
           | Woeps wrote:
           | This is the exact reason why is started with streaming
           | services for games (Gfore/boosteroid/game pass). Next the
           | anti-cheat thing I also spend less waiting for updates. And
           | this way I can still play these games with my buddies.
        
         | mrpippy wrote:
         | Add '-nobattleye' to the Steam command-line launch options and
         | you can play single-player without any installs.
         | 
         | (Rockstar really should've made this a separate launch option
         | like other games do)
        
           | soderfoo wrote:
           | > (Rockstar really should've made this a separate launch
           | option like other games do)
           | 
           | This is what happens when a producer's/product manager's
           | _cherished_ KPIs come before UX.
           | 
           | In their mind, adding a toggle in the launcher would lead to
           | lower engagement and player acquisition.
           | 
           | We, the players, fail to recognize how our gaming experience
           | can be _enhanced_ by using _social features_ like leader
           | boards, guilds, or in game chat. We are not enlightened.
           | 
           | Think about all the fun and exciting connections you'd miss
           | out on if all the social crap was off by default or in an
           | easily accessible place.
           | 
           | I'm honestly surprised it's a command line option. My guess
           | is that the requirement originated externally.
        
             | veunes wrote:
             | If the decision came from an external party, it's likely
             | from publishers
        
             | parl_match wrote:
             | > This is what happens when a producer's/product manager's
             | cherished KPIs come before UX.
             | 
             | > In their mind, adding a toggle in the launcher would lead
             | to lower engagement and player acquisition.
             | 
             | Not "in their mind". It does and they have the data to show
             | it. Very frustrating situation.
        
               | bravetraveler wrote:
               | It's GTA, if they want to get to Mars... release six
               | there. Just shoot the gold copy out there. People will
               | show up.
        
               | ahartmetz wrote:
               | Not sure if, at this point, it costs SpaceX more money to
               | get to Mars, or Rockstar Games to develop GTA 6. AAA
               | budgets are insane (with IMO meagre results - I don't
               | like most of them).
        
               | bravetraveler wrote:
               | Tough call. Everything is bloated
        
               | ljm wrote:
               | A lot of time and money goes into AAA games and I think
               | there's an inverse relationship at play where the higher
               | the budget is, the more risk averse the studio is. So you
               | end up with a whole suite of AAA releases that all play
               | it safe and just copy small innovations from each other,
               | nobody really daring to push the envelope too far.
               | 
               | I don't really enjoy those games either any more. Too
               | big, too long, and the gameplay feels more like running
               | errands and checking off a todo list than having fun.
               | 
               | Release cycles in the 90s and early 2000s were pretty
               | tight, slowly getting longer as storage and graphical
               | firepower increased. 3D was totally new and studios were
               | trying out all kinds of crazy ideas for games. These days
               | you can basically expect 90% of mainstream releases to
               | follow the same playbook.
        
               | soderfoo wrote:
               | Yeah, it's just me being an idealist and projecting.
               | 
               | I acknowledge what the analytics show, but always allude
               | to the hypothetical _casual loner segment_ who we lack
               | data on because we pushed them away or we don 't measure
               | things relevant to them.
               | 
               | I'm a _boomer millenial_ , or whatever we're called now,
               | and never took to online gaming, so I'm part of this
               | segment.
               | 
               | Casual loners are irrelevant to the monetization and in
               | game economy people, resulting in relegation to second
               | class status.
               | 
               | Until someone figures out a way to milk this segment for
               | that juicy recurring revenue, consumable$, $kins, etc...,
               | we must accept our fate, largely an afterthought.
        
               | romwell wrote:
               | I'm disagreeing with everything you're saying here.
               | 
               | Not because you're wrong.
               | 
               | But because I'm in this picture and I don't like it, and
               | I just found out that "boomer millennial" is a fitting
               | descriptor.
               | 
               | Goddamit.
        
               | Uvix wrote:
               | You're in denial now; you'll work your way to acceptance
               | soon enough (as someone who's done the same thing).
        
               | soderfoo wrote:
               | Thanks for the chuckle, brightened up my day.
        
               | Eisenstein wrote:
               | Yet we are the people who started gaming on PCs -- we
               | made consumer 3D accelerators profitable and spent the
               | time writing about them on forums in the 90s and 2000s.
               | We certainly have the power to move markets.
        
               | bitsandboots wrote:
               | People who can't be monetized sometimes are valued in
               | their opinions. If someone principled really likes a
               | thing, it can gain more popularity by others who trust
               | that person adopting it. Maybe not loners. But there's
               | still reason to make users happy because viral marketing
               | impact cannot be measured well.
        
               | NeoTar wrote:
               | > I'm a boomer millenial, or whatever we're called now,
               | and never took to online gaming, so I'm part of this
               | segment.
               | 
               | And you are not alone - apparently 53% of gamers (total)
               | prefer single-player games, [although this falls to only
               | 30% in the 16-19 years age-group].
               | https://www.midiaresearch.com/blog/most-gamers-prefer-
               | single...
               | 
               | I wonder how much of this is familiarity (i.e. I play
               | games in the style I did when I was sixteen) versus
               | people in older age-groups having less sustained time for
               | gaming (i.e. grabbing twenty minutes while the baby
               | sleeps) and single-player being inherently better for
               | that use-case.
        
               | wing-_-nuts wrote:
               | Part of it is reflexes too. I used to _love_ fast paced
               | FPS games as a teen and was actually pretty good at them
               | until my early 30 's. As time went on, I started noticing
               | I was doing consistently worse in 1v1 firefights. I
               | started gravitating towards games that had a 'slower' way
               | to contribute like playing vehicles in the battlefield
               | series.
               | 
               | As time goes on I've gotten more and more into single
               | player games, especially games that let me build stuff.
        
               | dingnuts wrote:
               | REAL-TIME multiplayer is worse for that use case. There's
               | no reason a game that is asynchronous, like an old school
               | play by mail game, couldn't be fun for twenty minutes
               | when you have time, and maybe there's a limit or a turn
               | involved so you don't get too ahead, and your partner
               | does their thing when they get time
               | 
               | I have wanted to see a game like that for years and
               | years. I think this is why chess.com is huge with the
               | youths, as it fits my description and is fairly unique --
               | I just don't personally care for chess.
        
               | nemomarx wrote:
               | it's a little old but check frozen synapse - top down
               | tactics games like that have done asynchronous
               | multiplayer a decent bit
        
               | kjkjadksj wrote:
               | This is because the multiplayer games we played at 16 are
               | 10-15 years old. You literally can't go back to those
               | happy memories again. You play halo 3 today you get
               | wrecked by the people who haven't stopped regularly
               | playing in over a decade. And when you try and play the
               | latest fps game you go this sucks, its not halo 3.
        
               | _factor wrote:
               | Government regulation of toxic waste dumping negatively
               | impacts profit margins. We have the data to prove this,
               | very frustrating situation.
        
               | Workaccount2 wrote:
               | To be fair, the societal harm from deciding to play
               | multiplayer instead of single player is probably a few
               | orders of magnitude less than toxic waste in the water.
        
               | crest wrote:
               | Granted, but how about the societal harm from an
               | exploitable bug in one or more of these rootkits?
               | Millions of gaming computers could wreck some havoc in
               | the hands of an even slightly creative attacker not
               | restrained by moral or economic considerations...
        
               | xelamonster wrote:
               | But that's why the government had to regulate it. If
               | companies have financial incentive to do something
               | they're going to do it, to make them stop that incentive
               | must be removed. I don't think that comment was intending
               | to justify the situation.
        
               | parl_match wrote:
               | That would not be a frustrating situation, that would be
               | a great situation (the harm is being blocked).
        
               | hx8 wrote:
               | People cannot say no if you never ask for informed
               | consent. If the PC is personal then a root kit is a
               | violation.
        
               | bippihippi1 wrote:
               | read the TOS
        
           | gigatexal wrote:
           | Call of duty 6 launches the single player campaign from the
           | main launcher and I noticed they advertise the anti cheat
           | stuff being enabled (I forget what it's called). For a single
           | player game. Smh.
        
             | kjkjadksj wrote:
             | Achievements are serious business
        
             | archagon wrote:
             | I think it's also no longer possible to play the single
             | player of these games offline.
        
         | veunes wrote:
         | Piracy shouldn't feel like the "premium version" of a
         | product...
        
           | johnisgood wrote:
           | But the reality is that it often is.
        
           | bitsandboots wrote:
           | Ownership is the premium version of a product. Turns out
           | piracy is sometimes the only ownership option. Everything
           | else is just a subscription, license, service.
        
           | tantalor wrote:
           | This is true for watching NFL.
           | 
           | Option 1: subscribe to 7 streaming services which each have
           | some unpredictable subset of games
           | 
           | Option 2: go to some website that has all the games
        
             | ascagnel_ wrote:
             | The MLS did this with their Apple deal (pay a maximum of
             | $120 for a season and you're guaranteed to get every league
             | match of the season through the "TV" app), and it's been
             | reasonably successful. That said, the league used that
             | money in part to bring in Lionel Messi, and his significant
             | international following came along with him, so it's hard
             | to parse out how much of that is because they made the
             | games easy to access (with the significant asterisk that
             | Linux and Android users are stuck with a web app) versus
             | his singular impact.
             | 
             | The other part of this is that MLS is significantly smaller
             | (~$275m in non-team-sponsorship revenue in 2023) than other
             | North American leagues (the NHL, the next-largest league,
             | had ~$6.75b in non-team-sponsorship revenue in 2023), so I
             | don't know how reasonable it is for other leagues to follow
             | the MLS's path.
        
         | k4rli wrote:
         | What's even worse is with this update they completely cut off
         | Linux users. It had been performing better than on W*ndows but
         | they had to ruin the game.
         | 
         | Surely this is foreshadowing the future of GTA VI and will have
         | the same problems of being unplayable.
        
           | dartharva wrote:
           | As he said, pirating is the better option. I'm guessing all
           | pirate releases of GTA V will run perfectly on Linux.
        
         | lmm wrote:
         | So why didn't you pirate it? At some point people need to stop
         | complaining and start putting their money where their mouth is.
        
           | dspillett wrote:
           | It had already been bought some time ago, this was stated as
           | a reinstall.
           | 
           | Using a pirate copy now might avoid the rootkit, but it would
           | not send a message to the publisher as they'll not see a
           | difference between not getting any money for this new install
           | and not getting any money for this new install. Any
           | difference in a numbers-playing stat, if the pirate version
           | doesn't call home to be counted in those, is likely not
           | significant.
        
