[HN Gopher] How kernel anti-cheats work
       ___________________________________________________________________
        
       How kernel anti-cheats work
        
       Author : davikr
       Score  : 337 points
       Date   : 2026-03-15 00:15 UTC (22 hours ago)
        
 (HTM) web link (s4dbrd.github.io)
 (TXT) w3m dump (s4dbrd.github.io)
        
       | Retr0id wrote:
       | This got me wondering how easy it'd be to automate discovery of
       | BYOVD vulns with LLMs (both offensively and defensively)
        
         | not_a9 wrote:
         | Probably not too hard with the LLM side itself assuming latest
         | models and good tooling.
         | 
         | The harder thing probably is getting a dataset for "all
         | x64/ARM64 Windows drivers that aren't already considered
         | vulnerable".
         | 
         | Also it depends what's considered a vulnerability here.
        
       | metalcrow wrote:
       | >TPM-based measured boot, combined with UEFI Secure Boot, can
       | generate a cryptographically signed attestation ... This is not a
       | complete solution (a sufficiently sophisticated attacker can
       | potentially manipulate attestation)
       | 
       | I was not aware that attackers could potentially manipulate
       | attestation! How could that be done? That would seemingly defeat
       | the point of remote attestation.
        
         | gruez wrote:
         | The comms between the motherboard and the TPM chip isn't
         | secured, so an attacker can just do a MITM attack and
         | substitute in the correct values.
        
           | metalcrow wrote:
           | That's fair, although aren't most TPMs nowadays fTPMs? No
           | interceptable communication that way.
        
             | Retr0id wrote:
             | Until they _require_ fTPMs, an attacker can just choose to
             | use a regular TPM.
             | 
             | A more sophisticated attacker could plausibly extract key
             | material from the TPM itself via sidechannels, and sign
             | their own attestations.
        
               | Charon77 wrote:
               | I remember there's a PCI device that's meant to be
               | snooping and manipulating RAM directly by using DMA.
               | Pretty much one computer runs the game and one computer
               | runs the cheat. I think kernel anti cheats are just
               | raising the bar while pretty much being too intrusive
        
               | int_19h wrote:
               | TFA explicitly describes those devices, and how anti-
               | cheat developers are trying to handle this.
               | 
               | But the main point there is that this setup is
               | prohibitively expensive for most cheaters.
        
             | edoceo wrote:
             | Can a TPM be faked in a QEMU VM?
        
               | carefree-bob wrote:
               | Yes! https://github.com/stefanberger/swtpm
        
               | invokestatic wrote:
               | Technically yes, but it would produce an untrusted remote
               | attestation signature (quote). This is roughly equivalent
               | to using TLS with a self-signed certificate -- it's not
               | trusted by anyone else. TPMs have a signing key that's
               | endorsed by the TPM vendor's CA.
        
               | kay_o wrote:
               | We don't allow games to run in virtual machines and
               | require TPM. Check TPM EK signing up to an approved
               | manufacturer.
               | 
               | It is not "fake", a software TPM is real TPM but not
               | accepted/approved by anticheat due to inability to prove
               | its provenance
               | 
               | (Disclosure: I am not on the team that works on Vanguard,
               | I do not make these decisions, I personally would like to
               | play on my framework laptop)
        
             | nextaccountic wrote:
             | what about faulTPM? https://arxiv.org/abs/2304.14717
        
           | halayli wrote:
           | That doesn't sound accurate. The T in TPM stands for trust,
           | the whole standard is about verifying and establishing trust
           | between entities. The standard is designed with the
           | assumption that anyone can bring in their scope and probe the
           | ports. This is one of several reasons why the standard
           | defines endorsement keys(EK).
        
             | invokestatic wrote:
             | Actually, it is completely true. The TPM threat model has
             | historically focused on software-based threats and physical
             | attacks against the TPM chip itself - crucially NOT the
             | communications between the chip and the CPU. In the over 20
             | year history of discrete TPMs, they are largely completely
             | vulnerable to interposer (MITM) attacks and only within the
             | last few years is it being addressed by vendors.
             | Endorsement keys don't matter because the TPM still has to
             | trust the PCR commands sent to it by the CPU. An interposer
             | can replace tampered PCR values with trusted values and the
             | TPM would have no idea.
        
             | srjek wrote:
             | It is correct, the measurement command to the TPM is not
             | encrypted. So with MITM you can record the boot
             | measurements, then reset and replay to any step of the boot
             | process. Secrets locked to particular stages of boot are
             | then exposed.
             | 
             | There is guidance on "Active" attacks [1], which is to set
             | up your TPM secrets so they additionally require a
             | signature from a secret stored securely on the CPU. But
             | that only addresses secret storage, and does nothing about
             | the compromised measurements. I also don't know what would
             | be capable of providing the CPU secret for x86 processors
             | besides... an embedded/firmware TPM.
             | 
             | [1] https://trustedcomputinggroup.org/wp-
             | content/uploads/TCG_-CP...
        
         | matheusmoreira wrote:
         | See this for example:
         | 
         | https://tee.fail/
         | 
         | Defeating remote attestation will be a key capability in the
         | future. We should be able to fully own our computers _without_
         | others being able to discriminate against us for it.
        
           | metalcrow wrote:
           | Thank you for that link, that's super interesting! It looks
           | like it's actually an architectural vulnerability in modern
           | fTPMs, and considered out of scope by both Intel and AMD. So
           | that's a reliable way to break attestation on even the most
           | modern systems!
        
           | torginus wrote:
           | Sure, but the exploit presented doesn't really look practical
           | for the everyman. And I'm not sure if it can be patched in
           | HW/SW, and in any case this is just the first step to a fully
           | fake secure boot.
        
       | eddythompson80 wrote:
       | While I'm not really a gamer, I do think the conundrum of online
       | games cheating is an interesting technical problem because I
       | honestly can't think of a "good" solution. The general simplistic
       | answer from those who never had to design such a game or a system
       | of "do everything on the server" is laughably bad.
        
         | abofh wrote:
         | I think it's somewhere between halting and turing - given
         | infinite resources it's likely solvable, but lacking that it's
         | just narrowing bounds
        
         | hakkoru wrote:
         | I think from a purely technical viewpoint, cheaters will always
         | have the advantage since they control the machine the game and
         | anti-cheat is running on. Anti-cheat just has to keep the
         | barrier high enough so regular players don't think the game is
         | infested with cheaters.
        
           | akersten wrote:
           | > Anti-cheat just has to keep the barrier high enough so
           | regular players don't think the game is infested with
           | cheaters.
           | 
           | And even that's the (relatively) straightforward part. The
           | hard part is doing this without injuring the kernel enough
           | that the only sensible solution for the security conscious is
           | a separate PC for gaming.
        
             | cylemons wrote:
             | I wonder if dual booting can be used as a middle ground,
             | like have one OS for gaming and other OS for work.
             | 
             | Problem is that only works if the two OSes are different
             | (Windows vs Linux) or else they can just stomp each other
        
           | eddythompson80 wrote:
           | I agree, but that's precisely the interesting 'technical'
           | problem. Like bitcoins "proof of work" in 2011 (it took me
           | few years to comprehend) was an eye opening moment for me.
           | While I do believe that it firmly failed to achieve its lofty
           | goals, the idea of "proof of work" was a really captivating
           | and interring technical idea. Can a video game client have a
           | similar zero-trust proof of their authenticity? I personally
           | can't think of one. I can't think of a way to have remote
           | random agents (authenticates or not) to proof they are not
           | cheating in a "game", and like you, I suspect it's not really
           | possible. But what does that mean?
           | 
           | I grew up with star trek and star wars wondering what a "I'll
           | transfer 20 units to you" meant. Bitcoin was an eye opener in
           | the idea of "maybe this is possible" to me. But it shortly
           | became true to me that it's not the case. There is no way
           | still for random agents to prove they are not malicious. It's
           | easier in a network within the confines of Bitcoin network.
           | But maybe I'm not smart enough to come up with a more
           | generalized concept. After all, I was one of the people who
           | read the initial bitcoin white paper on HN and didn't
           | understand it back then and dismissed it.
        
             | charcircuit wrote:
             | You could have replays where all player inputs are signed
             | by the individual players. This replay file could be used
             | as proof to report a cheater. Analysis tools can be
             | developed later to identify what packets are only possible
             | from cheaters. For example you could prove that a player
             | was sending packets that they were flying around.
        
           | cortesoft wrote:
           | I have never worked on AAA games, but I have developed
           | software for 35 years and play many competitive online games
           | regularly.
           | 
           | I have always wondered why more companies don't do trust
           | based anti cheat management. Many cheats are obvious from
           | anyone in the game, you see people jumping around like crazy,
           | or a character will be able to shoot through walls, or
           | something else that impossible for a non-cheater to do.
           | 
           | Each opponent in the game is getting the information from the
           | cheating player's game that has it doing something
           | impossible. I know it isn't as simple as having the game
           | report another player automatically, because cheaters could
           | report legitimate players... but what if each game reported
           | cheaters, and then you wait for a pattern... if the same
           | player is reported in every game, including against brand new
           | players, then we would know the were a cheater.
           | 
           | Unless cheaters got to be a large percentage of the player
           | population, they shouldn't be able to rig it.
        
             | max-m wrote:
             | A couple of years ago the bot situation in casual Team
             | Fortress 2 was so bad that it wasn't uncommon to land in a
             | game where the majority of at least one of the teams was a
             | group of cooperating bots. In those matches you have the
             | possibility to start a kick-vote on your team mates, and
             | those bots would immediately vote "no" if you tried to vote
             | on any of them and because they were the majority of the
             | team these votes always failed. And if these batch were in
             | your enemy team all you could do was to ask the remaining,
             | hopefully real, players on the enemy team to try to kick
             | them. It was especially annoying when you tried to play
             | certain game modes these bots weren't programmed to handle,
             | they had no idea of the objective and the match would stall
             | indefinitely, forcing you to queue for a different match.
             | And if I remember correctly these bots were pretty much
             | headshotting everything they got in sight. Something the
             | server can easily detect. But VAC for example acts
             | intentionally slow, so cheaters don't get immediate
             | feedback.
             | 
             | Out of curiosity I did a quick internet search and a couple
             | of months ago a new wave of bots has emerged. Those bots
             | also join as majority group but never fully join the game,
             | they simply take up slots in a team, preventing others from
             | joining. Makes you wonder why the server isn't timing them
             | out.
        
             | orbital-decay wrote:
             | Less skilled players can't distinguish better players from
             | cheaters, and reports are usually abused and used in bad
             | faith. Even a good-faith report really just means "I don't
             | want to see this player for whatever reason". It's used as
             | a signal of something in most systems but never followed
             | outright in good games because players get a ton of useless
             | reports.
             | 
             | Players in some games with custom servers run webs of trust
             | (or rather distrust, shared banlists). They are typically
             | abused to some degree and good players are banned across
             | multiple servers by admins acting in bad faith or just
             | straight up not caring. This rarely ends well.
             | 
             | I used to run popular servers for PvP sandbox games and big
             | communities, and we used votebans/reports to evict good
             | players from casual servers to anarchy ones, where they
             | could compete, but a mod always had to approve the eviction
             | using a pretty non-trivial process. This system was useless
             | for catching cheaters, we got them in other ways. That's
             | for PvP sandboxes - in e-sports grade games reports are
             | useless for anything.
        
             | dxuh wrote:
             | Counter-Strike has been doing this for years. It's called
             | "Overwatch" (even before Blizzards Overwatch came out). And
             | believe it or not it failed to reliably catch actual
             | cheaters AND got non-cheaters in trouble (both repeatedly).
             | A very good player is indistinguishable from a cheater with
             | a good cheat. Sometimes people just get super lucky for a
             | few rounds and you might get judged based on that.
        
               | magicalhippo wrote:
               | > A very good player is indistinguishable from a cheater
               | with a good cheat.
               | 
               | I played COD4 a lot, though not competitively. I used to
               | say that I had a bad day if I didn't get called a cheater
               | once.
               | 
               | I didn't cheat, never have, but some people are just not
               | aware of where the ceiling is.
               | 
               | The cheaters that annoyed us back then were laughably
               | obvious. They'd just hold the button with a machine gun
               | and get headshots after headshots, or something blatant
               | like that.
        
               | chucksmash wrote:
               | > some people are just not aware of where the ceiling is
               | 
               | True of everything. Getting good just lets you see the
               | skill gaps. I've sunk a serious chunk of time into both
               | pool and chess. In both I'd be willing to take a bet that
               | I can beat the median player with my eyes closed (in
               | pool, closing them after walking the table but before
               | getting down on the shot).
               | 
               | And in both of those activities, there are still like
               | 10-20 levels of "person at skill level A should always
               | win against person at skill level B" between me and
               | someone who is ACTUALLY good at pool or chess. Being
               | charitable, in the grand scheme of things I _might_ be an
               | intermediate player.
        
               | shaokind wrote:
               | Overwatch is now non-public - when CS2 replaced CS:GO, it
               | wasn't available, and when it was reintroduced, it was
               | only for "trusted partners" [0].
               | 
               | [0]: https://steamdb.info/patchnotes/14178987/
        
         | karmakaze wrote:
         | Do what Netflix did and run servers at ISPs (or at their
         | providers or Cloudflare points).
         | 
         | It's kind of weird that we still don't have distributed
         | computing infrastructure. Maybe that will be another thing
         | where agents can run near the data their crunching on generic
         | compute nodes.
        
           | Retr0id wrote:
           | What does that have to do with solving the problem?
        
           | eddythompson80 wrote:
           | Sorry to day this, but I don't think you understand how any
           | of this works. Whenever someone's proposed "edge computing"
           | as a way to solve trust problems, I know they are just
           | stringing together fancy sounding words they don't
           | understand.
           | 
           | What "Netflix did" was having dead-simple static file serving
           | appliance for ISPs to host with their Netflix auth on top. In
           | their early days, Netflix had one of the simplest "auth"
           | stories because they didn't care.
        
