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The issue of anti-cheat on Linux (2024)

bob1029

Targeting perfect fairness in a multiplayer video game with arbitrary latency between participants is a waste of energy. A much better target is to make it feel like no one is cheating. I don't really care too much if someone is actually better or worse than me at counterstrike. What I mostly care about is wildly implausible gameplay. No one is going to stop the guy who is getting a 5% gain on his ELO by using a 2nd computer, machine vision and a robot to move his mouse ever so slightly faster than he typically can.

However, there are ways to detect when someone is being an absolute madman with the hacks. We're talking head snapping through walls with 100% accuracy and instantaneous displacement across an entire 30 minute match. These people can simply be banned immediately by hardware/steam ID. We can write basic rules to detect stuff like this. There's no "confidence interval" for speed hacking through a map and awping the entire CT team in 3 seconds. You certainly don't need kernel drivers.

cam_l

Or entire lobbies filled with bots with the same name that stand around doing nothing while one of them goes full spinbot, and auto kicks anyone who happens to join their lobby. Those bots I see week after week with the same accounts and no bans in sight.

xg15

This article gave me more appreciation for the stance of the Linux community.

So to sum up. Valorant's anti-cheat, which the author sees something like an ideal solution:

- starts up and loads its kernel driver on boot.

- generates a persistent unique ID based on hardware serial numbers and associates this with my game account.

- stays active the entire time the system is up, whether I play the game or not. But don't worry, it only does some unspecified logging.

- is somehow not a spyware or data protection risk at all...

mitkebes

I also always hear a lot of people complain about cheaters in Valorant, so all of that compromised personal security doesn't actually stop cheaters.

Honestly I feel like you should only use kernel anticheat on a dedicated machine that's kept 100% separate from any of your personal data. That's a lot to ask of people, but you really shouldn't have anything you don't consider public data on the same hardware.

pxc

> you should only use kernel anticheat on a dedicated machine that's kept 100% separate from any of your personal data.

Correct. Unfortunately, what you've just described is a gaming console rather than a PC. This problem fundamentally undermines the appeal of PC gaming in a significant way, imo.

thewebguyd

> This problem fundamentally undermines the appeal of PC gaming in a significant way, imo.

Yes, game publishers are trying to turn PCs into a gaming console, which IMO will always be a futile effort, and is quite frankly annoying. I don't game on PC to have a locked down console-like experience.

Just embrace the PC for what it is and stop trying to turn it into a trusted execution platform with spyware and rootkits.

Look at BF6 - for all the secure boot and TPM required anti-cheat they stuffed it with, there were cheaters day 1, so why abuse your users when it's clearly ineffective anyway.

pityJuke

Honestly, if consoles were willing to accept KB+M (and gyro aiming for that matter), I’d be completely proposing that competitive live service titles mostly abandon PC, except for a small “probably infested with cheaters” base.

pfooti

A dedicated machine with no other general purpose apps that has minimal private data on it sounds like a gaming console.

wakawaka28

Or a virtual machine...

Scramblejams

> doesn't actually stop cheaters.

doesn't actually stop all cheaters.

We could have a better discussion around this if we recognize that failing to stop 100% of something isn't a prerequisite to rigorously evaluating the tradeoffs.

trehalose

Doesn't actually stop all cheat developers. If even one person develops and sells a cheat that the kernel-level anticheat doesn't catch, then it stops 0% of cheaters from buying and using the cheat.

gellybeans

I think the problem with this line of reasoning is that it's one-sided. Essentially you are saying "Just trust me bro" on behalf of a self-evaluating company.

I'd argue the potential for abuse is a perfectly reasonable discussion to have, and doesn't have much bearing on the effectiveness of anticheat, but I understand that's not the point you are trying to make.

sounds

About halfway in the article, there's a brief nod to CS:GO. It uses a tick system and the server controls what is possible, such as physics or awarding kills. Fighting genre games use the same server-based game logic.