         | nottorp wrote:
         | I stopped getting Rockstar games for PC when the Steam store
         | page for Max Payne 3 was lying that a rockstar club account was
         | only required for multiplayer. Turns out it was mandatory for
         | single player too instead.
         | 
         | I did get GTA V for playstation, and indeed you can play single
         | player without the rockstar account. Probably Sony forcing them
         | to allow that, I don't think they did it out of the goodness of
         | their hearts.
         | 
         | However, every time you start the game you get a screen pushing
         | you towards multiplayer. And the single time I did click on
         | some multiplayer related options, they spammed my playstation
         | system notifications with 'there are new events in GTA online'
         | even in weeks I didn't start their title at all.
         | 
         | So... good bye, rockstar. Your games are getting too big for
         | their own good anyway.
        
         | alwayslikethis wrote:
         | We need to stop normalizing the idea that businesses can change
         | the offer of a purchased product after the fact.
         | 
         | > These companies are all run by CEOs who got their MBAs at
         | Darth Vader University, where the first lesson is "I have
         | altered the deal, pray I don't alter it further."
         | 
         | https://pluralistic.net/2023/12/08/playstationed
        
         | strogonoff wrote:
         | Big game publishers will inevitably flex the "we can impose any
         | restrictions we want at any time, go sue us" in your face at
         | some point. Piracy is indeed the superior experience,
         | unfortunately, though I would add a caveat that as a rule it
         | does not apply to indie titles.
         | 
         | (At least while they stay indie... Not long ago I was
         | reinstalling Minecraft after a long break and found out that
         | Microsoft has the balls to demand that I verify a phone number
         | to play a game I bought more than 10 years ago. Like with GTA
         | V's rootkit, they don't care if you want to play single-player
         | --once you're locked out of the loader, you're locked out and
         | no human will help you.)
        
         | IG_Semmelweiss wrote:
         | Honest question.
         | 
         | Would a Windows10-11 user be able to tell there are "rootkits"
         | embedded in installations, without looking at the (optional)
         | disclosures made available now on steam ?
         | 
         | In other words, what guarantee is there that if i'm buying a
         | game from Steam, or say GOG, that there's no quasi-malware
         | riding along with the game install ?
        
           | nemomarx wrote:
           | in general anti cheat will advertise that it has kernel level
           | access and might need admin permission during install
           | 
           | if you're worried about hidden stuff I'm not sure how you
           | could tell
        
       | LinuxBender wrote:
       | Are these anti-cheats kernel modules? _Asking because I only play
       | two games on Linux and they do not use rootkits._ If so one could
       | at least prevent the installation using a couple sysctl variables
       | [1]. I do not recommend putting this in  /etc/sysctl.conf or in
       | the .d directory as it can break OS updates among other things...
       | I would instead put it in a startup script so that it can easily
       | be disabled and the node rebooted. This would be in the cases the
       | game installer wants elevated privileges and silently tries to
       | install the modules. Obviously it will break the game but maybe
       | that will happen soon enough so that one can request a refund for
       | the games that did not disclose the rootkit. Once these are set
       | to 1 on a running system the only way to set back to 0 is to
       | disable that startup script and reboot as it becomes immutable on
       | a running system. Your OS update tools should also be wrapped to
       | check if this is enabled, warn you and politely abort until it is
       | unset. The failure conditions are not strictly binary and may
       | work, or appear to work until the machine is bricked.
       | 
       | Related to this it may be worth installing something that does
       | checksum snapshots of the filesystems to see if a game has
       | tampered with system files. OSSEC, chkrootkit or even a cron job
       | that just does this manually and runs diffs. While some package
       | managers have this functionality they will usually ignore files
       | outside of the package manifest that may get picked up by the
       | system. Immutable off-system backups are of course good too.
       | # do not put in /etc/sysctl.conf, instead use a startup script or
       | a script that is run prior to starting Steam.         sysctl -w
       | "kernel.modules_disabled=1"         sysctl -w
       | "kernel.kexec_load_disabled=1"
       | 
       | [1] - https://linux-audit.com/increase-kernel-integrity-with-
       | disab...
        
       | Terr_ wrote:
       | There are two trends in the broader multiplayer game ecosystem
       | which I think are worth highlighting:
       | 
       | 1. More games are trying to cut costs with ad-hoc P2P servers,
       | meaning that sometimes important logic is occurring on a not-so-
       | trusted machine.
       | 
       | 2. More games are using a revenue model which may be threatened
       | by consumer-side tinkering.
       | 
       | For example, imagine a cooperative game that uses a P2P server,
       | and the host has done something to make it much easier for the
       | squad to get a drop of the Super Special Loot (#1) and the rarity
       | of the loot through gameplay drives many players to purchase it
       | though an in-game store.
        
         | mmis1000 wrote:
         | Critical login happen at client machine is how fps games work
         | at all. It's way too late to judge every hit on server due to
         | the latency. A 40ms latency is 3 frame lag even on a 60fps
         | monitor. And It can be a lot worse in a lot of cases. The
         | server may detect some hit that is too far off and impossible.
         | But it have to trust what client says as long as it is on some
         | reasonable range or the game won't even work.
         | 
         | And that reasonable range isn't that small. It is enough to
         | make every bullet that was supposed to shoot on air shoot on
         | the enemies' heads.
        
           | Terr_ wrote:
           | Did you mean to post that to a different subthread?
           | 
           | I'm familiar with FPS networking, however I'm talking about a
           | trend where a customer-machine is designated to act as a
           | game-server, so that the company can avoid paying to host one
           | in a dedicated but more-secure fashion.
           | 
           | If that machines happens to be the attacker's, then their
           | scope for chicanery is so much greater than just wallhacks or
           | aimbots.
           | 
           | For example, they might temporarily or permanently grant
           | everyone equipment that is otherwise locked behind some
           | grind-wall, where the company hopes to make money selling a
           | "level boost". While not totally malicious, it's definitely a
           | "hack" the company will oppose.
        
       | nathants wrote:
       | kernel level anticheat is not enough.
       | 
       | client inputs have to be trusted, and there is no provenance. the
       | kernel has no visibility of inputs.
       | 
       | i'm shipping a 100 player matchmaking game now. clients tick at
       | 360hz, server ticks at 120hz. fair up to 60 ping, which covers
       | entire continents. servers are metal, not vms. epyc 4244p with
       | 2Gbps egress, 1 server per 15 minute game. mitigations=off and
       | nosmt on all clients and the server.
       | 
       | i love steam, but won't be releasing this there.
       | 
       | it's reboot-to-play, a modified archlinux iso that boots directly
       | into the game from a usb drive.
       | 
       | i control not only the kernel, but the os, and every running
       | program. you don't get cortana. you don't get discord. you don't
       | get spotify. you get the game. for the duration of play, your pc
       | becomes an arcade machine.
       | 
       | still, this is not enough.
       | 
       | to play ranked, you're going to have to get a handcam over your
       | left shoulder. it will see head orientation, both hands, full
       | mousepad, and screen. you're also going to use fixed mouse speed,
       | mousepad size, and monitor size. reviewing any players inputs
       | will look familiar, since everyone is playing with identical
       | settings and setup.
       | 
       | kernel anticheat is not enough. we need a reproducible full os
       | setup, down to running programs and network connections.
       | 
       | even that is not enough. we need provenance of user inputs hooked
       | right up to the game replay system, so you or anyone can review
       | engagements from any parties perspective.
       | 
       | obviously this should all be opt in. not everyone wants to play
       | ranked, and whole-os anticheat should help even without input
       | provenance.
       | 
       | have you ever wondered if you died to a cheater or a god? do you
       | wish you could never wonder again? i do. soon, i won't.
        
         | ryankrage77 wrote:
         | I assume this is satire, because nobody would play a game with
         | those requirements.
        
           | nathants wrote:
           | i would never joke about cheaters, spammers, or other
           | netizens of ill repute.
           | 
           | if this is a challenge, consider it accepted.
           | 
           | link in bio.
        
           | bigstrat2003 wrote:
           | I wouldn't be so sure. Life has taught me that people will
           | accept damn near anything in order to get the entertainment
           | they want. If you worked your way up to the point OP
           | describes slowly, over time, I wouldn't be at all surprised
           | if people shrugged and said "it's just what you have to do if
           | you want to play those games".
        
             | nathants wrote:
             | to be honest, all of this would be worth it just to never
             | have to listen to fortnite streamers whine about
             | cheating/bugs/ping/serverlag/stormsurge/etc ever again. i
             | understand why they whine, but i just don't want to hear it
             | anymore.
             | 
             | i sympathize with their pain, and i have the solution.
        
           | jokoon wrote:
           | could be made necessary for pro players many of them were
           | caught cheating
        
         | rxyz wrote:
         | I opened the website in his profile and joined the discord.
         | 
         | Yes there's a discord for this.
        
           | nathants wrote:
           | welcome to the team. reboot-to-play is the future.
        
         | andrewmcwatters wrote:
         | honestly, we have consoles for this dude
        
           | nathants wrote:
           | exactly! what we need is more power, and more mouse room.
           | 
           | anyone playing fortnite ranked already has the needed
           | hardware, and the motivation.
           | 
           | if you haven't won a solo build game on 1440p 360hz, you
           | haven't ever actually played a video game.
        
             | digging wrote:
             | > if you haven't won a solo build game on 1440p 360hz, you
             | haven't ever actually played a video game.
             | 
             | I think this is the most insane thing you've written here
             | today, the one thing I truly disagree with. I'm not sure
             | _you_ even agree with it, given you seem to already
             | understand well the difference between casual, competitive,
             | and hardcore competitive play. But are you aware of solo
             | play?
        
               | nathants wrote:
               | the distinction i'm trying to draw, is that while the
               | term gaming is beloved, it is a very large umbrella. i
               | don't have a new term to offer, but i stand by what i
               | said. 1440p360 solo build win IS a different type of
               | thing than launching a rocket in factorio. we are going
               | to need new terms.
               | 
               | it's not about casual vs competitive. it's about how the
               | game feels to play, and how the adrenaline hits your
               | blood stream.
        
         | dlock17 wrote:
         | All of this, when you can just play on console. I know cheaters
         | theoretically exist there, but in low enough numbers on my PS5
         | games that they don't impact my user experience.
         | 
         | Kudos to your insane game plan. Gonna be hard to get any
         | marketing from Twitch streamers though.
        
           | nathants wrote:
           | thanks! if the plan isn't insane, why bother.
           | 
           | ps5 can't play 360hz and can't use performance mode graphics.
           | consoles are great, but esports will always be on pc.
           | 
           | input cheats are common on pc and console, there isn't a
           | difference anymore.
           | 
           | dual pc streaming will work fine. maybe we include obs in the
           | iso at some point, but probably not.
           | 
           | also, this game is mnk only. next game will be controller
           | only. gotta keep inputs standardized or fair play isn't
           | possible.
        