             | karmakaze wrote:
             | There's different levels of cheating. We can avoid the
             | worst cases by not putting the game state/Netcode in the
             | users computer which basically makes it like an X Server.
             | 
             | It would add some latency but could be opt-in for those
             | that care enough for all players in a match to take the
             | hit.
        
               | Thaxll wrote:
               | All the games that use kernel anti cheat have the
               | simulation running on the server.
               | 
               | You can't make a competitive fps game with a dumb
               | terminal, it can't work because the latency is too high
               | so that's why you have to run local predictive
               | simulation.
               | 
               | You don't want to wait the server to ack your inputs.
        
               | ThatPlayer wrote:
               | > All the games that use kernel anti cheat have the
               | simulation running on the server.
               | 
               | There's an exception with fighting games. Fighting games
               | generally don't have server simulations (or servers at
               | all), but every single client does their own full
               | simulation. And 2XKO and Dragon Ball FighterZ have kernel
               | anti cheat.
               | 
               | Well I'm just nitpicking and it's different because it's
               | one of the few competitive genres where the clients do
               | full game state simulations. Another being RTS games.
        
               | DrinkyBird wrote:
               | Go play the original Quake (not QuakeWorld) online and
               | you will soon realise why games realised that concept was
               | flawed as soon as it was implemented.
               | 
               | It works fine for LAN but as soon as the connection is
               | further than inside your house, it's utterly horrible.
        
           | raincole wrote:
           | To quote the parent comment:
           | 
           | > The general simplistic answer from those who never had to
           | design such a game or a system of "do everything on the
           | server" is laughably bad.
        
           | maccard wrote:
           | If me and my roommate are both playing against each other on
           | a server less than 10ms away, in the normal scenario at 60fps
           | there is still ~60ms between me clicking and it appearing on
           | your screen - and another 60ms before I get confirmation. Now
           | add real world conditions like "user is running YouTube in
           | the background" or "wife opens instagram" and that latency
           | becomes unpredictable. You still are left with the same
           | problems. Now multiply it by 10 people who are not the same
           | distance from the ISP and the problems multiply.
        
         | theLiminator wrote:
         | The only good long term solution is ML on replays + moderately
         | up to date client side (non kernel) AC (just good enough to
         | deter cheaters).
        
         | bee_rider wrote:
         | Preventing cheating is hopeless.
         | 
         | Anyway, this isn't the Olympics, a professional sport, or
         | Chess. It's more like pickup league. Preserving competitive
         | purity should be a non-goal. Rather, aim for fun matches.
         | Matchmaking usually tries to find similar skill level opponents
         | anyway, so let cheaters cheat their way out of the wider
         | population and they'll stop being a problem.
         | 
         | Or, let players watch their killcams and tag their deaths.
         | Camper, aimbot, etc etc. Then (for players that have a good
         | sample size of matches) cluster players to use the same tactics
         | together.
         | 
         | Treating games like serious business has sucked all the fun out
         | of it.
        
           | eddythompson80 wrote:
           | Unfortunately that has been proven to not work.
           | 
           | Matching based on skill works only as long as you have an
           | abundance of players you can do that based on. When you have
           | to account for geography, time of day, momentary
           | availability, and skill level, you realize that you have
           | fractured certain players far too much that it's not fun for
           | them anymore. Keep in mint that "cheaters" are also looking
           | for matches that would maximize their cheats. Maybe it's 8PM
           | Pacific Time with tons of players there, but it's 3 AM
           | somewhere else with much limited number of players. Spoof
           | your ping and location to be there and have fun sniping every
           | player in the map. Sign up for new accounts on every play,
           | who cares. Your fun as a cheater is to watch others lose
           | their shit. You're not building a character with history and
           | reputation. You are heat sniping others while they are not
           | realizing it. It may sound limited in scope and not worth the
           | effort for you, but it's millions of people out there tht
           | ruin the game for everyone.
           | 
           | Almost every game I know of lets players "watch their kill
           | cam", and cheaters have adapted. The snipped people have a
           | bias to vote the sniper was cheating, and the snipers have a
           | bias to vote otherwise. Lean one way or the other, and it's
           | another post on /r/gaming of how your game sucks.
        
           | chrisfosterelli wrote:
           | Well it is a professional sport -- there's tournaments worth
           | tens of millions of dollars. But honestly it is probably
           | easier to catch cheaters in that environment. The real issue
           | is that cheaters suck the fun out of the game, and
           | matchmaking doesn't fix this because cheaters just cheat the
           | matchmaking (smurf accounts, etc) until they're stomping
           | regular players again. I don't think throwing our hands up
           | and letting the cheaters go on is a real solution.
        
             | bee_rider wrote:
             | Smurf accounts are a real problem, but they are a real
             | problem whether the person stomping beginners is using
             | cheats or is just experienced. The target should be
             | preventing smurfing in the first place.
        
               | chrisfosterelli wrote:
               | That's a good point.
        
             | drdaeman wrote:
             | > The real issue is that cheaters suck the fun out of the
             | game
             | 
             | Unpopular opinion: cheaters don't, griefers do.
             | 
             | "Cheater" is a pejorative for someone who sidesteps the
             | rules and uses technology instead of, uh, pardon a
             | potentially word choice, innate skills. They don't
             | inherently want to see others suffer as they stomp - it's a
             | matchmaking bug they're put where they don't belong. They
             | just want to do things they cannot do on their own, but
             | what are technically possible. A more positive term for
             | that is a "hacker".
             | 
             | Griefers are a different breed, they don't just enjoy own
             | success but get entertained by others' suffering. Not a
             | cheating issue TBH (cheats merely enable more
             | opportunities), more like "don't match us anymore, we don't
             | share the same ideas of fun" thing. "Black hat" is close
             | enough term I guess.
             | 
             | YMMV, but if someone performs adequately for my skill
             | levels (that is, they also don't play well) then they don't
             | deprive me of any fun irrespective of how they're playing.
        
               | Marazan wrote:
               | > They don't inherently want to see others suffer as they
               | stomp
               | 
               | Cheaters want to dominate other players, feel like they
               | deserve to dominate other players and are perfectly happy
               | for other players to suffer as long as they feel good.
        
               | drdaeman wrote:
               | That's provably not universally true, although I have no
               | idea about the exact demographics.
               | 
               | Best I've ever seen was some online discussions about
               | motives, but I never compiled any statistics out of
               | random anecdotes (that must be biased and probably not
               | representative).
        
               | Marazan wrote:
               | If they weren't motivated by a toxic sense of self regard
               | and a desire to humiliate others they wouldn't cheat.
               | This is axiomatic.
        
               | jasomill wrote:
               | That's a gross exaggeration. Some people just want to
               | play the game, but lack motor skills commensurate with
               | their other abilities.
               | 
               | Are players who take advantage of developer-supplied aim
               | assist and other assistive technologies "motivated by a
               | toxic sense of self regard and a desire to humiliate
               | others"?
        
               | Marazan wrote:
               | Are people who play the game as the developers intended
               | using the tools the developer supplied cheaters? Wow,
               | deep philosophical questions there.
               | 
               | Gonna have to ponder if people who aren't cheating are
               | cheaters.
        
               | Fizz43 wrote:
               | Yeah thats a really unpopular opinion. Cheaters dont want
               | to play the game. There is no matchmaking for them that
               | makes sense.
               | 
               | They have inhuman skills usually paired with terrible
               | game IQ and generally awful toxicity. They get boosted up
               | to play with intelligent players purely because they can
               | hold a button to outplay. It gets to the point where you
               | have a player on your team who has no idea how to play
               | but is mechanically good and it breaks the entire
               | competitiveness of the game.
        
           | YetAnotherNick wrote:
           | > Anyway, this isn't the Olympics, a professional sport, or
           | Chess.
           | 
           | Yes, its prize pool is order of magnitude higher than either
           | of Olympics sports or Chess.
        
             | bee_rider wrote:
             | I'm sure there's a game out there that has a prize pool for
             | matchmaking mode, because any silly thing has happened
             | somewhere, but I'd expect that sort of thing to mostly be
             | handled in proper tournaments.
        
               | tapoxi wrote:
               | It's not so much tournaments but viewership. People watch
               | others play on Twitch, that gets you money directly as
               | well as sponsorships. This incentives people to cheat so
               | they're good on stream.
        
               | Jensson wrote:
               | It is a lot harder to cheat on a live stream though.
        
           | maccard wrote:
           | > let cheaters cheat their way out of the wider population
           | 
           | In a 5v5 shooter this ruins 9 people's game along the way,
           | times however many games this takes. Enough people do this
           | and the game is ruined
           | 
           | > or let players watch their killams and tag their deaths
           | 
           | Players are notoriously bad at this stuff. Valve tried it
           | with "overwatch" and it didn't work at all.
           | 
           | Forgetting about anti cheat for a minute though, may hamming
           | for different behaviours is a super interesting topic in
           | itself. It's very topical right now [0] and a fairly divisive
           | topic. Most games with a ranked mode already do this -
           | there's a hidden MMR for unranked modes that is match made
           | on, and players self select into "serious" or "non serious"
           | queues. It works remarkably well - if you ever read people
           | saying that Quick Play is unplayable it proves that the
           | separate queues are doing a good job of keeping the two
           | groups separate!
           | 
           | [0] https://www.pcgamer.com/games/third-person-shooter/arc-
           | raide...
        
             | bee_rider wrote:
             | Did Valve really do that for Overwatch? It is on their
             | store, so maybe, but I'd expect Blizzard to implement that
             | sort of thing.
             | 
             | I agree that killcam tagging is not great for, like, actual
             | "you are breaking the rules" type enforcement (because,
             | yeah, players will generate a ton of false-positives). But
             | if players had a list of traits and match-making tried to
             | minimize some distance in the trait space (admitting it
             | could've be perfect), it might result in more fun matches.
        
               | maccard wrote:
               | > Did Valve really do that for Overwatch? It is on their
               | store, so maybe, but I'd expect Blizzard to implement
               | that sort of thing.
               | 
               | Valve did it for CS, and it was called overwatch, sorry.
               | [0]
               | 
               | [0]
               | https://counterstrike.fandom.com/wiki/Overwatch#Verdict
        
         | Morromist wrote:
         | The only solution that seems to work well that I've seen is
         | having very active and good server admins who watch the
         | gameplay and permaban cheaters. Requires a lot of man hours and
         | good UI and info for them to look at, as well as (ideally) the
         | ability to see replays.
         | 
         | That solution only works on servers hosted by players - I've
         | never seen huge game companies that run their own servers (like
         | GTA) have dedicated server admins. I guess they think they can
         | just code cheaters out of their games, but they never can.
        
           | keyringlight wrote:
           | It's interesting how often accuracy problems fall back to
           | requiring humans in the loop, and in the case of big consumer
           | systems that means employing people in low wage parts of the
           | world. For playing a match of a video game I don't think
           | there's that much money involved balanced against the amount
           | of playtime to pay for enough monitoring or to ensure a
           | timely response to reports. Gamers always wheel out community
           | run servers and admins because it's pushing the cost onto
           | someone else (I don't think I've ever seen someone volunteer
           | themselves for it), and they'd mostly refuse pay to play if
           | that meant employing a staff that scaled as their online
           | games are popular.
        
         | raincole wrote:
         | The solution is purely cultural. We should collectively think
         | people who cheat online are losers.
         | 
         | (Not being sarcastic.)
        
           | piotrkaminski wrote:
           | By and large we do. Unfortunately, the losers don't care
           | unless you identify them personally. For them, the thrill of
           | cheating and griefing others easily overcomes some
           | generalized cultural zeitgeist.
        
             | jack_pp wrote:
             | Or bad players might get owned by better ones, conclude the
             | other guy was cheating and the only way to compete is for
             | them to cheat as well.
             | 
             | Sort of like nuclear weapons
        
               | seanhunter wrote:
               | This has happened in online chess, with some people
               | admitting to using engines (ie cheating) to "confirm
               | their suspicion that the other guy is cheating".
        
           | seanhunter wrote:
           | Remember you're living in a world where people idolize Elon
           | Musk, a person who employed someone to play path of exile and
           | diabolo to boost his account (ie a cheater). Also a lot of
           | people don't care (or claim not to care) whether people see
           | them as losers as long as they wreck other folks day.
           | 
           | https://www.forbes.com/sites/paultassi/2025/01/20/elon-
           | musk-...
        
             | bigstrat2003 wrote:
             | I don't know a single person who doesn't think that the PoE
             | thing was super cringe. To the extent that people idolize
             | Elon, it's because they think his accomplishments outweigh
             | him making a massive fool of himself in that instance.
        
               | seanhunter wrote:
               | That's true. OK I was being unfair.
        
           | beeflet wrote:
           | This is a noble lie, because it's really the non-cheaters who
           | are losers. If the cheaters lost then there would be no
           | problem.
        
         | charcircuit wrote:
         | Mac OS with remote attestation has proven strong enough for
         | anticheat on Mac OS without needing kernel anticheat.
        
         | hrmtst93837 wrote:
         | Most people ignore that "do everything on the server" kills any
         | game that needs fast interactions or decent local prediction,
         | latency goes through the roof and you might as well play chess
         | by email. There isn't a clean answer.
         | 
         | Kernel anti-cheat isn't an elegant solution either. It's
         | another landmine, security holes, false positives, broken dev
         | tools, and custody battles with Windows updates while pushing
         | more logic server-side still means weeks of netcode tuning and
         | a cascade of race conditions every time player ping spikes, so
         | the idea that this folds to "better code disipline" is fantasy.
        