Cheating is a big draw to Windows for semi-pro gamers and mid streamers. What else is there to do except grind? Windows gives the illusion of "kernel level anti-cheat," which filters out the simplest ones, and fools most people some of the time.

chowells

Fighting games do not use server-mediated simulation, in general. Cheating is actually a huge problem in popular games. And in fact, even running a server-mediated simulation wouldn't help with any of the common cheating in fighting games.

For instance, a common cheat in Street Fighter 6 is to trigger a drive impact in response to the startup of a move that is unsafe to a drive impact. That is recognizing the opponent's animation and triggering an input. There's no part of that which cares where the game simulation is being done. In fact, this kind of cheating can only be detected statistically. And the cheats have tools to combat that by adding random triggering chances and delays. It's pretty easy to tune a cheat to be approximately as effective as a high-level player.

Kernel-level anticheat isn't a perfect solution, but there are people asking for it. It would make cheating a lot harder, at least.

everdrive

Strongly agreed. Some people want kernel-level anticheat for Linux. I think that's a huge mistake. Ideally, kernel-level anticheat would be done away with altogether. More realistically, I'm just going to avoid any games which use kernel-level anticheat, even if it means missing out.

koakuma-chan

> - is somehow not a spyware or data protection risk at all...

Don't worry, it's owned by Tencent.

NewsaHackO

The author made the most ridiculous arguments, had to stop reading after that point.

Retr0id

- and, by design, is resistant to auditing, analysis, or user-modification

gjsman-1000

If you trust Microsoft with your OS; I suppose you should trust Microsoft when they sign kernel modules, right? ;)

ACCount37

It's a good thing that Microsoft has never signed an anticheat kernel module that turned out to be so vulnerable that some malware installed it on purpose to gain more system access.

shaokind

Honest question: do you segment your activities on your computer on different users?

No? In which case, what practical spyware risk does a kernel level driver add that user mode software can’t do?

User mode software can spy on your clipboard, surreptitiously take screenshots, and take data out of your system. That spooks me enough that, if I don’t trust a software manufacturer, I don’t install it. Kernel mode makes no practical difference in my security posture.

xg15

For starters:

- Creating a unique ID that is directly bound to hardware.

- Accessing the memory of any process, including browsers or messengers.

- Installing persistent background processes that are hidden from the rest of the system.

But I think that's the wrong question. Talking about the kernel driver is a distraction.

The abuse scenario that I think is most likely would be that the game and/or anticheat vendor uses the hardware ID for user profiling instead of just ban enforcement, and that the "logging" functionality is coopted to detect software or activities that aren't related to cheats at all, but are just competition of the vendor or can once against be used for profiling, etc.

None of that strictly requires a kernel driver. Most of that stuff could be easily done with a usermode daemon. But under normal circumstances, there is no way I'd install such a program. Only in the name of cheat prevention, suddenly it gets permissible to make users install that stuff if all they want to do is play some game.

throwaway01934

> User mode software can spy on your clipboard, surreptitiously take screenshots, and take data out of your system

Not on any properly secured Linux machine. But yes, it's generally a bad idea to install software you don't trust, a category that anticheats slot nicely into, given their resistantance to auditing and analysis.

Stevvo

In Valorant's defence:

1) There is a 100k bug-bounty on the anti-cheat: https://hackerone.com/riot?type=team

2) The anti-cheat is the game's entire reason for being. It is the main focus of the development and marketing. People buy Valorant for the anti-cheat; they are willing to accept a kernel driver as a trade off for fairer competition.

mudkipdev

'Buy valorant'?

zaptheimpaler

Except that this kernel driver is audited and signed by Microsoft, whom you also trust with the rest of your kernel if you use Windows at all.

sidewndr46

I don't think Microsoft auditing of code it signs. Wasn't Crowdstrike signed by Microsoft?

ronsor

It was. All Windows kernel drivers are.

Microsoft doesn't do any auditing besides "is this the most obvious malware?"

gjsman-1000

- … but successfully, more or less, prevents most cheating attempts which would also make the game unplayable regardless.