             | maccard wrote:
             | > thanks! if the plan isn't insane, why bother.
             | 
             | This is the only reason you need to keep going.
             | 
             | > ps5 can't play 360hz and can't use performance mode
             | graphics. This [0] is your game. Without running it
             | (because I'm not installing your OS on my machine, no
             | offence) there's no reason that wouldn't run at 360Hz on a
             | PS5. A PS5 is an 8 core machine with a dedicated GPU; it's
             | going to be vastly more powerful (and has the advantage of
             | being standardised hardware) than the random beater laptops
             | your players are going to run. If you're talking about
             | rendering at 360Hz - How many people realistically have
             | that sort of monitor? And if they need to splash out PS250
             | for it, we're getting close to the price of a console
             | _anyway_ where you can play other games too.
             | 
             | > consoles are great, but esports will always be on pc.
             | 
             | Except for fighting games, sports games, and most
             | importantly CoD.
             | 
             | > input cheats are common on pc and console, there isn't a
             | difference anymore.
             | 
             | Theoretically, yes. Practically speaking, input cheats are
             | widespread on PC, and non-existant on console. (that's not
             | to say XIM and co don't exist, but they're nowhere near the
             | adoption level that's seen on PC).
             | 
             | [0] https://better.game/#/
        
               | nathants wrote:
               | i mean, i haven't built an os. it's just standard
               | archlinux with minor conf. my binaries will run, but they
               | would regardless of the platform.
               | 
               | i can't tell users to go into bios and turn off smt. i
               | can tell them to boot an iso, and have it preset to do
               | that via kernel cmdline. owning the os means i can tune
               | the network stack, the os, the kernel, anything that
               | helps performance. the game itself has minimal config,
               | only keybinds.
               | 
               | i'm really targeting one player base: fortnite
               | ranked/competitive players.
               | 
               | fortnite competitive does exist on console, but barely.
               | it's an after thought, and the game can barely run, even
               | on ps5. most importantly, it doesn't let you set graphics
               | to the settings every pro uses. on console you have
               | default high graphics. all serious players migrate to pc.
               | 
               | the game will run on beater laptops, but it's not a great
               | experience. the players i'm targeting all have desktop
               | pcs and 1080p240 monitors already. if i can get 1% of 1%
               | of fortnite ranked players to try, that would be
               | inglorious. if it's just me haning out with 99 aws
               | servers, that's fine too.
               | 
               | i want there to be an on ramp for new players, but
               | optimizing for low end spec is not a goal. especially
               | with 100 players all standing next to each other, low end
               | hardware falls over. will probably have to limit to 50 or
               | even fewer players depending on how much low end hardware
               | shows up to play.
               | 
               | input cheats are common on console for fortnite, i'm not
               | sure about other games. reads video from hdmi, mitm
               | controller outputs. multiple generations of that, some of
               | it works on pc too, and then pc has a whole new host of
               | similar tech.
               | 
               | input provenance is the only real solution that i can
               | see. the rest is shadows on a cave wall.
        
               | maccard wrote:
               | > can tell them to boot an iso, and have it preset to do
               | that via kernel cmdline. owning the os means i can tune
               | the network stack, the os, the kernel, anything that
               | helps performance. the game itself has minimal config,
               | only keybinds.
               | 
               | I think this is an interesting idea. Lots of things we do
               | are done the way they are because they've always been
               | done like that. "Turn off Antivirus" has been common
               | advice for PC players for as long as I can remember, this
               | is a neat way to handle all of that stuff by default
               | (nobody needs windows search indexing a scratch folder
               | for a video game).
               | 
               | > most importantly, it doesn't let you set graphics to
               | the settings every pro uses. on console you have default
               | high graphics. all serious players migrate to pc.
               | 
               | One of the reasons people migrate to PC is _because_ of
               | the customization that you're locking down.
               | 
               | > reads video from hdmi, mitm controller outputs.
               | multiple generations of that, some of it works on pc too,
               | and then pc has a whole new host of similar tech.
               | 
               | How does your system defend against a HDMI capture device
               | and a USB device that pretends to be a keyboard?
        
               | nathants wrote:
               | where we are going, we don't need graphics config.
               | cyberpunk and cortana will always be there, only a reboot
               | away.
               | 
               | handcam anti-cheat and the replay system is how we deal
               | with non-human inputs. ranked only.
               | 
               | in pubs, you may encounter a cheater. hopefully owning
               | the whole os makes that easier to detect, but i'm not
               | sure it will.
        
         | Sceptre6 wrote:
         | What an incredible testament to the lengths men can be driven
         | by spite.
         | 
         | I would like to try your game, sir. But my problem is the
         | people trying to take over my computer. I am not going to solve
         | that by letting you take over my computer.
         | 
         | Let's talk system requirements- could I get away with running
         | it on an old junker laptop?
        
           | nathants wrote:
           | possibly, depending on the gpu. wickedengine requires
           | modernish gpu.
           | 
           | spite was definitely a part of it. at a certain point while
           | playing and watching fortnite solo build, i wondered why
           | there are so many bugs and if i could fix them. i wanted to
           | understand why ping advantage and storm surge have to exist.
           | this game was my journey to find out. it has been a privilege
           | and a joy every single day.
           | 
           | as far as security, you're asking the right questions. the
           | typical gamer showing up in my discord doesn't, so i guide
           | them to them.
           | 
           | if you boot my game, you've booted an archlinux iso. what
           | could i do? i could read/wipe your disks, so you should make
           | sure they are encrypted/backedup. i could probe your network.
           | i could maybe even install bios level persistent malware. i
           | could do anything a userspace app with admin can do.
           | 
           | none of this is different from a windows app as soon as you
           | click yes on the admin popup thingy which every multiplayer
           | game needs.
           | 
           | reboot-to-play is better, because assuming you use bitlocker,
           | i can't read every file on you c drive, unlike every game
           | you've installed from steam. i also can't mess up your
           | windows registry, or any other os config.
           | 
           | the reboot-to-play build process is not yet open, but soon
           | will be. even then, the game binary it will download and run
           | is not open.
           | 
           | this and more is explored in the faq on the games site, let
           | me know if you want more answers up there!
           | 
           | the purpose of reboot-to-play is not to corrupt your disks.
           | its purpose is to get all players into an identical state,
           | for fairness, and to avoid finicky windows tweaking for
           | performance. everyone's pc is a special snowflake. what we
           | want for multiplayer is identical arcade machines. every time
           | you boot, you're in the correct state.
           | 
           | running software is ultimately about trust. you can trust
           | epic, or riot. you can trust steam or apple to vet user
           | provide apps. you can trust me.
           | 
           | do you want to trust me? that's up to you. i would say, wait
           | for launch, watch some streams and videos, and see if it
           | looks fun!
           | 
           | launching soon. working through final matchmaking issues now.
        
             | shkkmo wrote:
             | While I appreciate the lack of self promotion, I don't see
             | any name or link for your project in either comment. Can
             | you share one? I'm sure I'm not the only curious person.
        
               | vuldin wrote:
               | https://better.game/
        
               | nathants wrote:
               | link in bio.
        
         | bananamerica wrote:
         | That was very enjoyable.
        
           | nathants wrote:
           | welcome to the team.
        
         | red_admiral wrote:
         | DOS era "insert game disk 1 and reboot to play" vibes.
        
           | nathants wrote:
           | building an archiso, flashing it, and then booting is very
           | satisfying.
           | 
           | [x670e][~/repos/WickedEngine/Protoverse/reboot-to-
           | play][better-game][us-west-2][-][master]
           | 
           | >> bash flash.sh /dev/sda 1224736768 bytes (1.2 GB, 1.1 GiB)
           | copied, 52 s, 23.3 MB/s
        
         | rldjbpin wrote:
         | very interesting approach here, but i wonder if steam _could_
         | provide a way to distribute this game in its current form.
         | 
         | maybe a generic steamos image with console-level isolation, and
         | make the game steamos-only perhaps?
         | 
         | no offense, but there might be a sliver of the pie that don't
         | like cheaters but also don't mind running something as
         | invasive.
        
           | nathants wrote:
           | i might distribute a usb flashing downloading thingy in
           | steam, but it's not a priority.
           | 
           | the goal is to be minimally invasive. you don't have to
           | install anything!
           | 
           | i don't fight your misconfigured pc, you don't worry about me
           | scanning your c drive.
           | 
           | nothing to install, configure, save, or lose.
        
         | Hikikomori wrote:
         | How do you stop anyone from modifying the image?
         | 
         | Can you stop them from using DMA hacks?
         | 
         | Can I boot the image in a VM?
        
           | nathants wrote:
           | not possible to stop modification, but i will be heavily
           | surveilling the system, and i know exactly what it should
           | look like. the process tree is known in advance.
           | 
           | handcam anti-cheat and replays will handle provenance of
           | inputs. non-human inputs are cheating.
           | 
           | you could try to boot in vm, but performance will suffer. the
           | server moved off vms for the same reason.
           | 
           | the only thing i really care about is non-human inputs. if
           | you get really creative with booting the game, and aren't
           | nefarious, i'll set phasers to stun.
        
             | shkkmo wrote:
             | Anti-cheat is always an arms race. A modified image can
             | report anything it wants to your surveillance.
             | 
             | That said, you can win that arms race for a while by doing
             | something sufficiently innovative, different and
             | specialized and you may have that here. I doubt this
             | approach offers a permanent solution though.
             | 
             | Edit: I do think there is a lot to the idea of not trying
             | to put all players through the same level of anti-cheat
             | security. The anti-cheat needs of competitive players is
             | very different from casuals and offering different levels
             | of anti-cheat based on those levels. How amazing would it
             | be if other games did the same and let players choose the
             | level of anti-cheat to use and to require.
        
               | nathants wrote:
               | eventually gen-ai may be an issue, but we'll have to see.
               | likely it will always be asymmetric, easier to detect
               | than create. it will make cheating more expensive at a
               | minimum, flawless live video at 1080p60 matched to game
               | inputs will cost gpu time. then we turn up handcam
               | fidelity. 120fps. 1440p. the sky is the limit.
               | 
               | handcam-anticheat is ranked only. pubs has good old
               | fashioned try-our-best anti-cheat. aka thoughts-and-
               | prayers anti-cheat.
        
         | bitsandboots wrote:
         | Hey man I just play games to have fun. I guess fun isn't for
         | everyone.
        
           | nathants wrote:
           | outlandish. i will get laws passed that require you to play
           | and enjoy my game. how dare you, sir.
        
         | CursedUrn wrote:
         | Making a webcam work on every hardware configuration is very
         | difficult. I don't think this is possible.
        