           | tonyhart7 wrote:
           | sorry but kernel anti cheat is actually good
           | 
           | I play fps competitively and valorant is by far the most
           | least cheater fps game on the market
        
             | PowerElectronix wrote:
             | Except for the risk of the game being compromised and
             | everything in your computer along with it.
        
               | tonyhart7 wrote:
               | its like saying game piracy is bad because you can get
               | hack in your pc
               | 
               | if your pc is so important then maybe don't install these
               | particular software
               | 
               | its all about trade off
        
               | PowerElectronix wrote:
               | I don't install games that require kernel level
               | anticheat. I wish those games would stop using them
               | because without that I'd play a few of them.
               | 
               | Kernel level anticheat isn't a silver bullet, either. It
               | just simplifies the work of the anticheat programmers. I
               | personally think that the silver bullet is behavioral
               | anticheat and information throttling (don't send the
               | player information about other players that he can't
               | see/hear)
        
               | tonyhart7 wrote:
               | Yeah but this is our current best tool yet
               | 
               | if you can design a better one without drawback then you
               | could try to release a better one
        
             | bigstrat2003 wrote:
             | It may be effective, but it's an unacceptable security risk
             | imo. No amount of effectiveness can justify installing a
             | literal rootkit to play the game.
        
               | tonyhart7 wrote:
               | its called anti cheat for a reason (not anti spyware)
               | 
               | nothing perfect in software world and this is the best
               | tool for its job
        
               | charcircuit wrote:
               | Valorant only uses kernel mode anticheat on Windows.
               | Apple has taken security seriously enough that the
               | anticheat is user mode only on MacOS.
        
           | rangestransform wrote:
           | Not all the processing needs to be done online, it can be
           | done completely async offline on game logs
        
       | istillcantcode wrote:
       | I could have sworn online gambling people fixed this years ago
       | with just wifi. I thought I remembered reading a comment on here
       | about the online gambling for kids no cheating people not talking
       | to the online gambling for adults no cheating people.
        
         | nichch wrote:
         | The "just wifi" is about getting your true geolocation so
         | regulated gaming platforms can operate legally. Ironically, I
         | bet whatever API they use can be intercepted by a kernel level
         | process.
         | 
         | They also have VM checks. I "accidentally" logged into MGM from
         | a virtual machine. They put my account on hold and requested I
         | write a "liability statement" stating I would delete all
         | "location altering software" and not use it again. (Really!)
        
         | Morromist wrote:
         | That would be interesting if they did.
         | 
         | looking at cards is a way easier problem than rendering a 3d
         | world with other players bouncing around. I imagine you could
         | just send the card player basially a screenshot of what you
         | want them to see and give them no other data to work with and
         | that would mostly solve cheating.
         | 
         | But gambling can be way more complicated than just looking at
         | cards so maybe there's a lot more to it.
        
       | matheusmoreira wrote:
       | Never forget the risks of trusting game companies with this sort
       | of access to your machine.
       | 
       | https://www.vice.com/en/article/fs-labs-flight-simulator-pas...
       | 
       | Company decides to "catch pirates" as though it was police. Ships
       | a browser stealer to consumers and exfiltrates data via
       | unencrypted channels.
       | 
       | https://old.reddit.com/r/Asmongold/comments/1cibw9r/valorant...
       | 
       | https://www.unknowncheats.me/forum/anti-cheat-bypass/634974-...
       | 
       | Covertly screenshots your screen and sends the image to their
       | servers.
       | 
       | https://www.theregister.com/2016/09/23/capcom_street_fighter...
       | 
       | https://twitter.com/TheWack0lian/status/779397840762245124
       | 
       | https://fuzzysecurity.com/tutorials/28.html
       | 
       | https://github.com/FuzzySecurity/Capcom-Rootkit
       | 
       | Yes, a literal privilege escalation as a service "anticheat"
       | driver.
       | 
       | Trusting these companies is _insane_.
       | 
       | Every video game you install is untrusted proprietary software
       | that assumes you are a potential cheater and criminal. They are
       | pretty much guaranteed to act adversarially to you. Video games
       | should be sandboxed and virtualized to the fullest possible
       | extent so that they can access _nothing_ on the real system and
       | ideally not even be able to touch each other. We really don 't
       | need kernel level anticheat complaining about virtualization.
        
         | invokestatic wrote:
         | The privacy points in general are valid, but what irritates me
         | is using this rationale against kernel mode anti cheats
         | specifically.
         | 
         | You do not need kernel access to make spyware that takes
         | screenshots. You do not need a privileged service to read the
         | user's browser history.
         | 
         | You can do all of this, completely unprivileged on Windows.
         | People always seem to conflate kernel access with privacy which
         | is completely false. It would in fact be much harder to do any
         | of these things from kernel mode.
        
           | matheusmoreira wrote:
           | There is no need for irritation. I condemn _all sorts_ of
           | anticheating software. As far as I 'm concerned, if the
           | player wants to cheat he's just exercising his god given
           | rights as the owner of the machine. The computer is _ours_ ,
           | we can damn well edit any of its memory if we really want to.
           | Attempts to stop it from happening are unacceptable affronts
           | to our freedom as users.
           | 
           | Simply put, the game companies want to own our machines and
           | tell us what we can or can't do. That's offensive. The
           | machine is ours and we make the rules.
           | 
           | I single out kernel level anticheats because they are trying
           | to defeat the very mitigations we're putting in place to deal
           | with the exact problems you mentioned. Can't isolate games
           | inside a fancy VFIO setup if you have kernel anticheat taking
           | issue with your hypervisor.
        
             | ryeguy wrote:
             | This take sucks. The anticheat software in this context is
             | for competitive games. No one cares about people cheating
             | in isolation in single player games. The anticheat is to
             | stop 1 guy from ruining it for the 9 others he's playing
             | with online.
             | 
             | You can argue about the methods used for anticheat, but
             | your comment here is trying to defend the right to cheat in
             | online games with other people. Just no.
        
               | matheusmoreira wrote:
               | > The anticheat is to stop 1 guy from ruining it for the
               | 9 others he's playing with online.
               | 
               | Don't play with untrusted randoms. Play with people you
               | know and trust. That's the _true_ solution.
        
               | jack_pp wrote:
               | That is not the solution if you want to play
               | competitively of whenever you feel like it.
               | 
               | Kernel level AC is a compromise for sure and it's the
               | gamers job to assess if the game is worth the privacy
               | risk but I'd say it's much more their right to take that
               | risk than the cheaters right to ruin 9 other people's
               | time for their own selfish amusement
        
               | matheusmoreira wrote:
               | Cheating may not be moral but it's better to put up with
               | it than to cede control of our computers to the
               | corporations that want to own it.
               | 
               | If it kills online gaming, then so be it. I accept that
               | sacrifice. The alternative leads to the destruction of
               | everything the word _hacker_ ever stood for.
        
               | jack_pp wrote:
               | I'm sorry but you are fighting a crusade you can not win
               | by definition. If I am free to use my computer for
               | anything I want then I am also free to lock it down to
               | enjoy my favorite game. If I care about my freedom I will
               | have a dedicated machine for this game that I accept I
               | will not have control over.
               | 
               | You are hijacking this thread about VOLUNTARY ceasing of
               | freedom as if the small community even willing to install
               | these is a slippery slope to something worse. You have a
               | point when it comes to banking apps on rooted phones and
               | I'm with you on that but this is not the thread for it
        
               | matheusmoreira wrote:
               | Valve drives significant development of compatibility
               | layers for Linux for the sake of gaming. Their customer
               | base is anything but small. There is potential for this
               | kernel stuff to spill into the entire Linux ecosystem. It
               | was bad enough having to deal with nvidia. I really don't
               | want other companies screwing up the kernel.
        
               | jack_pp wrote:
               | again fighting against windmills, valve isn't even
               | mentioned in the article. Valve's anti-cheat for CS2 is
               | user-mode.
               | 
               | Do you have evidence valve is working to infect the linux
               | kernel for everyone?
        
               | int_19h wrote:
               | Realistically I don't see how Valve can avoid this. They
               | want all those games on Steam Deck and the new console.
               | Game devs want KAC. Therefore Valve can either provide
               | them with some way to implement KAC - which effectively
               | requires a "signed kernel / drivers only", same as on
               | Windows - or tell them to go away. Why would they do the
               | latter?
               | 
               | Mind you, it doesn't mean that the Linux kernel will be
               | "infected for everyone". It means that we'll see the
               | desktop Linux ecosystem forking into the "secure" Linux
               | which you don't actually have full control of but which
               | you need to run any app that demands a "secure"
               | environment (it'll start with KAC but inevitably progress
               | to other kinds of DRM such as video streaming etc). Or
               | you can run Linux that you actually control, but then
               | you're missing on all those things. Similar to the
               | current situation with mainline Android and its user-
               | empowering forks.
        
               | jack_pp wrote:
               | Streaming services already have a solution for
               | environments where they can't run DRM - crap quality
               | stream. My solution to their solution? torrents.
               | 
               | People can dual boot, what's wrong with a special gaming
               | linux distribution?
        
               | matheusmoreira wrote:
               | > we'll see the desktop Linux ecosystem forking into the
               | "secure" Linux
               | 
               | > Or you can run Linux that you actually control, but
               | then you're missing on all those things
               | 
               | We cannot allow this stuff to be normalized. We can't
               | just sit by and allow ourselves to be discriminated
               | against for the crime of owning our own devices. We
               | should be able to have control _and_ have all of those
               | nice things.
               | 
               |  _Everything_ is gonna demand  "secure" Linux. Banks want
               | it because fraud. Copyright monopolists want it because
               | copyright infringement. Messaging services want it
               | because bots. Government wants it because encryption. At
               | some point they might start demanding attestation to
               | connect to the fucking internet.
               | 
               | If this stuff becomes normal it's over. They win. I can't
               | be the only person who cares about this.
        
               | int_19h wrote:
               | It has already become normal on mobile, which is where
               | most users are.
               | 
               | You're not wrong - this is a very bad outcome! - but I'm
               | afraid the battle has already been lost.
        
               | matheusmoreira wrote:
               | From what I've read they actually tried to push back
               | against it. I'm just saying this stuff is coming to our
               | systems and should be resisted.
        
               | babypuncher wrote:
               | I'm starting to think you've never actually played an
               | online game before
        
               | whs wrote:
               | I wish that is an option. Nowadays many non competitives
               | games that you play with friends you trust still use EAC
               | (yet accept non-kernel mode operation on Linux). I
               | suppose other than VAC you can't buy a usermode anticheat
               | middleware now.
        
               | int_19h wrote:
               | PvE shouldn't need it either, and yet games routinely
               | ship with anti-cheat applied to everything (including
               | single player).
               | 
               | I rather suspect that the reason for this is the current
               | gaming economy of unlockable cosmetics that you can
               | either grind for, or pay for. If people can cheat in
               | single player or PvE, they can unlock the cosmetics
               | without paying. And so...
        
             | LiamPowell wrote:
             | > As far as I'm concerned, if the player wants to cheat
             | he's just exercising his god given rights as the owner of
             | the machine.
             | 
             | By this same logic: As far as I'm concerned, if the game
             | developer only wants to allow players running anticheat to
             | use their servers then they're just exercising their god
             | given rights as the owner of the server.
        
               | matheusmoreira wrote:
               | This is just yet another example of the remote
               | attestation nonsense where your computer is only
               | "trusted" if it's corporate owned. If you own your
               | machine, you "tampered" with it and as a result you get
               | banned from everything. You get ostracized from digital
               | society.
               | 
               | My position is this is unfair discrimination that should
               | be punished with the same rigor as literal racism. Video
               | games are the least of our worries here. We have vital
               | services like banks doing this. Should be illegal.
        
             | babypuncher wrote:
             | This is the most asinine take I've seen on the subject in a
             | while.
             | 
             | You may think it's your "god-given right" to cheat in
             | multiplayer games, but the overwhelming majority of
             | rational people simply aren't going to play a game where
             | every lobby is ruined by cheaters.
        
               | matheusmoreira wrote:
               | I don't like cheaters either. I just respect their power
               | over their machine and wouldn't see that power usurped by
               | corporations just to put a stop it.
               | 
               | The computers are supposed to be ours. What we say, goes.
               | Cheating may not be moral but attempts to rob us of the
               | power that enables cheating are even less so.
        
           | Grimblewald wrote:
           | Kernel access _is_ related to privacy though, and its the
           | most well documented abuse of such things. Kernel level
           | access can help obfuscate the fact that it 'a happening.
           | However, it is also useful for _significantly_ worse, and
           | given track records, must be assumed to be true. The problem
           | is kernel level AC hasnt even solved the problem, so the
           | entire thing is risky, uneccesary and unfit for purpose
           | making an entierly unneccesary risk to force onto
           | unsuspecting users. The average user does not understand the
           | risks and is not made aware of them either.
           | 
           | There are far better ways to detect cheating, such as
           | calculating statistics on performance and behaviour and
           | simply binning players with those of similar competency. This
           | way, if cheating gives god-like behaviour, you play with
           | other godlike folks. No banning required. Detecting the thing
           | cheating allows is much easier than detecting ways in which
           | people gain that thing, it creates a single point of
           | detection that is hard to avoid and can be done entierly
           | server side, with multiple teirs how mucb server side
           | calculation a given player consumes. Milling around in bronze
           | levels? Why check? If you aren't performing so well that yoh
           | can leave low ranks, perhaps we need cheats as a handicap,
           | unless co sistently performing well out of distribution, at
           | which point you catch smurfing as well.
           | 
           | point is focusing on detecting the thing people care about
           | rather than one of the myriad of ways people may gain that
           | unfair edge, is going to be easier and more robust while
           | asking for less ergregious things of users.
        