For anyone saying “just do server side,” no, it’s physically impossible to stop all cheating that way until we have internet faster than human perception.

dvdkon

Sure, but you could stop the most blatant wallhacks at least, but most times I see a video of a cheater, it's something stupid like that. It can't be that hard to do occlusion calculations server-side, right?

Don't let perfect be the enemy of good.

orbital-decay

>It can't be that hard to do occlusion calculations server-side, right?

I think you already know the answer. Yes, it's bottlenecked by latency and jitter (of the laggiest player, no less), and in addition to that the maximum possible movement velocity makes it much much worse in fast paced games. It's been attempted a few times since at least late 90's, with predictable results.

In other words, complete server-side calculations are a fantasy. Besides, they won't even remotely make cheating impossible or even harder! Even complete hardware lockdown won't.

gjsman-1000

When it comes to cheating, perfect is the enemy of good. This is one of those rare cases where the phrase doesn’t hold.

The problem is that server-side occlusion is only a small piece of the puzzle. A naïve implementation means hundreds of thousands of raycasts per second, which doesn’t scale. Real engines rely on precomputed visibility sets, spatial partitioning, and still have to leak some data client-side for responsiveness.

Basically - the kernel level check is not laziness, but for unsolvable problems without huge compute costs or latency.

J_McQuade

Was going to post this on a now-deleted comment about anticheat being a hard problem, so popping it here because it might be relevant:

Anticheat is only hard because people are looking for a technical solution to a social problem. The actual way to get a good game in most things is to only play with people you trust and, if you think someone is cheating, stop trusting them and stop playing with them.

This doesn't scale to massive matchmaking scenarios of course - and so many modern games don't even offer it as an option - so companies would have to give up the automatic ranking of all players and the promise of dopamine that can be weaponised against them, but it works for sports in the real world and it worked for the likes of Quake, UT, etc. so I don't think it's a necessarily bad idea. Social ostracism is an incredibly powerful force.

However, it does mean that the big publishers wouldn't have control over everything a player does. Getting them to agree to that is probably the real hard problem.

cosmic_cheese

My naive take is that technical solutions are possible, but critically they can’t be fully automated. The most effective anti-cheat solution possible probably looks something like a full-time in-house team comprised of seasoned ITSEC, data nerds, a couple of ML people, and a few devs. A team like that could probably pick out and boot cheaters with a very low rate of false positives given adequate data to crunch, and they’d only get better over time as they build a roster of patterns and behaviors to match against.

The problem is that this costs more than game companies are willing to spend, even when they’re raking in cash hand over fist. As long as the problem isn’t so bad that it’s making players quit, it’s cheaper to employ more automated, less effective strategies. The end goal isn’t player happiness, it’s higher profit margins.

Rohansi

I work on one of the games mentioned in this article and you're underestimating cheaters and cheat developers. We're doing this already and we're one of the smaller studios, so the larger studios are for sure doing it on a larger scale. Cheaters are still managing.

J_McQuade

I think this is the most reasonable take I've seen here. As my sibling comment mentions, people are already doing this. I think that - if anything - my point is that this is being done, but separately to the social element. You could get a hundred PhDs to look at the data and identify a cheater, but what you really want to avoid is someone that 9/10 people don't want to play with... and only the players can really tell you who that is. Data from the PhDs would help, though!

I've not really thought about it so deeply until right exactly now (thanks, all!), but I think doing so might have led me to a very unpopular opinion - I might be prepared to say that this problem can't be solved in an anonymous environment. Unless you have a reputation to ruin (or, say, an xbox account to lose), then being outed as a cheater costs you nothing. Again, this is incompatible with a lot of current multiplayer modes - and most of what I love about PC gaming - but, ultimately, I'd rather be judged by my peers than a rootkit.

mjr00

> Anticheat is only hard because people are looking for a technical solution to a social problem. The actual way to get a good game in most things is to only play with people you trust and, if you think someone is cheating, stop trusting them and stop playing with them.