           | nathants wrote:
           | really? usb webcams? i suppose it's possible, but this seems
           | unlikely.
           | 
           | very well, ranked will then require specific hardware. i'm
           | gonna have to build more test pcs. 9800x3d 7700xt b650m
           | looking pretty clean.
        
         | valval wrote:
         | Is there a system in place for when my identical brother who is
         | leagues better at your game than me hops on my account and
         | proceeds to mop the floor with the competition?
        
           | kjkjadksj wrote:
           | For most games these days there is thanks to skill based
           | matchmaking. Your brother will be matched up with people in
           | your skill bracket and will absolutely wreck them. Then
           | whenever you get back on you will have moved up in skill
           | thanks to big bro and will now get wrecked until you get
           | tossed back into the lobbies you belong.
           | 
           | People generally hate this though because for one it makes
           | most games into way too serious sweat fest with everyone so
           | closely matched. And for two it doesn't even stop the entire
           | reason it was built which was to protect the noobs. The elite
           | players can just tank like an nfl team for a few rounds and
           | go back to stomping noobs.
        
             | valval wrote:
             | Thanks, although I was joking since I thought I was
             | responding to a satirical post. Turns out OP is developing
             | such game for real.
        
           | nathants wrote:
           | sbmm wouldn't fix this, as skill is at the account level and
           | changes slowly.
           | 
           | what does fix this is handcam anti-cheat, which makes it
           | trivial to identify the operator by their hand movement
           | patterns, arm size, etc.
           | 
           | you can review not only the match you are in, but all
           | previous matches. full fidelity replays + handcam = a brave
           | new world.
           | 
           | account sharing is not allowed in ranked. in pubs, go crazy.
        
         | tightbookkeeper wrote:
         | Cheating is a human problem. The technology just makes us feel
         | in control.
         | 
         | I will not be playing games that make me feel like a prisoner.
         | The experience taking standardized tests is enough for one
         | life.
        
           | nathants wrote:
           | i respect your feelings and your choice. happiness, privacy
           | and security are important.
           | 
           | there are however legions of fortnite players who would
           | mortgage their lives for a better game. a handcam without
           | audio during gameplay seems a more reasonable and low price
           | to pay. time will tell what gamers think! very exciting.
        
             | tightbookkeeper wrote:
             | Wish you and your project well!
        
               | nathants wrote:
               | consider yourself on the team.
        
         | jokoon wrote:
         | Valve now catches cheaters using machine learning, which
         | analyzes the demo. Apparently they catch a lot of cheaters this
         | way, and it's more reliable than player reports.
         | 
         | But to be really honest: it's impossible to prevent cheaters.
         | The only way is to play with friends, or to change the
         | incentives of the game where it becomes less interesting to
         | cheat.
         | 
         | For example, a game like counter strike will have a lot of
         | cheaters because you can earn skins and sell them. There are
         | also a lot of players who will buy cheats, because the game is
         | just so popular.
         | 
         | The game design and engine design can also help to prevent
         | cheating.
         | 
         | Honestly, you cannot solve corruption, you need to change the
         | game or the players.
         | 
         | In my view, the Counter strike community is quite toxic, but
         | very profitable for valve, which is why they don't care if
         | their players behave poorly. CS is a nice game but human nature
         | is what it is. You don't find recommendable people playing CS,
         | most gamers play something else because that community is just
         | so terrible to interact with.
        
           | nathants wrote:
           | i'm trying to align monetization and all other incentives in
           | the direction of a better game.
           | 
           | yet cheaters will still cheat.
           | 
           | non-human inputs IS cheating. period. there is no information
           | cheating possible in this game.
           | 
           | input provenance is the only anti cheat that has a chance.
           | 
           | full fidelity 120hz server replays with handcam seems a good
           | place to start.
           | 
           | we'll see how it goes!
        
         | Retr0id wrote:
         | I'm booting your OS in a stealthy hypervisor and operating my
         | cheat logic from there.
        
           | nathants wrote:
           | and i will award you cash from the bug bounty pool!
           | 
           | then you will be banned from ranked, unless you have a clever
           | way to synthesize perfect handcam video.
           | 
           | in which case, you get the entire bounty pool and 10% profit
           | for 6 months.
           | 
           | then you will be banned from ranked.
           | 
           | the bugs won't discover themselves. i salute you.
        
       | two_handfuls wrote:
       | They didn't already? O.o I thought Steam was better than that.
        
       | steelframe wrote:
       | I built a separate Arch Linux box just for Steam gaming. I will
       | never log into any of my sensitive accounts -- email, banking,
       | etc. -- on that machine. It's a Framework laptop so I can
       | physically keep the camera and microphone disconnected. I
       | basically treat it like a public terminal.
        
         | j-bos wrote:
         | This is the way.
        
         | cascades42 wrote:
         | Yep, same here. I have a dedicated gaming machine because I'm
         | afraid to expose my banking information.
        
         | nathants wrote:
         | dedicated hardware is a good idea, but too expensive for many.
         | dedicated os is a good first step.
        
         | Aeolun wrote:
         | Do you truly expect any steam games to have anything like a
         | root kit that'd exfiltrate your credentials?
         | 
         | I feel if this were the case literally anything I install on my
         | PC would be suspect. Installing ssh would be a much more scary
         | thing than a random steam game.
        
           | wodenokoto wrote:
           | No, he expects the root kit will open up his machine to
           | automated worms.
        
           | m463 wrote:
           | I thought some games snooped through your system.
           | 
           | Kerbal Space Program comes to mind, I recall it had adware
           | that did this.
        
             | Delk wrote:
             | Unity has some kind of data collection that can be used for
             | analytics and advertising, so you might need to opt out of
             | that in a Unity game. I think that came up in KSP as well.
             | 
             | https://unity.com/legal/game-player-and-app-user-privacy-
             | pol...
             | 
             | https://unity.com/legal/game-player-and-app-user-privacy-
             | faq
        
           | westpfelia wrote:
           | The concern is that malicious actors can take advantage of
           | what is certainly a poorly written rootkit.
        
           | gspetr wrote:
           | >Do you truly expect any steam games to have anything like a
           | root kit that'd exfiltrate your credentials?
           | 
           | https://www.bleepingcomputer.com/news/security/steam-game-
           | mo...
           | 
           | "Downfall, a fan expansion for the popular Slay the Spire
           | indie strategy game, was breached on Christmas Day to push
           | Epsilon information stealer malware using the Steam update
           | system.
           | 
           | Once installed on a compromised computer, the malware will
           | collect cookies and saved passwords and credit cards from web
           | browsers (Google Chrome, Yandex, Microsoft Edge, Mozilla
           | Firefox, Brave, Vivaldi), as well as Steam and Discord info.
           | 
           | It will also look for documents containing 'password' in the
           | filenames and for more credentials, including the local
           | Windows login and Telegram."
        
             | maccard wrote:
             | That's not a steam game, that's a user mod (read: random
             | binary downloaded from the internet and executed). Also, it
             | doesn't need kernel level access to do any of that stuff,
             | it can get by just fine with normal application level
             | permissions.
             | 
             | This is no different to downloading a random binary off the
             | internet and being surprised it's malicious.
        
               | remnantdiving wrote:
               | patched: https://hackerone.com/reports/470520
               | https://hackerone.com/reports/1070835
               | https://secret.club/2021/04/20/source-engine-rce-
               | invite.html https://secret.club/2020/10/30/alien-swarm-
               | rce.html https://threatpost.com/dark-souls-servers-down-
               | rce-bug/17789... https://blog.thalium.re/posts/achieving-
               | remote-code-executio... https://www.pcgamer.com/garrys-
               | mod-cough-virus-is-cured-but-...
               | 
               | you can buy these games in their unpatched state today,
               | and download a poc for them from github too:
               | https://nvd.nist.gov/vuln/detail/CVE-2018-10718
               | https://nvd.nist.gov/vuln/detail/CVE-2018-20817
               | 
               | frankly playing video games on a dedicated device and
               | network is the reasonable response to reading this shit
        
               | keyringlight wrote:
               | I've been wondering is how long before we get a 'PC-
               | console' dedicated gaming device, there's certain aspects
               | where PC is falling into the gravity well of the console
               | model. Whether that's the technical aspects like how far
               | you can lock down for security (and who's security) or
               | DRM, whether people only want a nice front end, whether
               | everything should be managed by a defacto 'good' platform
               | holder versus allowing companies to do their own thing
               | (clients or commerce). At some point such a thing looks
               | like a more expensive ultra-pro console.
               | 
               | Then that has to be balanced against the freedom aspect
               | where people want flexibility to build a workstation how
               | they want and do what they want on it, and expecting it
               | all to work (windows games being supported on non-windows
               | is a more common issue now). PC casts the broadest net
               | and catches a lot of different desires, similar with how
               | high-end and low-end seem to be splitting over the past
               | ~5 years rather than being a continuous spectrum I wonder
               | if there will be distinct types of PC for gaming (eg set
               | models like the old Commodore Amiga) or if trying to
               | resist splits does more harm than good.
        
               | fluoridation wrote:
               | Speaking for myself, I would never buy such a thing. The
               | reason I game on PC is because I need a decent PC for
               | work anyway, so building one that can also game is
               | cheaper than buying a console.
               | 
               | If I was _really_ concerned about security I 'd sooner
               | dual boot into a second OS that had nothing on it, than
               | buy a second box just to game on.
        
               | keyringlight wrote:
               | Yep, a lot of this comes down to "who's security" and
               | what everyone can take as a foundation to build trust
               | upon, or what their thresholds are
        
               | shkkmo wrote:
               | That's what "steam deck" is. A dedicated gaming device
               | that is still also a general purpose computer that you
               | have full control over.
        
           | steelframe wrote:
           | > root kit that'd exfiltrate your credentials
           | 
           | Yes. I truly believe some janky random anti-cheat kernel
           | module could very well capture telemetry about my keystrokes
           | to a log and then send that log off to a server.
           | 
           | At the very least I don't trust that it's secure enough to be
           | in the kernel of a machine for which I require any degree of
           | trust in its integrity.
        
           | LinXitoW wrote:
           | I don't expect that. I expect that publicly traded companies
           | will cut corners in developing their kernel extension (like
           | always), turning them into literal root kits waiting for
           | anyone willing to exploit them.
           | 
           | See:
           | https://www.trendmicro.com/en_us/research/22/h/ransomware-
           | ac...
        
         | rldjbpin wrote:
         | at that rate why bother using arch for the box? unless you
         | never touch online multiplayer games, i can understand that it
         | probably works for you.
        