             | nawgz wrote:
             | > kernel level AC hasnt even solved the problem
             | 
             | > There are far better ways to detect cheating, such as
             | calculating statistics on performance
             | 
             | Ask any CS player how VAC's statistical approach compares
             | to Valorant's Vanguard and you will stop asserting such
             | foolishness
             | 
             | The problem with what you are saying is that cheaters are
             | extremely determined and skilled, and so the cheating
             | itself falls on a spectrum, as do the success of various
             | anticheat approaches. There is absolutely no doubt that
             | cheating still occurs with kernel level anticheats, so
             | you're right it didn't "solve" the problem in the strictest
             | sense. But as a skilled player in both games, only one of
             | them is meaningfully playable while trusting your opponents
             | aren't cheating - it's well over an order of magnitude in
             | difference of frequency.
        
             | nemothekid wrote:
             | > _This way, if cheating gives god-like behaviour, you play
             | with other godlike folks._
             | 
             | Anti-cheat is not used to "protect" bronze level games.
             | FACEIT uses a kernel level anti cheat, and FACEIT is
             | primarily used by the top 1% of CS2 players.
             | 
             | A lot of the "just do something else" crowd neglects to
             | realize that anticheat is designed to protect the integrity
             | of the game at the _highest_ levels of play. If the methods
             | you described were adequate, the best players wouldn 't
             | willingly install FACEIT - they would just stick with VAC
             | which is user-level.
        
             | salamanteri wrote:
             | Counter Strike is a pretty good example that the
             | statistical analysis alone doesn't work _at all_...at least
             | not now. Valve has been collecting data since at least 2017
             | for their VAC Live system and it still doesn 't work well
             | enough to prevent or decrease the amount of cheating. The
             | model only gives a cooldown of 20 hours if it flags your
             | gameplay as irregular, and that cooldown resets over time.
             | 
             | It usually takes months, if not years for cheaters to get
             | banned, but it takes a couple of dollars for a cheater to
             | get a new account and start cheating again. Every time
             | Valve fine tunes their models, they end up accidentally
             | banning more innocent players in the process, so nobody has
             | trust in that system anyways. There's too many datapoints
             | to handle in competitive games, and there is no way to set
             | a threshold that doesn't end up hurting innocent people in
             | the process.
        
         | Thaxll wrote:
         | Game compagny have to have those kernel anti cheat because MS
         | never implemented proper isolation in the first place, if
         | Windows was secured like an apple phone or a console there
         | wouldn't be a need for it.
         | 
         | Anti cheat don't run on modern console, game dev knoes that the
         | latest firmware on a console is secure enough so that the
         | console can't be tempered.
        
           | matheusmoreira wrote:
           | Consoles and phones are "secure" because you don't own them.
           | They aren't yours. They belong to the corporations. They're
           | just generously allowing you to use the devices. And only in
           | the ways they prescribe.
           | 
           | This is the exact sort of nonsense situation I want to
           | prevent. _We_ should own the computers, and the corporations
           | should be forced to simply suck it up and deal with it.
           | Cheating? It doesn 't matter. Literal non-issue compared to
           | the loss of our power and freedom.
           | 
           | It's just sad watching people sacrifice it all for _video
           | games_. We were the owners of the machine but we gave it all
           | up to play games. This is just hilarious, in a sad way.
        
             | huthuthukhuo wrote:
             | who are you to judge what gamers should care about?
        
               | matheusmoreira wrote:
               | A fellow gamer.
        
           | huthuthukhuo wrote:
           | one of those secure consoles you talk about, Xbox, is running
           | Windows as OS
        
           | Cloudef wrote:
           | Trusted computing isn't about security. Its about vendors not
           | trusting you.
        
         | quotemstr wrote:
         | And if we embraced instead of feared remote attestation and
         | secure enclaves, the days of game companies having this level
         | of access would come to an end.
        
           | matheusmoreira wrote:
           | That's arguably even worse. Remote attestation means you get
           | banned from everything if you "tamper" with "your" computer.
           | 
           | Remote attestation is the ultimate surrender. It's not really
           | your machine anymore. You don't have the keys to the machine.
           | Even if you did, nobody would trust attestations made by
           | those keys anyway. They would only trust Google's keys,
           | Apple's keys. You? You need not apply.
        
       | jrockway wrote:
       | I still don't understand why people don't cheat in FPSes by
       | looking at the video stream and having a USB mouse that emits the
       | right mouse movements. (The simplest thing is to just click when
       | someone's head is under your crosshair, in games with hitscan
       | weapons.)
        
         | raincole wrote:
         | They do. Cheats that read rendered pixels are nothing new.
        
         | bob1029 wrote:
         | The problem with these bots is that they are indiscriminate
         | which makes them vulnerable to active detection methods. They
         | can also introduce an amount of latency that begins to defeat
         | the purpose for sufficiently skilled players. 100ms is an
         | eternity when you are playing with shotguns in close quarters.
        
       | throw10920 wrote:
       | I would _love_ to see a modern competitive game with optional
       | anticheat that, when enabled, allows you to queue for a separate
       | matchmaking pool that is exclusive to other anticheat users. For
       | players in the no-anticheat pool, there could be  "community
       | moderation" that anti-anticheat players advocate for.
       | 
       | It'd be really interesting to see what would happen - for
       | instance, what fraction of players would pick each pool during
       | the first few weeks after launch, and then how many of them would
       | switch after? What about players who joined a few months or a
       | year after launch?
       | 
       | Unfortunately, pretty much the only company that could make this
       | work is Valve, because they're the only one who actually cares
       | for players and is big enough that they could gather meaningful
       | data. And I don't think that even Valve will see enough value in
       | this to dedicate the substantial resources it'd take to try to
       | implement.
        
         | Cyph0n wrote:
         | > I would love to see a modern competitive game with optional
         | anticheat that, when enabled, allows you to queue for a
         | separate matchmaking pool that is exclusive to other anticheat
         | users. For players in the no-anticheat pool, there could be
         | "community moderation" that anti-anticheat players advocate
         | for.
         | 
         | This is roughly what Valve does for CS2. But, as far as I
         | understand, it's not very effective and unfortunately still
         | results in higher cheating rates than e.g. Valorant.
        
           | throw10920 wrote:
           | Huh. When you say that "it's not very effective" do you mean
           | the segmentation between the pools, or the actual anticheat
           | isn't very good? (I'm assuming the latter - I've heard that
           | VAC is pretty bad as far as anticheat goes)
        
             | Cyph0n wrote:
             | Oh sorry - I misread your suggestion! I thought you were
             | talking about separate matchmaking logic for known
             | cheaters, but you're asking about opt-in matchmaking for
             | those willing to use invasive anticheat.
             | 
             | The example still kind of applies. In the CS world, serious
             | players use Faceit for matchmaking, which requires you to
             | install a kernel-level anticheat. This is basically what
             | you're suggesting, but operated by a 3rd party.
        
               | throw10920 wrote:
               | Hmm, I guess that since VAC is not a kernel-level
               | anticheat, the comparison between it and Faceit for CS is
               | pretty close to my idea. Thanks for pointing that out.
        
               | phplovesong wrote:
               | VAC is actually an AI based anticheat. I guess IF (a big
               | if) it ever gets good enough it will be better than any
               | kernel level AC, because it analyzes the gameplay, not
               | the inputs, meaning a DMA cheat would also be caught.
               | 
               | But so far that still seems to be miles away.
        
               | shaokind wrote:
               | "VAC" is a catch-all term for all of Valve's anti-
               | cheating mechanisms.
               | 
               | The primary one is a standard user-mode software module,
               | that does traditional scanning.
               | 
               | The AI mechanism you're referring to is these days
               | referred to as "VAC Live" (previously, VACNet). The
               | primary game it is deployed on is Counter-Strike 2. From
               | what we understand, it is a very game-dependent stack, so
               | it is not universally deploy-able.
        
               | sfn42 wrote:
               | I don't think that's what VAC is. I think VAC just looks
               | for known cheat patterns in memory and such, and if it
               | finds indisputable proof of cheating it marks a player
               | for banning in the next wave. Maybe there is some ML
               | involved in finding these patterns but I think it's very
               | strictly controlled by humans to prevent fase positives.
               | That's why VAC bans are irreversible, false positives are
               | supposed to be impossible.
        
               | not_a9 wrote:
               | Valve has some AI detection stuff for CS2, but it's
               | remarkably ineffective. VAC itself delivers small DLLs
               | that get manual mapped by Steam service, do some analysis
               | and send that to Valve (at least to the best of my
               | knowledge, there may be more logic implemented in Valve's
               | games or in Steam/Steam service).
        
             | z0mghii wrote:
             | Community alternative (faceit) requires kernel level
             | access. The actual anticheat matchmaking is essentially
             | unplayable
        
               | throw10920 wrote:
               | Wait, so the "community alternative" is also kernel-level
               | anticheat? I think that's different from what I'm
               | proposing - I'm suggesting a comparison between an
               | anticheat and _no_ anticheat (with community policing of
               | lobbies and handing out of penalties).
        
               | charcircuit wrote:
               | VAC is essentially no anticheat with how easily it is
               | bypassed.
        
               | z0mghii wrote:
               | Why would a player knowingly choose to play on
               | matchmaking that is advertising no anti-cheat?
               | 
               | But anyway counterstrike did have community policing of
               | lobbies called overwatch -
               | https://counterstrike.fandom.com/wiki/Overwatch
               | 
               | It was terrible as it required the community to conclude
               | beyond reasonable doubt the suspect was cheating, and
               | cheats today are sophisticated enough to make that
               | conclusion very difficult to make
        
               | throw10920 wrote:
               | > Why would a player knowingly choose to play on
               | matchmaking that is advertising no anti-cheat?
               | 
               | I guess I didn't exactly make that clear...
               | 
               | A few of the arguments advanced by the "anti-anticheat"
               | crowd that inevitably pops up in these threads are
               | "anticheat is ineffective so there's no point to using
               | it" and "anticheat is immoral because players aren't
               | given a choice to use it or not and most of them would
               | choose to not use it".
               | 
               | I don't believe that either of these are true (and given
               | the choice I would almost never pick the no-anticheat
               | queue), but there's not a lot of good high-quality data
               | to back that up. Hence, the proposal for a dual-queue
               | system to try to _gather_ that data.
               | 
               | Putting in the community review of the no-anticheat pool
               | is just to head off the inevitable goalpost-moving of
               | "well of course _no_ system would be worse than a crappy
               | system (anticheat), you need to compare the best
               | available alternative (community moderation) ".
        
               | john01dav wrote:
               | > Why would a player knowingly choose to play on
               | matchmaking that is advertising no anti-cheat?
               | 
               | My understanding of the proposal is that it advertises no
               | invasive anticheat (meaning mostly rootkit/kernel
               | anticheat). So, the value proposition is anyone who
               | doesn't want a rootkit on their computer. This could be
               | due to anything from security concerns to desiring (more)
               | meaningful ownership of one's devices.
        
               | ndriscoll wrote:
               | Because their (or their friend's) computer can't run the
               | anticheat, but they're interested in playing with
               | friends? My sister and mom wanted me to play Valorant
               | with them a free years back, but apparently it needs
               | kernel anticheat, so I just can't run it. I'm not going
               | to buy a new computer for a game.
               | 
               | And the way community policing worked in the past is that
               | the "police" (refs) could just kick or ban you. They
               | don't need a trial system if the community doesn't want
               | that.
        
               | hur wrote:
               | VAC (the valve anticheat) is not kernel-level. The
               | community alternative is. The official matchmaking is
               | pretty full of cheaters.
        
         | lemontreefive wrote:
         | You mean PlaySafe ID?
        
         | ambitious_rest wrote:
         | thats basically playsafe id
        
         | denalii wrote:
         | It exists, it's called FACEIT (for CS, specifically). Anyone
         | who seriously cares about the game at a high level is pretty
         | much exclusively playing there.
         | 
         | Community moderation simply doesn't work at scale for anticheat
         | - in level of effort required, root cause detection, and
         | accuracy/reliability.
        
         | hirvi74 wrote:
         | I support this idea. Personally, I do not really care about
         | cheating in video games. If some is cheating in a video game, I
         | can just turn it off, go outside, and take deep breath of fresh
         | air and touch some grass.
         | 
         | I rather play with cheaters here and there than install some
         | kernel level malware on machine just to make sure EA,
         | Activision, et al can keep raking in money hand over fist.
         | 
         | Or better yet, I can just play on console where there is no
         | cheating that I have ever seen.
        
       | EPWN3D wrote:
       | > Modern kernel anti-cheat systems are, without exaggeration,
       | among the most sophisticated pieces of software running on
       | consumer Windows machines. They operate at the highest privilege
       | level available to software, they intercept kernel callbacks that
       | were designed for legitimate security products, they scan memory
       | structures that most programmers never touch in their entire
       | careers, and they do all of this transparently while a game is
       | running.
       | 
       | Okay, chill. I'm willing to believe that anti-cheat software is
       | "sophisticated", but intercepting system calls doesn't make it
       | so. There is plenty of software that operates at elevated
       | privilege and runs transparently while other software is running,
       | while intentionally being _un_ sophisticated. It's called a
       | kernel subsystem.
        
         | unclad5968 wrote:
         | But they scan memory structures most programmers never touch in
         | their entire careers!
        