         | gradientsrneat wrote:
         | I've heard good things about the Framework laptops from a
         | modularity perspective, but how are the thermals? Can it have a
         | dedicated GPU?
        
       | m463 wrote:
       | so anti-cheat, but not drm?
        
       | WatchDog wrote:
       | With the way that computer vision and AI continue to improve, I
       | imagine that we will soon have completely external and
       | undetectable cheating peripherals, simply capture the screen
       | direct from the display output, and pass inputs via mimicking a
       | usb human input device.
       | 
       | This won't provide all the same capabilities as cheats that hook
       | into the game process, such as wall hacks, but it would be
       | possible to build a super human aimbot with such an approach.
       | 
       | We already have external "radar" cheats that use the game stereo
       | sound to give the direction that a certain sound(such as
       | footsteps) came from.
        
         | declan_roberts wrote:
         | That kind of stuff is readily available right now with openCV.
         | Image detection has been very good and very fast for a long
         | time!
         | 
         | Nobody really cares because most players are honest and play to
         | have fun.
        
           | aenis wrote:
           | But why bother with image recognition? And pay a heavy
           | latency penalty which makes it difficult to implement PID-
           | style controls on player's aim? Its a game of milliseconds
           | and opencv is comparably slow, as is the I/O involved.
           | 
           | Far easier to do a MiTM on the network traffic and recreate
           | state in another process.
           | 
           | Still easier to clone memory pages used by the target app, or
           | use hardware that allows dma.
        
         | musjleman wrote:
         | > With the way that computer vision and AI continue to improve,
         | I imagine that we will soon have completely external and
         | undetectable cheating peripherals, simply capture the screen
         | direct from the display output, and pass inputs via mimicking a
         | usb human input device.
         | 
         | This already exists. You can stream your screen to another
         | machine running image recognition and pass your mouse input
         | through a controller that injects auxiliary input (there are
         | off-the-shelf products like kmbox, you can make your own as
         | well).
         | 
         | However, it is very important to understand that only a tiny
         | percentage of cheaters in games end up being determined enough
         | to go through hoops to purchase hardware for it (it's much more
         | expensive and not as simple as getting instant gratification by
         | double clicking on an executable). It's basically considered a
         | win to push people into needing go to such lengths to cheat
         | without getting banned.
        
           | Dibby053 wrote:
           | For hacks that don't access program memory directly, would
           | external hardware make things less detectable? I don't know
           | how anti-cheat programs work but I'd be surprised if they
           | banned every skilled player that happens to be running AHK
           | and OBS. More likely they work with heuristics that try to
           | detect super-human mouse movements, precision/speed-wise.
        
             | maccard wrote:
             | > For hacks that don't access program memory directly,
             | would external hardware make things less detectable?
             | 
             | Yes. But, it's a game of cat and mouse. Anticheat always
             | is. There's not been a need go to the level of "there are X
             | players who report having a Razer deathadder, which we've
             | validated as having a DPI range of Y-Z. With your OS
             | settings, it's not possible to have achieved that with that
             | mouse therefore we suspect you of cheating". But we're
             | probably there now.
             | 
             | > More likely they work with heuristics that try to detect
             | super-human mouse movements, precision/speed-wise.
             | 
             | It's heurestics all the way down. You're _unlikely_ to be
             | banned for AHK+OBS, but a heurestic on what you 're doing
             | with the combo might ban you.
        
           | madeofpalk wrote:
           | And all of that for something that is worse - software cheats
           | usually get access to more information than just the pixels
           | rendered to the screen. Seeing through solid walls and stuff
           | like that.
        
             | lovehashbrowns wrote:
             | You can do DMA cheating if that's a non-negotiable for you
             | but it is far more expensive. You install a direct memory
             | access (DMA) card on your "clean" machine and flash it with
             | firmware that hides the fact that it's a DMA card since
             | some rootkit level anticheats will look for that.
             | 
             | The card then sends memory data to a second computer
             | (dirty) which has the cheat software installed but no
             | rootkit anticheat. The dirty computer can then read all the
             | memory it wants, look through walls, shows enemy health,
             | etc. but on a second computer and monitor. Pretty sure
             | there's hardware to blend both monitor outputs, though most
             | people do two monitors I believe.
        
               | musjleman wrote:
               | > You can do DMA cheating if that's a non-negotiable for
               | you but it is far more expensive.
               | 
               | Cheap DMA cards go for couple hundred dollars which isn't
               | all that much. Although unlike what most people tend to
               | believe, the DMA cards do end up getting detected quite
               | often.
               | 
               | > Pretty sure there's hardware to blend both monitor
               | outputs, though most people do two monitors I believe.
               | 
               | It's called a "fuser".
        
           | ackbar03 wrote:
           | are there out-of-the-box software tools to do this?
           | 
           | I thought about something like this before, but its non-
           | trivial to train an image recognition system to do this, let
           | alone the commands to mimic it through hardware, its quite an
           | engineering feat in itself.
        
           | MetaWhirledPeas wrote:
           | > However, it is very important to understand that only a
           | tiny percentage of cheaters in games end up being determined
           | enough to go through hoops to purchase hardware for it
           | 
           | Today. That will change when it's a cheap off-the-shelf
           | product sold on Amazon. I almost wish we were there already
           | to get rid of this KLA nonsense.
           | 
           | Not to mention, every KLA game I've played has had cheaters
           | regardless. Circumventing the software seems to become a game
           | unto itself for those people.
        
         | mrtksn wrote:
         | In other words, tech based solutions to human problems always
         | fails at some point probably because the problem creators can
         | also use tech.
        
         | jmorenoamor wrote:
         | That would make an awesome competition field for AI bots that
         | rely only on video/audio input and mouse/keyboard output.
        
         | reginald78 wrote:
         | > We already have external "radar" cheats that use the game
         | stereo sound to give the direction that a certain sound(such as
         | footsteps) came from.
         | 
         | Did you just imply my headphones are a cheating device?
         | 
         | More seriously, I've heard these type of devices already exist.
        
           | wafflemaker wrote:
           | I once played some Hunt (difficult, highly competitive game,
           | a little like CS) with people on ex professional level. They
           | obviously had gaming PCs, but they ALL had super expensive 7?
           | Channels headphones. It's apparently a thing among ex pro (or
           | high level) Counter-Strike players to have these super
           | headphones that let you know where people are before regular
           | people can hear them.
           | 
           | They hushed me all the time because "someone's coming". Still
           | a fun experience - to win for a change. Don't have to add
           | that my role was more as a decoy then anything else.
        
       | dang wrote:
       | Related ongoing thread:
       | 
       |  _Why anti-cheat software utilizes kernel drivers (2020)_ -
       | https://news.ycombinator.com/item?id=42001030 - Oct 2024 (50
       | comments)
        
       | imchillyb wrote:
       | Locks & picks.
       | 
       | This is the war. It's always been the war. It will always be the
       | war. Digital changed the medium but war, war never changes.
       | 
       | The war in unwinnable in any real sense of the word win. However,
       | security does not need to be impenetrable security only needs to
       | dissuade the attacker.
       | 
       | Kernel level, blah-blah-blah, doesn't dissuade cheaters. Those
       | things dissuade legitimate users. It's never the ideology that
       | dissuades those users though as they don't know or care. What
       | dissuades these users are the difficulties that these systems
       | present to the uninformed user.
       | 
       | The typical end user doesn't know how to 'fix-it' when things go
       | wrong. PC vendors won't support the issue. The game publisher
       | won't support the issue. The game developer rarely supports the
       | issue. Kernel level blah-blah-blah causes a blah-blah-blah.
       | Nobody wants to hear it. Nobody wants to fix it.
       | 
       | And, to top off this defecation-confection, the user is left with
       | software that they paid for and cannot use or access. No refunds.
       | Sorry. And, and, and!!! There are still cheaters on the platform.
       | Every platform. There's your f'n cherry.
       | 
       | This is bad for the entire industry.
        
         | jeff_carr wrote:
         | > This is bad for the entire industry.
         | 
         | This is Microsoft continuing to demonize free software and
         | Linux. If they actually cared, they would support an open
         | source solution to the problem. SOMETHING THEY ABSOLUTELY
         | OPPOSE. That is the core issue. Say it over and over, Microsoft
         | _DOES NOT WANT A SOLUTION TO THESE PROBLEMS_.
        
       | juliangmp wrote:
       | They need to disclose when they want to install malware on my
       | system? About time if you ask me...
        
       | wiz21c wrote:
       | > kernel-level anti-cheat
       | 
       | Add UEFI on your PC and DRM in your browser.
       | 
       | And next, your governement will ask you to add its anti pedo-
       | pornography tools.
       | 
       | And then we have a new episode of Black Mirror...
        
         | M95D wrote:
         | UEFI is here, browser DRM for video is here, browser DRM for
         | text+ads on ordinary web pages is just around the corner,
         | government won't ask anyone - the tools will be added at the
         | ISP level, if they're not already installed and operational.
        
           | dartharva wrote:
           | > government won't ask anyone
           | 
           | Wishful thinking. That government hasn't asked anyone yet (at
           | least in public information) is a miracle in itself.
        
             | M95D wrote:
             | You didn't understand my meaning: Government never asks. It
             | just does things whether you agree or not.
        
         | proaralyst wrote:
         | What's your problem with UEFI? If your OEM wanted to install
         | malicious firmware they can do that in BIOS no?
        
       | ho_schi wrote:
       | First step.
       | 
       | Second step?
       | 
       | Ban games with kernel-level anti-cheat.
       | 
       | It is not acceptable on Linux. Apple will also not accept that
       | shit further, that said Apple lost relevance in gaming with
       | Mantle and the M-Processors (both mean a lot of incompatibility).
       | And Microsoft is regretting every choice in this regard:
       | 
       | https://www.theverge.com/2024/9/12/24242947/microsoft-window...
       | 
       | But that is a usual pattern. Microsoft makes bad decisions and
       | everyone suffers. Even Linux. Their is a reason why closed-source
       | kernel modules mark Linux as _tainted_ , the system is not
       | trustworthy.
       | 
       | It is the duty of game developers to secure their games
       | themselves. Not manipulating user devices. Forcefully doing
       | stupid and dangerous things because you cannot achieve your task
       | in a safe why is not a reason.
        