       | coppsilgold wrote:
       | There is a solution to cheating, but it's not clear how hard it
       | would be to implement.
       | 
       | Cheaters are by definition anomalies, they operate with
       | information regular players do not have. And when they use
       | aimbots they have skills other players don't have.
       | 
       | If you log every single action a player takes server-side and
       | apply machine learning methods it should be possible to identify
       | these anomalies. Anomaly detection is a subfield of machine
       | learning.
       | 
       | It will ultimately prove to be the solution, because only the
       | most clever of cheaters will be able to blend in while still
       | looking like great players. And only the most competently made
       | aimbots will be able to appear like great player skills. In
       | either of those cases the cheating isn't a problem because the
       | victims themselves will never be sure.
       | 
       | There is also another method that the server can employ: Players
       | can be actively probed with game world entities designed for them
       | to react to only if they have cheats. Every such event would add
       | probability weight onto the cheaters. Ultimately, the game world
       | isn't delivered to the client in full so if done well the cheats
       | will not be able to filter. For example: as a potential cheater
       | enters entity broadcast range of a fake entity camping in an
       | invisible corner that only appears to them, their reaction to it
       | is evaluated (mouse movements, strategy shift, etc). Then when it
       | disappears another evaluation can take place (cheats would likely
       | offer mitigations for this part). Over time, cheaters will stand
       | out from the noise, most will likely out themselves very quickly.
        
         | bob1029 wrote:
         | I've been advocating for a statistical honeypot model for a
         | while now. This is a much more robust anti cheat measure than
         | even streaming/LAN gaming provides. If someone figures out a
         | way to obtain access to information they shouldn't have on a
         | regular basis, they will be eventually be found with these
         | techniques. It doesn't matter the exact mechanism of cheating.
         | This even catches the "undetectable" screen scraping mouse
         | robot AI wizard stuff. Any amount of signal integrated over
         | enough time can provide damning evidence.
         | 
         | > With that goal in mind, we released a patch as soon as we
         | understood the method these cheats were using. This patch
         | created a honeypot: a section of data inside the game client
         | that would never be read during normal gameplay, but that could
         | be read by these exploits. Each of the accounts banned today
         | read from this "secret" area in the client, giving us extremely
         | high confidence that every ban was well-deserved.
         | 
         | https://www.dota2.com/newsentry/3677788723152833273
        
         | pibaker wrote:
         | > Cheaters are by definition anomalies
         | 
         | So are very good players, very bad players, players with weird
         | hardware issues, players who just got one in a million lucky...
         | 
         | When you have enough randomly distributed variables, by the law
         | of big numbers some of them will be anomalous by pure chance.
         | You can't just look at any statistical anomaly and declare it
         | must mean something without investigating further.
         | 
         | In science, looking at a huge number of variables and trying to
         | find one or two statistically significant variables so you can
         | publish a paper is called p hacking. This is why there are so
         | many dubious and often even contradictory "health condition
         | linked to X" articles.
        
           | coppsilgold wrote:
           | > So are very good players, very bad players, players with
           | weird hardware issues, players who just got one in a million
           | lucky...
           | 
           | They will all cluster in very different latent spaces.
           | 
           | You don't automatically ban anomalies, you classify them.
           | Once you have the data and a set of known cheaters you ask
           | the model who else looks like the known cheaters.
           | 
           | Online games are in a position to collect a lot of data and
           | to also actively probe players for more specific data such as
           | their reactions to stimuli only cheaters should see.
        
             | civvv wrote:
             | Valve has already tried this with VACNET if I am not
             | mistaken. Judging by how big the cheating problem still is,
             | they were not very successful.
        
           | alkonaut wrote:
           | For competitive gaming this becomes a problem.
           | 
           | But a good way of solving this in community managed
           | multiplayer games is this: if a player is extremely good to
           | the point where it's destroying the fun of every other
           | player: just kick them out.
           | 
           | Unfair if they weren't cheating? Sure. But they can go play
           | against better players elsewhere. Dominating 63 other players
           | and ruining their day isn't a right. You don't need to prove
           | beyond reasonable doubt they're cheating if you treat this as
           | community moderation.
        
             | chii wrote:
             | > Dominating 63 other players and ruining their day isn't a
             | right.
             | 
             | it is, if you're not cheating and is in fact just that
             | good. That's called competitive sports, which participants
             | voluntarily engage in.
        
               | kelseyfrog wrote:
               | It's like if Nikola Jokic showed up to your local court
               | every day and consistent beat you day after day. You'd
               | eventually give up because it's not fun anymore.
               | 
               | People who engage in competitive sports all agree to it.
               | Most people want to play for fun. They have a natural
               | right to do so.
        
               | alkonaut wrote:
               | Why do you feel someone has a right to play anywhere?
               | 
               | If a community manages a server, it's basically private
               | property. And community managed servers are always
               | superior to official publisher-managed servers. Anticheat
               | - or just crowd management - is done hands on in the
               | server rather than automated, async, centralized.
               | 
               | Buying the game might mean you have a "right" to play it,
               | but not on my server you don't.
        
             | luke5441 wrote:
             | Then you are kicking full-time streamers like Stodeh,
             | tanking your chances your game has any kind of success.
        
               | alkonaut wrote:
               | "Your game"? It's a publisher making a game. If I'm
               | kicking someone off my server I'm not asking EA/Ubisoft
               | etc.
               | 
               | I'm talking about normal old fashioned server
               | administration now, I.e people hosting/renting their game
               | infra and doing the administration: making rules,
               | enforcing the rules by kicking and banning, charging fees
               | either for vip status meaning no queuing etc, or even to
               | play at all.
        
         | dminik wrote:
         | This is said very often, but doesn't seem to be working out in
         | practice.
         | 
         | Valve has spent a lot of time and money on machine learning
         | models which analyze demo files (all inputs). Yet Counter-
         | Strike is still infested with cheaters. I guess we can
         | speculate that it's just a faulty implementation, but clearly
         | the problem isn't just "throw a ML model at the problem".
        
         | cheeze wrote:
         | I disagree with the premise that it doesn't matter as long as
         | users can't tell. Say you're running a Counterstrike tournament
         | with a 10k purse... Integrity matters there. And a smart
         | cheater is running 'stealth' in that situation. Think a basic
         | radar or a verrrrrry light aimbot, etc.
         | 
         | The problem is that traditional cheats (aimbot, wallhack, etc.)
         | give users such a huge edge that they are multiple standard
         | deviations from the norm on key metrics. I agree with you on
         | that and there are anticheats that look for that exact thing.
         | 
         | I've also seen anticheats where flagged users have a session
         | reviewed. EG you review a session with "cheats enabled" and try
         | to determine whether you think the user is cheating. This works
         | decently well in a game like CS where you can be reasonably
         | confident over a larger sample size whether a user is playing
         | corners correctly, etc.
         | 
         | The issue with probing for game world entities is that at some
         | point, you have to resolve it in the client. EG "this is a fake
         | player, store it in memory next to the other player entities
         | but don't render this one on screen." This exact thing has
         | happened in multiple games, and has worked as a temporary
         | solution. End of the day, it ends up being a cat and mouse
         | game. Cheat developers detect this and use the same resolution
         | logic as the game client does. Memory addresses change, etc.
         | and the users are blocked from using it for a few hours or a
         | few days, but the developer patches and boom, off to the races.
         | 
         | These days game hacks are a huge business. Cheats often are
         | offered as a subscription and can rank from anywhere from
         | 10-hundreds of dollars a month. It's big money and some of the
         | larger hack manufacturers are full blown companies which can
         | have tens of thousands of customers. It's a huge business.
         | 
         | I think you're realistically left with two options. Require in-
         | person LAN matches with hardware provided by the tournament
         | which is tamper-resistant. Or run on a system so locked down
         | that cheats don't exist.
         | 
         | Both have their own problems... In-person eliminates most of
         | that risk but it's always possible to exploit. Running on a
         | system which is super locked down (say, the most recent
         | playstation) probably works, until someone has a 0day tucked
         | away that they hoard specifically for their advantage. An
         | unlikely scenario but with the money involved in some
         | esports... Anything is possible.
         | 
         | https://www.documentcloud.org/documents/24698335-la22cv00051...
        
           | coppsilgold wrote:
           | > End of the day, it ends up being a cat and mouse game.
           | Cheat developers detect this and use the same resolution
           | logic as the game client does.
           | 
           | This is not well done. Only the server should be able to tell
           | what the honeypot is. The point is to spawn an entity for one
           | or more clients which will be 100% real for them but would
           | not matter because without cheats it has no impact on them
           | whatsoever. When the world evolves such that an impact
           | becomes more likely then you de-spawn it.
           | 
           | This will only be possible if the server makes an effort to
           | send incomplete entity information (I believe this is
           | common), this way the cheats cannot filter out the honeypots.
           | The cheats will need to become very sophisticated to try and
           | anticipate the logic the server may use in its honeypots, but
           | the honeypot method is able to theoretically approach parity
           | with real behavior while the cheat mitigations cannot do that
           | with their discrimination methods (false positives will
           | degrade cheater performance and may even leak signal as
           | well).
           | 
           | For example you can use a player entity that the client
           | hasn't seen yet (or one that exited entity broadcast/logic
           | range for some time) as a fake player that's camping an
           | invisible corner, then as the player approaches it you de-
           | spawn it. A regular player will never even know it was there.
           | 
           | Another vector to push is netcode optimizations for anti-
           | cheating measures. To send as little information as possible
           | to the client, decouple the audio system from the entity
           | information - this will allow the honeypot methods to provide
           | alternative interpretations for the audio such as a
           | firefights between ghosts only cheaters will react to. This
           | will of course be very complex to implement.
           | 
           | The greatest complexity in the honeypot methods will no doubt
           | be how to ensure no impact on regular players.
        
         | orbital-decay wrote:
         | Honeypots are used pretty often, sure. They're not enough,
         | though useful.
         | 
         | Behavioral analysis is way harder in practice than it sounds,
         | because most closet cheaters do not give enough signal to stand
         | out, and the clusters are moving pretty fast. The way people
         | play the game always changes. It's not the problem of metric
         | selection as it might appear to an engineer, you need to watch
         | the community dynamics. Currently only humans are able to do
         | that.
        
           | Flow wrote:
           | If you play with friends and your cheats cooperate, I don't
           | think honeypots would be fool-proof any longer. Unless you
           | all get the same fake data.
        
         | javier2 wrote:
         | In CS2, a huge portion of cheaters can be identified just by
         | the single stat 'time-to-damage'. Cheaters will often be 100ms
         | faster to react than even the fastest pros. Not all cheaters
         | use their advantage in this way, but simply always make perfect
         | choices because they have more information than their
         | opponents.
        
       | dxuh wrote:
       | I feel like this whole problem is just made up. Back in the day,
       | when I played lots of Counter Strike, we had community servers.
       | If a cheater joined, some admin was already online and kicked
       | them right away. I'm sure we hit some people that were not
       | actually cheaters, but they would just go to another server. And
       | since there was no rank, no league, no rewards (like skins,
       | drops, etc.), there was no external reward for cheating. It
       | annoys me that cheating in competitive video games seems like a
       | bigger problem than it has been in the past for no good reason.
        
         | denalii wrote:
         | Manually managing one cheater in a 20 person server is
         | obviously very different than managing games between multiple
         | millions of concurrent players
        
       | 152334H wrote:
       | It's AI-assisted content, but has good reference links.
        
       | quailfarmer wrote:
       | The real "competitive" game is not players playing against other
       | players, but hackers playing against anti-cheat. "Billiards is
       | not as good a game as Physics"
       | 
       | (https://mag.uchicago.edu/billiards)
        
       | compsciphd wrote:
       | i've said it before, but is anti-cheat mechanisms needed on
       | consoles? If not, (presumambly due to their locked down nature),
       | what's the problem with having a locked down mode (trusted secure
       | boot path that doesn't allow other programs to run, ala "the xbox
       | mode" that microsoft has started to implement), that is similar
       | to a console.
       | 
       | This seems much more doable today than in the past as machines
       | boot in moments. Switching from secure "xbox mode" to free form
       | PC mode, would be barely a bump.
       | 
       | Now, I see one major difference, heterogenous vs homogenous
       | hardware (and the associated drivers that come with that). In the
       | xbox world, one is dealing with a very specific hardware platform
       | and a single set of drivers. In the PC world (even in a trusted
       | secure boot path), one is dealing with lots of different hardware
       | and drivers that can all have their exploits. If users are more
       | easily able to modify their PCs and set of drivers one, I'd
       | imagine serious cheaters would gravitate to combinations they
       | know they can exploit to break the secure/trusted boot boundary.
       | 
       | I wonder if there are other problems.
        
         | ThatPlayer wrote:
         | Not sure if they are considered anti-cheats, but there are some
         | measures to detect usage of input devices like XIM that allow
         | keyboard and mouse inputs which allow for superior aim over
         | controllers.
         | 
         | Well it's definitely not game developer written kernel anti-
         | cheat on consoles.
        
       | rhim wrote:
       | Kernel level anti cheat is really the maximum effort of locking
       | down a client from doing something suspicious. But today we still
       | see cheaters in those games running these system. Which proofs
       | that a game server just cannot trust a random client out there. I
       | know it's about costs, what to compute on client and what to
       | compute in server side. But as long as a game trusts computation
       | and 'inputs' of clients we will see those cheating issues.
        
         | maccard wrote:
         | It's not about costs, it's about tradeoffs. In an online
         | shooter game (for example) there is latency, and both clients
         | are going to have slightly different viewpoints of the world
         | when they take an action.
         | 
         | No amount of netcode can solve the fact that if I see you on my
         | screen and you didn't see me, it's going to feel unfair.
        
         | afpx wrote:
         | Plus, if I was a motivated cheater, I'd just use a camera, a
         | separate computer, and automate the input devices.
        
       | torginus wrote:
       | All of this is beyond horrific.
       | 
       | Mucking about in the kernel basically bypasses the entire
       | security and stability model of the OS. And this is not
       | theoretical, people have been rooted through buggy anticheats
       | software, where the game sent malicious calls to the kernel, and
       | hijacked to anti cheat to gain root access.
       | 
       | Even in a more benign case, people often get 'gremlins', weird
       | failures and BSOD due to some kernel apis being intercepted and
       | overridden incorrectly.
       | 
       | The solution here is to establish root of trust from boot, and
       | use the OSes sandboxing features (like Job Objects on NT and
       | other stuff). Providing a secure execution environment is the OS
       | developers' job.
       | 
       | Every sane approach to security relies on keeping the bad guys
       | out, not mitigating the damage they can do once they're in.
        