         | Arch-TK wrote:
         | The reason games companies reach for KLA is not because they're
         | dumb and can't be bothered to secure their network protocols on
         | the server side, it's because they don't want to have to hire
         | an inordinate number of human reviewers to make unreliable
         | decisions on whether someone is cheating or not in their game.
         | 
         | While KLA is fundamentally flawed (DMA and even CV based cheats
         | are becoming more popular as a result of KLA and they still
         | give cheaters a significant (but now even harder to detect)
         | advantage) it solves the problem of obvious and even most kinds
         | of subtle cheating.
         | 
         | Attempting to detect cheating once inputs are being sent to
         | your server (which is within your domain of control and on
         | which you can implement non-intrusive anti-cheat) is very
         | difficult to do reliably. An inexperienced player will make
         | slow, delayed inputs. A highly experienced player will have
         | reactions which are an order of magnitude faster (and in many
         | cases faster than the speed of thought because of muscle
         | memory). If you want to make a working but no longer detectable
         | cheat, all you need to do is spend a bit of time and effort
         | programming in human limits of reaction time into all your code
         | and making sure all inputs look realistic (again, more limits).
         | 
         | At the end of the day, you can make a cheat which gives you a
         | significant advantage without it being actually detectable by
         | any statistical methods on the server.
         | 
         | At this point you might attempt to reach for AI but undoubtedly
         | that will require human oversight or you will get false
         | positives.
         | 
         | So, in summary, even if you were to design your game around
         | server-side rendering and server-side input processing, forcing
         | your players to effectively play over a remote desktop
         | connection (which is impractical for any fast paced competitive
         | multiplayer game due to latency issues but let's pretend those
         | don't exist for a minute), you will still get cheaters with
         | snap-to-head or recoil compensation or auto-fire making a
         | significant impact on games. Heck, there's even the idea of
         | using sounds (which need to be pretty accurate so human players
         | can utilise them to determine where enemy players are) to
         | implement a rudimentary wallhack.
         | 
         | This is just the nature of FPS games and why games companies
         | end up implementing KLA for these games. The way to make an FPS
         | game un-cheatable is to make a different game where cheating is
         | more difficult or impossible just by nature of the format.
         | 
         | Want FPS without cheaters? Encourage people to do DIY
         | matchmaking again, DIY server hosting and DIY administration.
         | Except that "this doesn't scale". Neither does human review.
         | Neither does server side rendering. The core reasons why game
         | companies do KLA is that players will pay for games with KLA
         | but won't pay for games without it. As much as I think
         | Microsoft is one of the worst companies in existence, in this
         | case I don't think they or KLA developers are to blame. KLA
         | developers are simply doing what players want them to do and
         | Microsoft is only allowing what their end-users want them to
         | allow. If Microsoft removes KLA, it will be by replacing it
         | with userspace code with hardware attestation support, it won't
         | be by killing the concept of intrusive anti-cheat. All
         | Microsoft is doing is trying to re-design the tools to cover
         | their own ass.
         | 
         | Fundamentally, KLA has pushed cheating further into DMA and CV
         | territory. This means that more obvious and annoying forms of
         | cheating, undetectable by KLA are probably going to soon become
         | more common. At this point the options are to have these games
         | be console-only with blessed hardware and hardware attestation.
         | And even that has flaws (as described). Eventually it will just
         | be impossible to play a game in a public server without
         | cheating. Maybe this will force people away from these types of
         | games, or towards private lobbies. I don't know what the future
         | holds here.
        
           | Eisenstein wrote:
           | > Want FPS without cheaters? Encourage people to do DIY
           | matchmaking again, DIY server hosting and DIY administration.
           | 
           | Yes. This is the answer. There is no solution that relies
           | only on technology that will fix human problems at scale. You
           | can make it harder, but once one person figures it out,
           | everyone has access to it. You need to break it into pieces
           | and let people deal with it on the community level, where
           | communities are small enough that people can deal with
           | individuals.
           | 
           | The main issue is that 'at scale' you have the fact that a
           | certain percentage of people are sociopaths, a certain
           | percentage of people are really smart, and a certain
           | percentage of people have the time and motivation to do
           | something, and when they all cross you end up with a person
           | who breaks your system.
        
             | Arch-TK wrote:
             | > Yes. This is the answer. There is no solution that relies
             | only on technology that will fix human problems at scale.
             | You can make it harder, but once one person figures it out,
             | everyone has access to it. You need to break it into pieces
             | and let people deal with it on the community level, where
             | communities are small enough that people can deal with
             | individuals.
             | 
             | The issue is that the players themselves seem to think that
             | the convenience of KLA (over running your own community,
             | paying for your own servers, etc) outweighs the privacy
             | risks.
        
               | shkkmo wrote:
               | > The issue is that the players themselves seem to think
               | that the convenience of KLA (over running your own
               | community, paying for your own servers, etc) outweighs
               | the privacy risks.
               | 
               | That's not true and there isn't data to show it.
               | 
               | The reasons why support for community run servers have
               | fallen by the wayside are more complicated than "players
               | chose one over the other and companies followed them".
               | 
               | Companies also recognized significant downsides for
               | themselves of community run servers. When your online
               | experience is in community run spaces, you expose your
               | player base to experiences outside of your control. When
               | you don't run your own server instances, you can't
               | enforce the cheating rules you want. These, among many
               | other reason, make it harder and more risky to monetize
               | the online experience of your game. A such, the choice
               | was generally taken away from players to protect
               | companies. This wasn't at all a pure reaction to player
               | preference.
        
               | kjkjadksj wrote:
               | Really? Most gaming communities seem to hate kla as it
               | breaks their steam deck compatibility or linux
               | compatibility.
        
               | raincole wrote:
               | Most players don't use Steam Deck or Linux.
        
             | BoorishBears wrote:
             | It's only the answer if the goal is to not feel like you're
             | being cheated by cheaters: realistically cheating would be
             | absolutely fucking bonkers if you actually tried to treat
             | DIY matchmaking as a form anti-cheat.
             | 
             | Voting to kick/ban and sharing ban lists only works for
             | ragehacking, but the most joy stealing form of cheating is
             | people using hacks and cheats subtly enough to beat an
             | average player, but not strongly enough to guarantee
             | they'll be caught by the community.
        
               | immibis wrote:
               | How's that any different from just having a really good
               | player in your community - which, in many cases, _also_
               | spoils the fun?
        
               | BoorishBears wrote:
               | Are you seriously asking me how getting killed by someone
               | cheating to know exactly where you are feels different
               | than just being outplayed?
        
               | Ajedi32 wrote:
               | Actually yes.
               | 
               | If you've never been falsely accused of cheating in an
               | online game by people who can't tell the difference
               | between that and getting outplayed, chances are you
               | haven't played any multiplayer games long enough to get
               | any good at them.
        
               | tl wrote:
               | The only real answer for this is self-imposed handicaps.
        
               | BoorishBears wrote:
               | You'd end up pretty awful at games if you treated getting
               | killed by something that has no counterplay the same as
               | getting killed by something that does...
               | 
               | A person who's good enough to know where you are for in-
               | game reasons is something you supposed to learn to
               | respond to: They aren't cheating so they're using
               | heuristics and information that you're supposed to learn
               | to counter play.
               | 
               | A person who has omniscience at the press of a button
               | does not play similarly at all. Often times that's how
               | they're even caught: since they're not bound by any sort
               | of in game heuristics no counterplays work against them.
               | 
               | -
               | 
               | In some games that even makes cheaters a liability when
               | they're on your team. With any ranked game mode "soft
               | cheating" will result in them climbing to a rank where
               | non-cheaters have all sorts of great heuristics on how to
               | play that they lack. So without ragehacking they're
               | actually at a disadvantage and either need to get
               | increasingly bold with cheats or lose.
               | 
               | In some games that's transformed into another way
               | cheaters ruin modern competitive games: intentionally de-
               | ranking so they'll play against less mechanically sound
               | players who are easier to cheat against.
        
               | amiga386 wrote:
               | I don't think anyone is saying "DIY matchmaking", they're
               | saying "community servers" - and everyone in any given
               | community knows everyone else, ideally IRL, and any
               | newcomers are going to be watched, both for their
               | technical performance but also their social performance.
               | 
               | Cheating among your friends has the ultimate death
               | penalty of losing those friendships. Most people don't
               | want that.
               | 
               | This is why most cheating is not among close friends, but
               | where there's an open buffet for the energy vampires;
               | anodyne corporate "matchmaking" where the game
               | corporation will place you with other customers of the
               | game corporation at its choice. The cheater does not have
               | to face a panel of their peers, they only have to slip
               | past the inattentive corporation to be placed in a server
               | with delicious innocent strangers who they will never see
               | again once they've had their fun.
        
               | porkbrain wrote:
               | Equating cheaters to energy vampires is great comedy, I'm
               | stealing that.
               | 
               | I'd love to see Colin Robinson play CS 1.6 with wallhack
               | in his basement.
        
           | aenis wrote:
           | And fundamentally, the anti-cheat software is fighting a
           | loosing game because of some quirks of x86:
           | 
           | - hardware breakpoints on memory latch to logical, not
           | physical addresses - one can map the same area of physical
           | memory to different logical addresses thus allowing arbitrary
           | memory reads - simulating inputs through the PnP stack can be
           | made indetectible with polymorphic code doing the injections
           | - detecting the aimbot's core code can be prevented via at
           | least two methods: triggering (and capturing) page faults on
           | memory hosting the bot or, again, with polymorphic code
           | generation
           | 
           | One could create a fully open source cheat engine relying on
           | memory reads and input injection via the pnp stavk and it
           | would be undetectable deterministically (with heuristics,
           | sure).
           | 
           | Games - unless streamed - need to know a bit more about the
           | world they display than the player is allowed to see. Some
           | engines I analysed (years ago) tried to limit propagating
           | data to the local client to only a portion of the map and
           | close proximity (the more recent battlefield games, if memory
           | serves), while lots still have all enemy coordinates at all
           | times in memory, some even with debug symbols to help the
           | poor aimbot community reverse memory structures that more
           | easily.
           | 
           | Its hopeless. The only winning move is not to play :-)
        
             | Hercuros wrote:
             | I suppose the memory being mapped twice could be detected
             | by anti-cheat though. You can then also make more
             | mitigations to prevent detection of the mapping (e.g.
             | hooking the syscall to check the active mappings), but it's
             | always a cat and mouse game.
        