         | stavros wrote:
         | Are you saying that the solution here is to sell computers so
         | locked down that no user can install anything other than
         | verified software?
        
           | torginus wrote:
           | No. I'm saying we should all drink the blood of babies to
           | stay eternally youthful. You didn't read between the lines
           | deeply enough.
        
           | pta2002 wrote:
           | That's not really incompatible with this? That's just how
           | secure boot works. You can re-enlist keys for a different
           | root of trust, or disable it and accept the trade-off there.
        
           | alkonaut wrote:
           | That's what I want as a gamer. I want a PC that works as a
           | console. Whether I want that for other use cases or this
           | machine doesn't matter. I'm happy to sandbox _everything
           | else_, boot into a specific OS to game etc.
           | 
           | The thing about gaming is that it's not acceptable to leave
           | 5% performance on the table whereas for other uses it usually
           | is.
        
             | maccard wrote:
             | Question for you - why don't you buy a console? (I agree
             | with you by the way, it's why I have a ps5)
        
               | alkonaut wrote:
               | I never played using a controller and I never will. And I
               | do want a high end PC for other use cases.,
        
               | LtWorf wrote:
               | Those use cases don't work with completely locked down
               | OS.
               | 
               | Also you can plug a mouse in a console... that's a weird
               | excuse.
        
               | alkonaut wrote:
               | I don't need to game in the same OS that I do other
               | things. But having two sets of hardware seems like a
               | waste.
        
               | LtWorf wrote:
               | Having a useless locked down machine isn't a waste?
        
               | alkonaut wrote:
               | Not if I can just leave that sandbox when I want to (boot
               | another OS/mode/leave a sandbox etc) no?
        
               | maccard wrote:
               | _most_ games now do KBM on console and matchmake
               | separately for it. It's still not perfect, but it's
               | gotten much better.
               | 
               | > And I do want a high end PC for other use cases.,
               | 
               | Right, you don't want two devices (that's fair). How can
               | you _possibly_ trust the locked down device won't
               | interfere with the other open software it's installed
               | side by side with?
        
             | Fizz43 wrote:
             | Mid range hardware can run majority of games at high fps.
             | You can easily leave performance on the table.
        
               | alkonaut wrote:
               | No. No it can not. Unless you mean a 5070/80 is mid
               | range.
        
             | zbentley wrote:
             | > it's not acceptable to leave 5% performance on the table
             | whereas for other uses it usually is.
             | 
             | I think that's an incredibly rare stance not held by the
             | vast majority of gamers, including competitive ones.
        
               | alkonaut wrote:
               | I don't think a sandbox like a VM would work even if it
               | could be done with only 5% perf hit? Wouldnt any game run
               | in a VM be possible to introspect from the hypervisor in
               | a way that is hard to see from inside the VM? And that's
               | why these anticheats disallow virtualization?
               | 
               | That would mean those who are concerned about the
               | integrity would want to sandbox everything else instead.
               | And even if people are ok with giving up a small bit of
               | perf when gaming, I'm sure they're even more happy to
               | give up perf when doing online banking.
        
             | pooloo wrote:
             | Just know that it will still get cracked and cheats will
             | exist. I suspect this is Microsoft's next "console" as they
             | have been developing "anti-cheat" for quite some time.
        
             | gzread wrote:
             | Get a console then.
        
               | alkonaut wrote:
               | Or we just boot into some console-esque gaming OS or mode
               | to game. I'm not sure why this would be so controversial.
               | The alternative is the one we see here.
        
               | gzread wrote:
               | But that requires you not owning your computer, which I
               | hope is controversial.
        
           | charcircuit wrote:
           | The idea is that it would require a verified hypervisor, and
           | verified operating system for the game, but you could still
           | at the same time be running an unverified operating system
           | with unverified software. The trusted and untrusted software
           | has to be properly sandboxed from one another. The computer
           | does not need to be locked down so you can't run other
           | hypervisors, it just would require that the anticheat can't
           | prove that it's running on a trusted one when it isn't.
           | 
           | The security of PCs is still poor. Even if you had every
           | available security feature right now it's not enough for the
           | game to be safe. We still need to wait for PCs to catch up
           | with the state of the art, then we have to wait 5+ years for
           | devices to make it into the wild to have a big enough market
           | share to make targeting them to be commercially viable.
        
             | stavros wrote:
             | But if you can get in before the OS, you can change what it
             | does. You'd need attestation in the hardware itself so the
             | server can know that what's running isn't signed by
             | Microsoft's key, for example.
        
               | charcircuit wrote:
               | Attestation is how the user mode anticheat would prove
               | that it is running on a secure system / unmodified game.
        
           | sigseg1v wrote:
           | I'm still not seeing how that would solve it. These are all
           | multiplayer games. You could intercept the network traffic
           | before it reaches the machine and then use a separate device
           | to give you audio or visual cues. In StarCraft, reading the
           | network traffic with a pi and hearing "spawning 5 mutalisk"
           | is gonna completely change the game.
        
             | stavros wrote:
             | You can't do anything with a locked-down computer. It can
             | encrypt all its traffic and you can't see anything.
        
         | exyi wrote:
         | Every sane approach to security relies on checking you are
         | doing permitted actions on the server, not locking down the
         | client.
        
           | XorNot wrote:
           | Which isn't practical for multiplayer action games, so we end
           | up here.
        
             | torginus wrote:
             | This. Also the client knows more than its allowed to show
             | the user, like the positions of enemy players. You can make
             | aimbots and wallhacks without needing to tamper with the
             | game state.
        
               | gzread wrote:
               | And you can see the player is tracking players through
               | walls way more than by chance.
        
             | spockz wrote:
             | To do real time analysis and interception probably not. But
             | for after the fact analysis, if a player is moving on
             | knowledge he couldn't have had because it shouldn't have
             | been rendered yet or something, then you can assume
             | cheating.
        
               | maccard wrote:
               | I'm not a particularly skilled overwatch player, but I
               | know the cooldowns of probably half the characters to
               | muscle memory. I can hit an ability pretty much perfectly
               | on cooldown 90+% of the time.
               | 
               | The vast, vast majority of skilled FPS players will
               | predict their shots and shoot where they think the enemy
               | player will be relative to the known hit detection of the
               | game. In high level play for something like r6 siege, I'd
               | say it's 99% shooting before you can possibly know where
               | they are by "feeling"
        
             | LaGrange wrote:
             | Doesn't matter. There's no world where a multiplayer action
             | game is worth it, and anyway this is a classic example of
             | trying to solve a social problem with technology.
             | 
             | The reason cheating is a problem at all is that instead of
             | playing with friends, you use online matchmaking to play
             | with equally alienated online strangers. This causes issues
             | well in excess of cheating, including paranoia over
             | cheating.
        
               | maccard wrote:
               | > There's no world where a multiplayer action game is
               | worth it
               | 
               | To you. I'm perfectly happy to run a kernel level
               | anticheay - I'm already running their code on my machine,
               | and it can delete my files, upload them as encrypted game
               | traffic, steal my crypto keys, screenshot my bank details
               | and private photos all without running at a kernel level.
               | 
               | > trying to solve a social problem with technology
               | 
               | I disagree. I'm normally on the side of not doing that
               | but increasing the player pool and giving players access
               | to more people at the their own skill level is a good
               | thing
        
         | rl3 wrote:
         | > _All of this is beyond horrific._
         | 
         | Hot take: It's also totally unnecessary. The entire arms race
         | is stupid.
         | 
         | Proper anti-cheat needs to be 0% invasive to be effective;
         | server-side analysis plus client-side with no special
         | privileges.
         | 
         | The problem is laziness, lack of creativity and greed. Most
         | publishers want to push games out the door as fast as possible,
         | so they treat anti-cheat as a low-budget afterthought. That
         | usually means reaching for generic solutions that are
         | relatively easy to implement because they try to be as turn-key
         | as possible.
         | 
         | This reductionist "Oh no! We have to lock down their access to
         | video output and raw input! Therefore, no VMs or Linux for
         | anyone!" is idiotic. Especially when it flies in the face of
         | Valve's prevailing trend towards Linux as a proper gaming
         | platform.
         | 
         | There's so many local-only, privacy-preserving anti-cheat
         | approaches that can be done with both software and dirt cheap
         | hardware peripherals. Of course, if anyone ever figures that
         | out, publishers will probably twist it towards invasive
         | harvesting of data.
         | 
         | I'd love to be playing Marathon right now, but Bungie just
         | wholesale doesn't support Linux nor VMs. Cool. That's $40 they
         | won't get from me, multiply by about 5-10x for my friends. Add
         | in the negative reviews that are preventing the game's Steam
         | rating from reaching _Overwhelmingly Positive_ and the damage
         | to sales is significant.
        
           | torginus wrote:
           | I don't understand why do you think that having the option to
           | have secure boot and a good, trustworthy sandbox for
           | processes implies you cant run Linux on a VM or Linux beside
           | Windows etc.
           | 
           | People always freak out when I mention secure boot, and the
           | funniest response usually are the ones who threaten to
           | abandon Windows for macOS (which has had secure boot for more
           | than a decade by default)
           | 
           | I'm not super technically knowledgeable about secure boot,
           | but as far as I understand, you need to have a kernel signed
           | by a trusted CA, which sucks if you want to compile your own,
           | but is a hurdle generally managed by your distro, if you're
           | willing to use their kernel.
           | 
           | But if all else fails you can always disable secure boot.
        
             | 15155 wrote:
             | Secure Boot cuts both ways. The techniques anti-cheat
             | software are allowed to use on Windows machines aren't even
             | remotely allowed on macOS machines.
        
             | LtWorf wrote:
             | > But if all else fails you can always disable secure boot.
             | 
             | for now
        
         | zbentley wrote:
         | > Every sane approach to security relies on keeping the bad
         | guys out, not mitigating the damage they can do once they're
         | in.
         | 
         | That's not true at all in the field of cybersecurity in
         | general, and I have doubts that it's true in the subset of the
         | field that has to do with anticheat.
        
         | flenserboy wrote:
         | yes. this is why there's one box for work, & another for play.
        
         | gruez wrote:
         | >Mucking about in the kernel basically bypasses the entire
         | security and stability model of the OS. And this is not
         | theoretical, people have been rooted through buggy anticheats
         | software, where the game sent malicious calls to the kernel,
         | and hijacked to anti cheat to gain root access.
         | 
         | If you got RCE in the game itself, it's effectively game over
         | for any data you have on the computer.
         | 
         | https://xkcd.com/1200/
        
         | surajrmal wrote:
         | Unfortunately (or fortunately depending on what side of the
         | fence you live), boot chain security is not taken as seriously
         | in the PC ecosystem as it is on phones. As as a result, even if
         | you relying on os features, you cannot trust them. This is
         | doubly the case in situations where the user owns the kernel
         | (eg Linux) or hypervisor. Attestation would work, but the
         | number of users that you could probably successfully attest are
         | on on a trustworthy setup is fairly small, so it's not really a
         | realistic option. And that is why they must reach for other
         | options. Keep in mind that even if it's not foolproof, if it
         | reduces the number of cheaters by a statistically significant
         | amount, it's worthwhile.
         | 
         | I really thought this might change over time given strong
         | desire for useful attestation by major actors like banks and
         | media companies, but apparently they cannot exert the same
         | level of influence on the PC industry as they have on the
         | mobile industry.
        
           | gzread wrote:
           | I think it's fortunate that I own at least one of the
           | computing devices I paid for.
        
             | eptcyka wrote:
             | Yea, but it'd be real nice if we could trust the software
             | we run on our own devices, no?
             | 
             | Secure boot with software attestation could also be used
             | for good.
        
               | gzread wrote:
               | Only if I get to set the keys or no keys - under _all_
               | circumstances.
               | 
               | There should be a physical button inside the case labeled
               | "set up secure boot"
        
               | ShowalkKama wrote:
               | under the doctrine that software "trust" is needed YOU
               | are the attacker. It's entirely about stripping your
               | control (thus ownership) from the hardware you paid for
               | (see the safetynet shitshow).
        
         | LtWorf wrote:
         | You want to eliminate the freedom of running the software you
         | desire for everyone to hopefully mitigate cheating?
        
       | lionkor wrote:
       | There is hardware that you can simply plug into your PC, which
       | can read and write arbitrary kernel memory. I have a feeling that
       | kernel level anticheat isn't stopping someone who really wants to
       | cheat.
       | 
       | See https://github.com/ufrisk/pcileech
        
         | stavros wrote:
         | This was mentioned in the article.
        
       | himata4113 wrote:
       | I'll simplify for everyone: They don't. Although I do appreciate
       | the author delving into this beyond surface level analysis.
       | 
       | Modern cheats use hypervisors or just compromise hyper-v and
       | because hyper-v protects itself so it automatically protects your
       | cheat.
       | 
       | Another option that is becoming super popular is bios patching,
       | most motherboards will never support boot guard and direct bios
       | flashing will always be an option since the chipset fuse only
       | protects against flashing from the chipset.
       | 
       | DMA is probably the most popular by far with fusers. However, the
       | cost of good ones has been increasing due to vanguard fighting
       | the common methods which is bleeding into other anticheats (some
       | EAC versions and ricochet).
       | 
       | These are not assumptions, every time anticheats go up a level so
       | do the cheats. In the end the weakest link will be exploited and
       | it doesn't matter how sophisticated your anticheat is.
       | 
       | What does make cheat developers afraid is AI, primarily in
       | overwatch. It's quite literally impossible to cheat anymore (in a
       | way that disturbs normal players for more than a few games) and
       | they only have a usermode anticheat! They heavily rely on
       | spoofing detection and gameplay analysis including community
       | reports. Instead of detecting cheats, they detect cheaters
       | themselves and then clamp down on them by capturing as much
       | information about their system as possible (all from
       | usermode!!!).
       | 
       | Of course you could argue that you could just take advantage that
       | they have to go through usermode to capture all this information
       | and just sit in the kernel, but hardware attestation is making
       | this increasily more difficult.
       | 
       | The future is usermode anticheats and gameplay analysis, drop
       | kernel mode anticheats.
       | 
       | No secure boot doesn't work if you patch SMM in bios, you run
       | before TPM attestation happens.
        