               | aenis wrote:
               | You are right on the first point, but I don't think you
               | are right on the syscall part - a kernel level module can
               | just read the PT directly without resorting to a syscall,
               | no? You get access to CR3, and besides kernel-level PTs
               | have a fixed logical (and if memory serves, physical -
               | though maybe just on windows) address.
               | 
               | When in the non-PAE mode, I think one can still
               | practically trigger page faults on attempted reads on the
               | PDEs mapped by a kernel-level aimbot, force flushing of
               | TLBs when anti-cheat tries to read the PT, and
               | effectively conceal the cloning (although if the anti-
               | cheat is doing this often enough, the performance impact
               | might be too much?).
               | 
               | When in PAE mode, I do not know of a practical way to do
               | it, but I haven't been researching such exploits for a
               | few years now.
               | 
               | I think at this point, the most practical way to
               | implement an open-source, undetectable aimbot proof-of-
               | concept would be to perform static reversing of the game
               | engine to get the network protocol, peform a MITM to
               | listen in and recreate state on a separate process or
               | machine, do a PnP input injection via a real or fake
               | mouse/keyboard.
               | 
               | Reversing the code (as opposed to memory structures) is
               | very hard these days, though, and not because of anti-
               | cheat software, but because of the high-end anti-piracy
               | runtimes and layers upon layers of abstractions which are
               | annoying to analyze in assembly. (But sure, not
               | impossible, and I am sure people are doing this
               | considering the crazy amounts people are willing to pay
               | for private aimbots).
               | 
               | For a system programming geek its all very interesting
               | and intellectually stimulating, but boy does it ruin the
               | fun of multiplayer gaming :-( I think the best way to
               | protect against cheaters would be to run streaming-only
               | servers where all the processing happens server-side.
        
           | kjkjadksj wrote:
           | Realistically if you make a game hack where it behaves
           | exactly as well as a high skilled player, no one should care.
           | The lobby experience is the same as if you got a really good
           | player in there. When people moan about hackers its when they
           | are blatant. Dominating the entire server and obviously
           | hacking when you spectate them. If you take away all this low
           | hanging fruit who cares about the people who are cheating
           | within statistical variance of player skill?
        
             | Arch-TK wrote:
             | I think people happen not to care as long as they don't
             | know, but if they were made aware then they would care.
             | Games companies rely on the fact that people don't care if
             | they don't know because it means they _only_ have to rely
             | on KLA to get rid of most people with trashy spinbots.
        
         | dartharva wrote:
         | > Second step
         | 
         | > "Ban games with kernel-level anti-cheat."
         | 
         | > "It is the duty of game developers"
         | 
         | It's hilarious that people actually think the publishers will
         | ever have two hoots to give about notions like that. FWIW I
         | agree we'd all be better off without those things but the
         | entitlement to believe private businesses should run on _your_
         | personal whims and that developers have a  "duty" to make
         | things only as _you_ prefer is gobsmacking. I am always left in
         | wonder what commenters like this think about themselves.
        
           | LinXitoW wrote:
           | I agree that profit driven companies will never ever care
           | about the morality or the safety or the social impacts of
           | their choices.
           | 
           | I don't think, however, that "publishers would use disabled
           | children slave labor if they could" is really an argument you
           | ought to make.
        
             | rmholt wrote:
             | I would make that argument
             | https://www.washingtonpost.com/business/2023/02/11/child-
             | lab...
        
           | moffkalast wrote:
           | That's right, they won't care. That's why any action will
           | only come if Valve bans the practice from their store,
           | because losing money is all publishers understand.
           | 
           | Every publisher that's greedily taken their products off
           | Steam in an attempt to recuperate Valve's fee has sooner or
           | later come crawling back because they weren't able to make a
           | half usable platform to sell their stuff on. Valve holds a
           | really large influence over the industry.
        
         | wrren wrote:
         | That's an incredibly naive perspective. KLA represents a real
         | risk to companies, as something going wrong can crash player
         | computers instead of just game processes; this is a PR
         | nightmare if/when it happens on a large scale. Not to mention
         | the cost of hiring engineers capable of building kernel
         | components in the first place, it's a niche skillset that's not
         | cheap to hire for.
         | 
         | Games companies don't turn to KLA out of laziness, it's out of
         | absolute necessity, especially for games like FPS' where it's
         | impossible to fully secure the game using pure server-side
         | methods. Machine learning has been tried, it's too prone to
         | false positives and misses more subtle cheats that still
         | negativel impact the the player experience. Anti-Cheat used to
         | exist purely in user mode and then, guess what?, cheats moved
         | into the kernel where they couldn't be detected or stopped.
         | Anti-cheat had to follow in order to remain effective.
         | 
         | The alternative was conceding the space to cheaters and
         | watching games that players love, and that required massive
         | resources to develop and maintain, degenerate into a hellscape
         | of cheating that real players refuse to play.
        
           | ikety wrote:
           | I'd believe this if every multiplayer game that doesn't have
           | KLA was just rife with cheaters. Also, why is EA adding KLA
           | to Battlefield 1 almost a decade after release?
           | 
           | I refuse to believe there is only one simple honorable
           | objective when it comes to KLA. I simply do not care if
           | companies can't figure out how to stop cheaters without it.
           | What about our experience? You might complain about cheaters,
           | but what if I can't even play the game because of KLA?
           | 
           | Played plenty of recent MP games on Linux just fine and
           | cheating was never experience breaking.
        
           | jakebasile wrote:
           | We had the best alternative decades ago. Let the community
           | run the servers and ban cheaters while allowing individual
           | servers to form their own culture and community. The
           | obsession with matchmaking and games as a service (requiring
           | publisher run servers) is what painted the industry into this
           | corner.
           | 
           | Note that I like matchmaking, specifically skill based
           | matchmaking, in some games and at some times but completely
           | ending server browsers and community run dedicated servers
           | was a mistake.
        
             | notabee wrote:
             | But then it's harder to shim in the money-makers like
             | microtransactions, loot boxes, and all the other recent
             | "innovations" in the gaming industry.
        
             | xvinci wrote:
             | I was pretty good at CS:S, semi-professional level. I
             | nevertheless still enjoyed hanging out on public servers
             | with friends. I cannot tell you how often I have just been
             | banned.
             | 
             | Another example: I was an anti-cheat admin in a major
             | league about 20 years ago. I am quite confident a lower
             | double digit percentage of banned players were innocent -
             | it was simply too hard to get enough competent people for
             | doing manual checks (you'd have to be really good at the
             | game yourself to confidently tell what might be intuition
             | and what cant while evaluating pro players with money-
             | prizes on the line).
             | 
             | So while I appreciate that sentiment, and maybe you found
             | THE one community where all that really worked out for you,
             | but it was by no means the "best alternative" from where I
             | am standing.
        
               | jakebasile wrote:
               | As I said, offering both is the ideal. I'd rather have
               | some false positives if it means a way forward without
               | kernel rootkits becoming the new normal.
        
           | LinXitoW wrote:
           | Until the obviously detectable cheaters like spinbots get
           | INSTANTLY banned, I don't believe for a second they've "tried
           | everything".
           | 
           | If hackers have to limit themselves to behaviour that looks
           | like real skill, it's kind of unimportant to the games
           | community if they're cheating. Cheaters only ruin the
           | experience if they're obvious to the player.
           | 
           | Finally, something like Overwatch in CS, together with paid
           | employees and PUBLIC bans of high paying cheater accounts
           | (including hardware bans) would create a chilling effect,
           | further forcing cheaters into hiding.
        
           | montagg wrote:
           | > The alternative was conceding the space to cheaters and
           | watching games that players love, and that required massive
           | resources to develop and maintain, degenerate into a
           | hellscape of cheating that real players refuse to play.
           | 
           | This was a key reason for Valorant's success. Anti-cheat is a
           | necessary evil to make online games fair. I think if someone
           | wants to suggest otherwise, they would need to demonstrate a
           | superior solution. Companies truly _do not want_ to be in the
           | business of messing with your kernel, so if another solution
           | exists--one that is actually superior in cheat detection and
           | prevention--without a kernel extension, they 'll do it.
           | 
           | I'll provide another example of why companies would rather
           | not do it unless they have to. Kernel extensions usually
           | require a system restart. Requiring a restart adds a huge
           | drop off point to a conversion funnel and costs the game some
           | amount of players who may have stuck around, and some
           | players, like the ones here who are upset about it, won't
           | even bother because they are outright opposed. Games would
           | gobble up a solution that worked and didn't have that
           | baggage.
        
         | devnullbrain wrote:
         | > tainted, the system is not trustworthy.
         | 
         | I wonder what is worth more: the median installation of a free-
         | to-play multiplayer game, or access to everything they do on
         | that PC?
         | 
         | I won't be the first one to wonder this.
        
       | WithinReason wrote:
       | Hope there will be a tag. I wish they also had a tag for
       | "requires third party account" so I could just filter those games
       | out so I never see them.
        
         | paledot wrote:
         | Tags are crowdsourced. I was tagging games with "always-online
         | DRM" before they declared it on the store page, but only the
         | top few tags are displayed, so there's no point.
        
           | SXX wrote:
           | They also editable by developers / publishers and it's by
           | design. Any sane developer prune their tags from time to time
           | since Steam recommendations depend on them.
           | 
           | So it's not exactly a reasonable place to put something like
           | that.
        
         | sphars wrote:
         | I use the Augmented Steam extension[0], which shows a more
         | prominent banner if a game has DRM, anti-cheat, requires a
         | third-party account, or other gotchas. Plus a bunch of other
         | useful features
         | 
         | [0]: https://github.com/IsThereAnyDeal/AugmentedSteam
        
       | nithssh wrote:
       | Makes sense considering Valve has maintained that kernel level AC
       | is not required and has not included one in their own games, but
       | let's be honest, unfortunately you have to often wonder if your
       | enemy is having a good day or if he's hacking in CS but not so in
       | valorant for a reason.
        
         | ixwt wrote:
         | I'm also hearing a bunch of grumblings and speculation that
         | Valve is developing a non kernel level anti cheat.
        
           | nithssh wrote:
           | They have VAC and the newer version that they promised would
           | save CS2 hasn't exactly changed much from CSGO days in terms
           | of results.
           | 
           | I would love for Valve to prove it is possible but so far
           | they haven't shown it can be done without leaving a bad
           | experience for legit players (due to delayed ban waves, etc)
           | despite the repeated claims.
        
       | gnuser wrote:
       | Im annoyed at all the servile responses in defense of these bad
       | companies.
       | 
       | Wanna hear my conspiracy theory?
       | 
       | Three letter agencies are using games as an intel gathering tool,
       | and KLA is part of that. What if the CEOs are getting NSLs, etc?
        
         | jokoon wrote:
         | what if they do? does that bother you?
        
       | donatj wrote:
       | Has anyone made a game where cheating is not just explicitly
       | allowed but is in fact _the game_? It really seems like there
       | could be something there.
        
         | figgis wrote:
         | Unsure if anyone has made a game specifically for that. But
         | there are plenty of intentionally unsecure servers (no VAC, or
         | other anti-cheat) in games like counter strike for Hacker vs
         | Hacker.
        
         | 6SixTy wrote:
         | Whenever there's community servers, hack v. hack servers are
         | bound to follow. For integral game mechanics? There's almost
         | always a mechanic balancing anything hack adjacent.
        