         | uhx wrote:
         | Everything you described increases the cost of attack (creating
         | a cheat), and as a result, not everyone can afford it, which
         | means anti-cheats work. They don't have to be a panacea.
         | Gameplay analysis will only help against blatant cheaters, but
         | will miss players with simple ESP.
         | 
         | It's almost the same as saying "you don't need a password on
         | your phone" or something like that.
        
           | himata4113 wrote:
           | Economics work out, harder to make means that it's more
           | profitable to do so. DMA crackdown has actually lead into
           | innovation which has drove the prices down for "normal" DMA
           | hardware what used to be thousands is now $120, excessive
           | spoofing detection has driven down the cost of bios level
           | spoofing and as a result the creation of bios level DMA
           | backdoors - no additional hardware required.
           | 
           | ESP is a lot more obvious to a machine than one might think,
           | the subtle behavior differences are obvious to a human and
           | even more so for a model. Of course none of that can be
           | proven, but it can increase the scrutiny of such players from
           | player reports.
        
             | maccard wrote:
             | The number of people willing to spend $120 and hook up a
             | hardware device compared to downloading and running an
             | executable is significantly less. That's kind of the point
             | of it!
        
               | himata4113 wrote:
               | You can achieve the same with usermode anticheats, once
               | you have bare minimum obfuscations the level of entry is
               | roughly the same as kernel mode anticheats in terms of
               | price. Cheats cost more than $100 a month (rest are scams
               | or don't put any effort into being undetected).
        
               | maccard wrote:
               | A DMA cheat requires a hardware change (and a second
               | device). That is a much higher barrier than a download
               | plus reboot.
               | 
               | > you can achieve the same with user mode anticheats
               | 
               | A user mode anti cheat is immediately defeated by a
               | kernel mode cheat, and cheaters have already moved past
               | this in practice.
               | 
               | A user mode anti cheat (on windows) with admin privileges
               | has pretty much full system access anyway, so presumably
               | if you have a problem with kernel AC you also have a
               | problem with user mode.
               | 
               | Lastly, cheating is an arms race. While in theory, the
               | cheaters will always win, the only thing that actually
               | matters is what the cheaters are doing in practice.
               | Kernel mode is default even for free cheats you download,
               | so the defaults have to cover that.
        
               | himata4113 wrote:
               | this is a common misconception, just because you're in
               | kernel-mode doesn't mean you are immediately undetected
               | and things are not as easy people initinally think.
               | 
               | First, point of ingress: registry, file caches, dns,
               | vulnerable driver logs.
               | 
               | Memory probe detection: workingsets, page guards, non
               | trivial obfuscation, atoms, fibers.
               | 
               | Detection: usermode exposes a lot of kernel internals:
               | raw access to window and process handles, 'undocumented'
               | syscalls, win32, user32, kiucd, apcs.
               | 
               | Loss of functionality: no hooks, limited point of
               | ingress, hardened obfuscation, encrypted pages, tamper
               | protection.
               | 
               | I could go on, but generally "lol go kernelmode" is
               | sometimes way more difficult than just hiding yourself
               | among the legitimate functionality of 3rd party
               | applications.
               | 
               | This is everything used by anticheats today, from
               | usermode. The kernel module is more often than not used
               | for integrity checks, vm detection and walking physical
               | memory.
        
               | phendrenad2 wrote:
               | It's too bad we have to play this semantics game of "most
               | vs all" every. Single. Time. On. This Damn Site.
               | 
               | So let me summarize the above thread:
               | 
               | Yes, there will always be workarounds for ANY level of
               | anti-cheat. Yes, kernel-mode anti-cheat detects a higher
               | number of cheats in practice, and that superiority seems
               | durable going forward.
               | 
               | There, I think we can all agree on those. No need to
               | reiterate what has already been posted.
        
               | himata4113 wrote:
               | I think it misses the fact that kernel anticheats
               | generally do not reduce overall cheating compared to a
               | good user-mode anticheat + good obfuscation and binary
               | protection + strong report system and behavior analysis.
               | If you add a kernel-mode anticheat to that I'd estimate
               | that it helps only around 5% more while being way more
               | invasive and causing widespread issues (as the original
               | blog describes).
               | 
               | source: observation of games implying stronger anti-cheat
               | measures over time and customer count staying exactly the
               | same or growing. league of legends is a prime example,
               | although it did create a crater for awhile. this all
               | comes from people who actively sell cheats.
        
               | maccard wrote:
               | I'm sorry but what's your source for this? This is a
               | fairly wild claim.
        
               | AnimalMuppet wrote:
               | Sorry, what's wild about it? It's a pretty standard
               | observation that defense in depth beats "here's a silver
               | bullet to solve X". Is there something about gaming (or
               | preventing cheating in gaming) that makes that not true?
        
               | himata4113 wrote:
               | huh, couldn't reply for awhile.
               | 
               | anyway: I already edited with the source.
        
               | phendrenad2 wrote:
               | I'm kind of lazy, but I did click around a bit through
               | the thread to try to find your source. I couldn't find
               | it. Can you copy-paste the relevant data here? (I.E.
               | where you get this "5%" figure, even if it's just
               | estimated)
        
               | kay_o wrote:
               | You are already spending more than $120/month on the
               | executable. The hardware device cheap inclus
        
           | hananova wrote:
           | > but will miss players with simple ESP.
           | 
           | False, people that have information they shouldn't have will
           | act in detectable ways, even if they try their hardest not
           | to.
        
         | orbital-decay wrote:
         | _> It's quite literally impossible to cheat anymore (in a way
         | that disturbs normal players for more than a few games)_
         | 
         | AKA the way that is easiest to detect, and the easiest way to
         | claim that the game doesn't have cheaters. Behavioral analysis
         | doesn't work with closet cheaters, and they corrupt the
         | community and damage the game in much subtler ways. There's
         | nothing worse than to know that the player you've competed with
         | all this time had a slight advantage from the start.
        
           | himata4113 wrote:
           | Overwatch has made the decision that closest cheaters are not
           | a problem and have actually protected a cheater in
           | contenders, although they were forced to leave the
           | competitive scene. None of it ever became public.
        
             | maccard wrote:
             | How do you know if none of it went public?
        
               | JasonADrury wrote:
               | Every other competitive game regularly has public cases
               | of cheaters being caught in pro games, overwatch doesn't.
        
               | Xunjin wrote:
               | Wait... Your proof that something has happened is that
               | there is no proof?
        
               | JasonADrury wrote:
               | Do you really think that's not sufficient for the
               | purposes of this conversation?
        
               | maccard wrote:
               | Absolutely not. Making wildly speculative claims and
               | saying that the lack of proof of it not happening is
               | conspiracy theory territory
        
               | JasonADrury wrote:
               | Why do you think this claim is "wildly" speculative as
               | opposed to merely speculative?
               | 
               | We have two possible options here, it's pretty obvious
               | which is the more likely one.
               | 
               | It is pretty ridiculous to suggest that nobody has ever
               | been caught cheating in overwatch pro games.
        
               | Xunjin wrote:
               | Again, you are missing the point, just because something
               | is "likely" to happen doesn't mean it did happen.
               | 
               | What you are basically asking is that we should provide a
               | "negative proof", imagine me going through all the pro
               | matches to prove my point that it did not happen (going
               | in this extreme) when you can just show me a proof that
               | it did happen.
        
               | himata4113 wrote:
               | Word of mouth, but if you looked at their twitter and
               | proof presented it was undeniable. If you want to go
               | digging check a french contenders player that there are
               | videos of with an instance of where the aimbot bugged out
               | and started aiming directly at the center of a player
               | with perfect reaction time and movements.
        
               | PUSH_AX wrote:
               | "Trust me bro"
        
           | szmarczak wrote:
           | In CS2, the game renders your enemies even though you can't
           | see them (within some close range). The draw calls are
           | theoretically interceptable (either on the software/firmware
           | or other hardware level). Detecting this is essentially
           | impossible because the game trusts that the GPU will render
           | correctly.
        
             | chii wrote:
             | if you cheated with wallhacks, post-game analysis can
             | detect it.
             | 
             | And it is possible to silently put you into a cheating game
             | match maker, so that you only ever match with other
             | cheaters. This, to me, is prob. the better outcome than
             | outright banning (which means the cheater just comes back
             | with a new account). Silently moving them to a cheater
             | queue is a good way to slow them down, as well as isolate
             | them.
        
               | szmarczak wrote:
               | > post-game analysis can detect it.
               | 
               | Not with 100% accuracy. This means some legitimate
               | players would be qualified as potentially cheating.
               | 
               | You don't have to play with wallhacks constantly on, you
               | can toggle. And it doesn't detect cases where you're
               | camping with an AWP and have 150ms response time instead
               | of 200ms. Sometimes people are just having a good day.
               | 
               | > cheating game match maker
               | 
               | This is already a thing. In CS2, you have a Trust Factor.
               | The lower your trust factor is, the bigger the chance you
               | will be queued with/against cheaters.
        
         | lachiflippi wrote:
         | Don't forget that ActiBlizz are also pretty much the only ones
         | regularly taking legal action against pay2cheat developers, see
         | Bossland/EngineOwning.
        
           | himata4113 wrote:
           | I saw engine owning lawsuit verdict as the biggest loss for
           | the companies. They proved that you can continue running a
           | cheat provider service out in the open.
           | 
           | They won way more than they lost, people who left got given a
           | free pass for ratting the remaining people out.
        
         | Thaxll wrote:
         | Kernel AC is currently the best way to protect against cheats
         | by far, the game with the strongest protection is Valorant and
         | it works very well. OW2 is lightyears behind Valorant.
         | 
         | Not sure what your point is. Most of your post is inaccurate,
         | DMA cheats represent the minority of cheats because they're
         | very expensive and you need a second computer.
        
           | himata4113 wrote:
           | elitepvpers - it's public. DMA cheats have grown and are the
           | primary way people cheat in games these days it makes around
           | 5m/month [retail] just from one of the providers that I know
           | in the scene this includes selling the hardware, the bypass
           | and the cheats (not under the same umbrella for obvious
           | reasons).
           | 
           | The scene has shifted immensely in the last few years,
           | everyone and their grandmother has DMA now, I mean you can
           | buy these off amazon now. Korean's are a bit stuck since most
           | of them use gaming cafes so they've been slow adopters, but
           | cafe shops have the benefit of using an old version of
           | hyper-v which allows you to just use the method described
           | above. Hyper-V cheats are the most popular for valorant.
           | 
           | I would argue that valorant and overwatch are pretty much on
           | the same level based on what it feels to play. I've seen just
           | as many visible cheaters in valorant as in overwatch.
           | Although I will admit that I am pretty outdated myself since
           | around mid 2025. Valorant allows you to ** around so that
           | might be related, overwatch bans rage hackers way faster than
           | valorant does as well.
           | 
           | So no, my post is pretty accurate.
        
             | Thaxll wrote:
             | OW2 is very different from CS and Valorant, OW does not
             | suffer from cheat the same way because it's not a pure aim
             | based game game with hitscan as the main thing. The vast
             | majority of classes don't benefits from cheat like other
             | fps do.
             | 
             | I did main support and tank at master level in OW and
             | beside esp there is 0 benefit of cheating.
        
               | himata4113 wrote:
               | Asked a guy I know since 2021 said that ability helpers
               | are the most important features for an overwatch cheat
               | and that ESP is basically unusable in gm since you get
               | almost immediately called out for it, they are quite just
               | sus you out and report. Trust score of high rated players
               | eventually gets you banned (assumption).
        
         | vbezhenar wrote:
         | I'm playing WoW and I've heard lots of compains about Blizzard
         | banning innocent players. Just recently there was a wave of
         | complains that they banned players who spent a lot of time
         | farming one dungeon (like 10+ hours per day).
         | 
         | I, myself, got two accounts banned and I was innocent. I
         | managed to make it through support and got them unbanned but
         | I'm fairly certain that many players didn't, because they seem
         | to employ AI in their support.
         | 
         | So I'm a bit skeptical about that kind of behavioural bans. You
         | risk banning a lot of dedicated players who happened to play
         | differently from the majority and that tend to bring bad
         | reputation. For example I no longer purchase yearly
         | subscription, because I'm afraid of sudden ban and losing lots
         | of unspent subscription time.
        
           | Levitz wrote:
           | I think you are right on every point, but I think it's worth
           | noting that WoW is kind of a different beast.
           | 
           | You don't play a "match", you don't play "against" other
           | players most of the time, in this context "botting" and
           | "cheating" overlap because having your character do stuff
           | 24/7 unattended is an evident advantage over the rest of the
           | population, but it's not like you are hindering anyone's
           | progress directly the vast majority of the time doing so.
           | 
           | How often does _actual_ cheating happen in WoW, anywhere it
           | matters? M+? Raiding? PvP?
        
             | vbezhenar wrote:
             | Most of cheating is botting. When bots farm dungeons or
             | other activities, earn gold and then that gold is being
             | sold at black markets for dollars to other players.
             | 
             | That's indirectly hindering other players progression,
             | because it causes deflation (so you can't earn as much gold
             | selling your ores); because it causes inflation (more
             | circulating gold, yes, these are contradictory); because it
             | denies other player farm (if bot gathered ore, other player
             | have to search for another vein) and so on; also illegal
             | gold selling increases expectations (other players bought
             | super good gear, why don't you do that) and causes burn-out
             | (because farming gold fairly is much more hard, than just
             | buying it).
             | 
             | But mainly it just makes players angry, because they can
             | see these bots moving in a predetermined route and stealing
             | resources from their noses. I'm not really sure if bots are
             | that bad in the grand scheme of things, but living players
             | certainly don't like to compete with automatons.
             | 
             | There were also cheaters who used instant cast
             | interruptions at arenas, but it seems that competitive PvP
             | is not that popular nowadays so I'm not sure how it's wide
             | spread.
        
           | himata4113 wrote:
           | I agree that it's a problem, having a strong support system
           | for remediating false bans is very important.
        
         | Aurornis wrote:
         | > Another option that is becoming super popular is bios
         | patching
         | 
         | I wouldn't call BIOS patching "super popular". That sounds like
         | an admission that anti-cheat is working because running cheats
         | now requires a lot of effort. Now that cheats are becoming more
         | involved to run, it's becoming less common to cheat.
         | 
         | When cheats were as simple as downloading a program and you
         | were off to cheating, the barrier to entry was a lot lower. It
         | didn't require reboots or jumping through hoops. Anyone could
         | do it and didn't even have to invest much time into it.
         | 
         | Now that cheats are no longer an easy thing to do, a lot of
         | would-be cheaters are getting turned off of the idea before
         | they get far enough to cheat in a real game.
         | 
         | > Of course you could argue that you could just take advantage
         | that they have to go through usermode to capture all this
         | information and just sit in the kernel, but hardware
         | attestation is making this increasily more difficult.
         | 
         | Didn't the first half of your post just argue that these
         | measures can be defeated and therefore you can't rely on them?
        
           | himata4113 wrote:
           | Cheating is so addictive that it doesn't matter if it's more
           | difficult to cheat. I have peronsally interacted with people
           | that just want to spin-bot.
           | 
           | Anticheats, especially kernel-mode ones does not make the
           | problem smaller. All they do is make it more rewarding for
           | capable people.
        
             | Aurornis wrote:
             | Having gamed on and off over the years, I don't think the
             | average cheater is actually a highly motivated super genius
             | who derives reward from patching their BIOS or installing
             | PCIe DMA cards to an entire second computer built for the
             | purpose of cheating.
             | 
             | The average cheater is (or was) basically a troll. They
             | delighted in the act of ruining other people's games, not
             | installing the cheat. The harder you make it for them to
             | get to that point, the less enjoyment they get.
             | 
             | The people you describe who are in it for the thrill of
             | breaking through are not the ones playing 6 hours every
             | night because the game itself is not the thrill. It's the
             | exploration of the hardware and software. They might get
             | cheats set up, but once it's working they get bored with
             | _the game_ and move on to another technical challenge.
        
               | himata4113 wrote:
               | I wish this was the case, but cheating addiction is real
               | and there's people with PCs from 2016 spending $100+ on
               | cheats a month. If they're spending that money they're
               | also dedicated enough to jump through some hoops.
        
               | xboxnolifes wrote:
               | You two aren't disagreeing, your just describing
               | different groups of people.
        
             | NikolaNovak wrote:
             | Can you tell me more? I'm curious about motivations.
             | 
             | * I use easy cheats for single player games - for example,
             | infinite jumps in cyberpunk 2077 are just huge amounts of
             | fun :)
             | 
             | * I have zero desire for cheating in multilayer games. Not
             | some high morality righteous horse, just, what's the point?
             | I have fun even when I lose, and having something else play
             | for you takes away from visceral fun that I get.
             | 
             | * I could understand, even if not agree, people who cheat
             | for profit. That's the basis of all crime everywhere.
             | 
             | * I do not understand people who cheat in multilayer games
             | not-for-profit. It feel you need to have both a) some sort
             | of anti social / non social tendency, and b) dopamine
             | rushes along pathways I don't.
             | 
             | I'd be genuinely curious to hear about your acquaintances
             | who cheat in multilayer for no profit and why they do it
             | :-)
        
               | himata4113 wrote:
               | Some use it to make money, boosting etc.
               | 
               | Some are just addicted, they really love the game, but
               | playing without cheats doesn't make them feel anything so
               | they pick the easiest solution: continue to cheat...
               | forever.
               | 
               | Some are just delusional, they do not want to deal with
               | the reality that they're not good at the game without
               | cheats.
               | 
               | Some are just trolling and want to spinbot piss people
               | off, make people angry. It's what makes them happy.
               | 
               | Some don't have a choice, they started their competitive
               | career with cheats.
               | 
               | Some justify it that "I made the cheat, I deserve to use
               | it"
               | 
               | If you want more I got a whole book of reasons. I am in a
               | unique situation since I happen to be friends from back
               | when I was cheating a lot my self, in that time I
               | established relationships with a lot of developers and
               | personally for me it was curiosity that got me not only
               | into cheating, but the whole process and development. I
               | ended up just making roblox games though.
        
         | LtWorf wrote:
         | Taking a probabilistic approach to ban people... so if enough
         | people start cheating it's fine?
        
       | denalii wrote:
       | The amount of people in this thread who very clearly don't play
       | competitive video games, let alone at a remotely high level, is
       | astounding. The comment "it's your god given right to cheat in
       | multiplayer games" might legitimately be one of the most insane
       | takes I've ever read.
       | 
       | Kernel anticheat does work. It takes 5 seconds to look at Valve's
       | record of both VAC (client based, signature analysis) and VACNet
       | (machine learning) to know the cheating problem with those
       | technologies is far more prevalent than platforms that use kernel
       | level anticheat (e.g. FACEIT, vanguard). Of course, KLAC is not
       | infallible - this is known. Yes, cheats do (and will continue to)
       | exist. However, it greatly raises the bar to entry. Kernel cheats
       | that are undetected by FACEIT or vanguard are _expensive_ , and
       | often recurring subscriptions (some even going down to intervals
       | as low as per day or week). Cheat developers will 99% of the time
       | not release these publicly because it would be picked up and
       | detected instantly where they could be making serious money
       | selling privately. As mentioned in the article, with DMA devices
       | you're looking at a minimum of a couple hundred dollars just for
       | hardware, not including the cheat itself.
       | 
       | These are video games. No one is forcing you to play them. If you
       | are morally opposed to KLAC, simply don't play the game. If you
       | don't want KLAC, prepare to have your experience consistently and
       | repeatedly ruined.
        
       | Razengan wrote:
       | Hear me out:
       | 
       | How about this: Instead of third-party companies installing their
       | custom code to fuck with my operating system,
       | 
       | How about just having the OS offer an API that a game can request
       | to reboot the OS into "console mode": A single-user, single-
       | application mode that just runs that game only.
       | 
       | Similar to how consoles work.
       | 
       | That mode could be reserved for competitive ranked multiplayer
       | only.
        
       | RobotToaster wrote:
       | Remember when sony got a huge pushback for putting rootkits on
       | CDs?
       | 
       | Now industry propaganda has gamers installing them voluntarily.
        
       | AlyssaRowan wrote:
       | It is, of course, only a matter of time - just like kernel-level
       | copy protection and Sony's XCP - before something like Vanguard
       | in particular is exploited and abused by malware.
       | 
       | Himata is correct, too. After DMA-based stuff, it'll be CPU
       | debugging mode exploits like DCI-OOB, some of which can be made
       | detectable in kernel mode; or, stealthier hypervisors.
        
         | glelellnngn wrote:
         | This has already happened.
        
       | sholladay wrote:
       | A lot of the techniques that both sides use would be much harder
       | on macOS. Of course, Hackintoshes have always existed and where
       | there's a will, there's a way. But it makes me wonder how this
       | would evolve if Apple eventually gets its act together and makes
       | a real push into gaming.
        
       | sylware wrote:
       | Kernel anti-cheats are weaponized by hackers. It is all over HN.
       | 
       | Play games which are beyond that: dota2, cs2 for instance.
       | 
       | On linux, there is a new syscall which allows a process to mmap
       | into itself the pages of another process (I guess ~same effective
       | UID and GID). That is more than enough to give hell to cheats...
       | 
       | But any of that can work only with a permanent and hard working
       | "security" team. If some game devs do not want to do that, they
       | should keep their game offline.
        
       | not_a9 wrote:
       | Uh, isn't the IDT one of these things that PatchGuard explicitly
       | checks? Mind you, anticheats keep PatchGuard corralled these days
       | because they want their own KiPageFault hooks assuming HVCI is
       | not in place.
       | 
       | The article doesn't go too in depth on the actually _interesting_
       | things modern anticheats do.
       | 
       | In addition:
       | 
       | - you can't really expect .text section of game/any modules
       | except maybe your own to be 100% matching one on disk, because
       | overlays will hook stuff like render crap (fun fact for you:
       | Steam will also aggressively hook various WinAPI stuff presumably
       | for VAC, at least on CS2)
        
       | mikkupikku wrote:
       | It's a whole lot of effort to go through just so corporations can
       | get gamers playing with strangers instead of friends, while
       | taking the whole thing way too seriously. You need anticheat when
       | you want competitive rankings and esports leagues, but is any of
       | that actually any better than just playing casual games with
       | people you know and trust to play fair?
        
         | trostaft wrote:
         | Yes it can be? This is a very strange statement to me. Many
         | genuinely like testing themselves against other people,
         | improving over time, and seeing how they stack up. Competition
         | is a pretty basic human thing, e.g. sports, chess, card games,
         | and therefore video games. And competing with the world is a
         | far grander challenge than those you explicitly know.
         | 
         | Not everyone enjoys that, and that's fine, but acting like it's
         | somehow unnatural or pointless feels way off.
        
           | mikkupikku wrote:
           | I know gamers are drawn to it, that's why the game corps like
           | it so much. But is this _actually good_? So very often with
           | these hyper competitive games played between strangers
           | competing for global ranking, the whole thing turns very
           | toxic, with gamers often seeming to not even enjoy the moment
           | to moment process, often raging at their incompetent team
           | mates or raging at their opponents for supposedly cheating,
           | or whathaveyou. All the while, _not_ developing relationships
           | as they could be if they were playing something with friends.
           | Elevated cortisol levels, when they could be chilling out.
           | Obviously it 's profitable, but is it _good?_
        
             | trostaft wrote:
             | Respectfully, I think you're missing my point.
             | 
             | > So very often with these hyper competitive games played
             | between strangers competing for global ranking, the whole
             | thing turns very toxic, with gamers often seeming to not
             | even enjoy the moment to moment process, often raging at
             | their incompetent team mates or raging at their opponents
             | for supposedly cheating, or whathaveyou.
             | 
             | This is very true! I'll further grant that many competitive
             | video games have pain points that fester this. Competition,
             | facing failure, and recognizing that what they perceived to
             | be a fair challenge wasn't so (e.g. cheating) does
             | sometimes out the worst in people.
             | 
             | However, my point is that competition, and enjoying it, is
             | something that's been fundamentally human for all our
             | recorded history. The sensation of straining against the
             | edge of your capabilities, to overcome a wall, and then
             | succeeding even just barely is supreme. Competitive video
             | games are just a subset of activities that appeal to this.
             | And I think just as much as they are infuriating, they are
             | also good!
             | 
             | Moreover, competitive video games can also be fairly
             | social. Playing a chiller game with friends is one way to
             | socialize, that I have nothing against. But there's also
             | special bonds that are forged through shared struggle, even
             | minor. For example, the fighting game community has a very
             | strong local scene. If you can play fighting games, in most
             | major cities in NA you can attend your local and make
             | friends. With team competitive games, invite your homies.
             | 
             | Once again, I definitely do not dispute that competitive
             | video games can be toxic. Especially in today's online
             | culture. Taking fighting games as an example again, the
             | online, anonymous, communities can be quite toxic. Ah, now
             | that I've written this far, I'm realizing that maybe I've
             | missed your point? Are you saying that it's specifically
             | the strangers, that you never get to know and therefore
             | trust, that makes this worse off?
        
             | sleight42 wrote:
             | This is why I keep asking myself if I should continue
             | playing Marathon or just exclusively play ARC Raiders. The
             | latter can be far more relaxing yet still challenging. The
             | former encourages that hyper-competitiveness that often
             | stresses me out.
        
       | alstonite wrote:
       | It's crazy to me how hard people work to effectively ruin a game
       | for themselves... Imagine putting in this much effort to play
       | Minecraft survival but on creative mode. It just doesn't sound
       | fun
        
         | gzread wrote:
         | They're getting some actual reward from having a big win/loss
         | ratio. I don't know if that's monetary or just the feeling of
         | being the best but I'd expect the latter group to realise this
         | is all nonsense _before_ spending money on hardware.
        
       | davispeck wrote:
       | Kernel anti-cheats are a fascinating example of security trade-
       | offs.
       | 
       | They solve a real problem (cheats running at higher privilege
       | levels), but at the same time they introduce a massive trusted
       | component into the OS. You're basically asking users to install
       | something that behaves very much like a rootkit, just with a
       | defensive purpose.
        
         | samgranieri wrote:
         | remember when Sony put a rootkit an an audio cd to prevent
         | people from ripping the cd?
        
       | samgranieri wrote:
       | I think I'll just stick to simple games on iOS/iPadOS or just use
       | my Nintendo Switch. These anti-cheat systems are far too invasive
       | for my liking. I also worry about those things being hacked! The
       | last time i built a gaming pc was 20 years ago, and i was playing
       | Doom, FEAR, and Half Life Two.. Then i did some simple gaming on
       | macOS
        
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