       | bunderbunder wrote:
       | So, I'm not really into online multiplayer, but from a distance I
       | keep wondering if this could be more easily mitigated by altering
       | the incentive structure?
       | 
       | What if online games track how well people do and sort them into
       | tiers based on skill level? And then put people who are roughly
       | evenly matched together. I am guessing that cheaters will
       | naturally end up clumping together with each other, and maybe a
       | smattering of elite players who are good enough that they can
       | hold their own, and maybe even benefit from the added challenge.
       | And also, casual and less-skilled players can play together and
       | not get dominated so much.
       | 
       | I don't think it would end cheating. But perhaps it would
       | mitigate it by reducing a lot of the potential upside. Assuming
       | the upside for many cheaters is that they enjoy feeling like they
       | can dominate a server full of non-cheaters.
        
         | JambalayaJimbo wrote:
         | Skilled players will NOT benefit from playing with others who
         | are cheating, because their games will adapt to cheaters and
         | not other skilled players.
         | 
         | Cheaters will also easily adapt to ranking systems by creating
         | new accounts or intentionally de-ranking themselves.
        
           | bunderbunder wrote:
           | Are the skilled players plugged into communities enough that
           | they can just make their own servers? It would be some extra
           | work, but I assume time spent getting to know each other
           | wouldn't feel like a total waste, and might be greatly
           | preferable to dealing with all these rootkits.
        
         | stonogo wrote:
         | KLA isn't about preventing cheaters. It's about protecting the
         | artificial scarcity of products for sale via microtransaction.
        
           | bunderbunder wrote:
           | Gotcha. So you're saying that it's really about protecting a
           | revenue model with pay-to-win elements?
           | 
           | If that's so, then do we typically only see KLA on games that
           | are mostly funded by microtransactions or live service
           | models?
        
             | stonogo wrote:
             | Pay-to-win isn't really the issue so much as
             | microtransactions in general. Most of these games have an
             | in-game currency to buy stuff (some is pay-to-win, most are
             | cosmetics) and protecting that currency (and the virtual
             | goods traded on the market it drives) is paramount. These
             | games also tend to have moved away from 'community hosted'
             | servers, since these give an opportunity for hosters to
             | hack in features that might be detrimental to sanctioned
             | behavior.
             | 
             | In short, we typically see KLA on games with in-game
             | currencies whose servers are controlled by the vendors.
             | 
             | Inasmuch as KLA is actually used as anti-cheat software,
             | it's usually a proxy for actual moderation (i.e. labor).
             | Community-hosted servers generally develop their own
             | processes and customs for handling bad actors, but vendors
             | generally don't want to hand that kind of power to internet
             | strangers.
        
         | wigl wrote:
         | As someone who plays a lot of online multiplayer, there's a few
         | issues. A lot of games do have skill based matchmaking systems
         | (aka SBMM) in place.
         | 
         | Ideally, this would lead to people having a 50% win rate which
         | is just unacceptable to some. Those people resort to smurfing
         | or cheating to get their fix--they don't really want a fair and
         | equal match. Just look to the Call of Duty community crying
         | about SBMM. Those people want to farm clips and play with those
         | worse than them--not people at or above their skill level.
         | 
         | Additionally, many multiplayer games at all but the highest
         | skill levels have most matches determined by the side that
         | plays the fewest number of mistakes. This is especially true of
         | team based games. At most skill levels, both teams will be
         | making many obvious (and less obvious) mistakes. This can
         | frustrate some who believe that they're held back by their team
         | and just need to play with higher ranked teammates. So people
         | will boost or buy accounts or resort to cheating.
        
         | raincole wrote:
         | I'm not entirely sure if you're being sarcastic or not.
         | 
         | > What if online games track how well people do and sort them
         | into tiers based on skill level?
         | 
         | Games have been already doing this for at least a decade. Games
         | that do this are exactly the games where cheating is rampant.
        
           | bunderbunder wrote:
           | Honest question. Believe it or not, people who aren't into
           | AAA multiplayer games don't necessarily know a whole lot
           | about them.
        
         | steveklabnik wrote:
         | This is called "Skill based matchmaking" and it is absolutely
         | something that many games already do. Studies have shown that
         | it increases player retention significantly. But also, there's
         | a chunk of people who _absolutely_ hate on it at every
         | opportunity.
         | 
         | Cheating happens regardless.
        
       | insane_dreamer wrote:
       | I haven't been a hardcore gamer in nearly 2 decades (think Half-
       | Life, original CS), so forgive the ignorance; but why do game
       | publishers care whether users cheat? I mean it's not like it
       | costs them money--you're buying the game either way. I guess
       | maybe in a MOOG it ruins the experience for other players if you
       | show up with a gazzilion resources, but other than those games,
       | so what if you leveled up quickly? why spend dev effort on trying
       | to stop it?
        
         | ultrafez wrote:
         | People might not buy a game if they don't think they'll get a
         | fair play experience.
        
         | plutoh28 wrote:
         | A game that is overrun by cheaters makes it less fun to regular
         | players. If regular players don't want to play your game, it
         | ends up being a hacker circle jerk before the servers stop
         | getting consistent players at which point the game is dead. And
         | a dead game is not interesting to potential buyers which
         | affects the publishers revenue stream.
        
       | Kapura wrote:
       | I know there are large multiplayer shooters that have or are
       | going to be moving off of Linux soon. Anecdotally, the percentage
       | of linux users running cheat software is significant, north of
       | 50% in some cases.
       | 
       | Ultimately, I sympathize with game developers trying to create a
       | good, _consistent_ experience for players across multiplayer
       | titles. The reason players accept anticheat software in large mp
       | games is because the alternative is worse.
        
         | LelouBil wrote:
         | I think I saw on HN a while ago someone suggesting that Valve
         | could make a "clean kernel" build that anti cheats could
         | whitelist for Linux/Proton games.
        
           | athrowaway3z wrote:
           | The plan to control what a persistent cheater does to their
           | own device is more than 5 decades of straight failures.
           | 
           | Just one more client anti-cheat measure bro. Just one ring
           | lower bro.
           | 
           | I'm not sure what I find more terrifying: the persistence of
           | the NSA & Disney lobby for subverting root control in all
           | devices, or that so many people mindlessly agree its the
           | right direction to go and their world will be a better place
           | for it.
        
       | JohnMakin wrote:
       | I'm absolutely not a fan of giving a game the level of kernel
       | access these games take without my permission. That said,
       | cheating is an existential threat to a good game experience
       | online, and I really don't know of any other solution. What's
       | been frustrating over the years is when kernel anti-cheats,
       | unbeknownst to you, are causing issues with other games entirely
       | unrelated to what you are playing - because some game developers
       | had a bad habit of leaving them running/idle even if you were not
       | playing.
       | 
       | I have a dedicated laptop for gaming that I do absolutely nothing
       | else on, not even logging into email accounts. Just steam + games
       | + whatever video software I might need. This is my sane
       | compromise as someone who participates in a lot of competitive
       | games. it sucks, but I see no better solution than to disclose it
       | (insane this wasn't the standard already). Even that is hard,
       | because if you disclose too much, cheaters can take advantage.
        
         | fullspectrumdev wrote:
         | > That said, cheating is an existential threat to a good game
         | experience online
         | 
         | I never understood this.
         | 
         | As I mentioned in another thread, maybe I'm just old or
         | something now, but I've never given a fuck if another player
         | was cheating.
         | 
         | Back in the day it was pretty normal to run into someone using
         | aimbot or wall hack or whatever shit.
         | 
         | You would just change server or join a different lobby or
         | whatever if it was really bothering your enjoyment.
        
           | JohnMakin wrote:
           | Games with ranked systems will always be cheated. If you play
           | competitively and attain a sufficiently high rank, you will
           | encounter cheaters inevitably. If cheating hits a certain
           | threshold (or even the perception of cheating), the system
           | collapses because people won't compete in a system they
           | perceive as unfair. It isn't a matter of just changing
           | servers when there are consequences for winning/losing. Even
           | worse, many competitive games offer specific, tangible
           | rewards such as items/skins/etc. for winning, which heavily
           | incentivizes cheaters even further. I have definitely stopped
           | playing games completely because of cheating issues - one
           | dumb one particularly for me are m/kb players on playstation
           | FPS games, which is trivial to stop and detect, but they
           | won't do it. I'd vastly prefer something invasive on my
           | playstation to prevent that experience than the alternative,
           | which is to just not play.
        
           | thanzex wrote:
           | That's not a thing you can do on many games nowadays. I
           | assume this comment is also related to this thread
           | https://www.theverge.com/2024/10/31/24284644/apex-legends-
           | lo...
           | 
           | There's no concept of "server" or "Change lobby" on Apex or
           | other Battle royales.
           | 
           | You just queue up for a game, which lasts ~20 minutes. As you
           | are in a 3 player team if you disconnect from the game you
           | get a temp ban penalty, since that also degrades other
           | players experience. So there's no disconnecting freely once a
           | game has started. Now imagine you're playing for 10-15
           | minutes just to die without really having any chance. That
           | gets frustrating, really quickly, since winning is close to
           | the only "reward" you get from playing the game.
           | 
           | It's not like a classic COD or Battlefield game, where you
           | can feely leave or join any game/server. Once you're in
           | you're somewhat committed, and you have no control over where
           | or with whom you're playing against.
        
         | alexandre_m wrote:
         | > and I really don't know of any other solution
         | 
         | Behavior AI-driven anti-cheat system running on the server
         | side.
        
           | JohnMakin wrote:
           | This sounds nice, but it isn't a thing that would really
           | work. This excellent post in this same thread explains why:
           | 
           | https://news.ycombinator.com/item?id=42004965
        
         | pphysch wrote:
         | > cheating is an existential threat to a good game experience
         | online, and I really don't know of any other solution.
         | 
         | Cheating is downstream of the trust problem with an anonymous
         | global "community". Anti-cheat is just an arms race, but there
         | are other avenues to addressing it (weak "KYC", like requiring
         | a phone number to play ranked modes).
         | 
         | Deadlock is _potentially_ doing something interesting with its
         | invite-only EA system. They 're essentially building a social
         | graph of players, which could be leveraged to identify
         | "cheating rings"/compromised accounts and seed some kind of
         | social reputation system within the community.
        
           | JohnMakin wrote:
           | This is a really interesting and potentially great idea, but
           | I am fundamentally against the KYC thing because it puts me
           | in a position where I'm at the whims of whatever BS automated
           | moderation systems they put in place these days, which is
           | usually quite terrible.
        
             | pphysch wrote:
             | With effective KYC, each moderation action has more weight
             | (because user accounts have more weight), so in theory the
             | moderators can focus more on quality than raw throughput.
        
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