As much as I reminisce about the days of private servers for Quake/2/3, UT99, CS1.6, etc., saying this is really ignorant of how modern gaming and matchmaking works. Some games would simply not be possible without public matchmaking; I don't care how much of a social butterfly you are, you are not going to get 99 friends to get a PUBG match going. Even getting 11 other people to run a game of Overwatch or CS would be a pain. Other games need public matchmaking to have a fair ranking system. You go onto say ranking is "weaponised" but, ranking is a feature, and a lot of people like that feature.

> However, it does mean that the big publishers wouldn't have control over everything a player does. Getting them to agree to that is probably the real hard problem.

The demand for anticheat, and matchmaking/ranking systems, are entirely player-driven, not publisher-driven. If developers and publishers could get away with only implementing player-managed servers and letting players deal with cheaters, they would! It's a lot less work for them.

As a sibling comment mentioned, even in the days of private servers you ended up with community-developed tools like Punkbuster. I remember needing to install some anti-cheat crap when I signed up for Brood War's private ICCUP ladder.

OkayPhysicist

Large-player count community server driven games actually have a pretty big advantage compared to smaller player count ones: it makes it easier to have somebody with the permission to ban cheaters online at approximately all times.

Squad has 100 player games, and despite its anticheat having well-known bypasses, I don't see a lot of hacked client cheating. Why? Because I play on servers that consistently have a couple people online during the hours I play that ban anybody who cheats.

Community servers have a lot more moderators than the game devs could possibly afford, because they can build trust with volunteers.

J_McQuade

> this is really ignorant of how modern gaming and matchmaking works.

If you listen to the people complaining about cheating... it doesn't.

> I don't care how much of a social butterfly you are, you are not going to get 99 friends to get a PUBG match going.

True, but my county is able to get more than that number of people into a cricket league. You don't need to personally know everyone, just be confident that there is a system of trust in place that would weed out any rotters. Is such a system going to be perfect? No, but neither are any of the top-down approaches attempted in videogames. At least this one doesn't require me to install an umpire in my home at all times.

> As a sibling comment mentioned, even in the days of private servers you ended up with community-developed tools like Punkbuster.

The difference is that you could have played the game without doing that. If you didn't trust the people on that server, how likely would you be to install those tools?

mjr00

> True, but my county is able to get more than that number of people into a cricket league. You don't need to personally know everyone, just be confident that there is a system of trust in place that would weed out any rotters. Is such a system be perfect? No, but neither are any of the top-down approaches attempted in videogames.

I played against the EVO 2025 world champion Street Fighter 6 player in ranked matchmaking last week. When's the last time your county cricket team played against anyone who's won the Cricket World Cup?

We're fundamentally talking about different activities here. Lamar Jackson doesn't get to choose who he plays against in the NFL; if he wants to win the Super Bowl he has to play against Joe Burrow. If Joe Burrow cheats by deflating some footballs, there has to be a system in place which catches him and doles out appropriate punishment. Your "solution" is essentially telling Lamar to not worry about it and just play flag football with his friends instead.

I realize this type of activity isn't for everyone, and there's something to be said about too many games becoming overly competitive, but your proposed solution doesn't really address the problem.

jeroenhd

There are quite a few games that are fun because they throw dozens of players into the same event. I don't have over 100 friends to play with, let alone over 100 friends I trust not to cheat.

For some games the small group approach works, but even a game as simple as Counter Strike requires at least a dozen players to make the most of.

That said, there are perverse incentives in many of the games hit worst by cheaters. Games that invent more and more prestigious rewards and titles for accounts that do well in hopes of them spending more money on microtransactions, or the microtransaction hell-holes like GTA Online that exist as a vessel to take your money more than to be of any fun. Adding upgrades and other desired items behind a gambling mechanic makes the whole ordeal extra shitty, praying on the psychological weaknesses of the unfortunate souls to get a digital gambling addiction so they can be sucked dry by billion dollar companies.

I've personally never run into anticheat issues because I find most of the games that require anticheat for online play just aren't worth the time and effort to play online in.

But still, the old SW Battlefront II wouldn't be fun without the massive online matches, and those require some form of anticheat to stay fun.

ThatPlayer

I agree with you the issue is scale, but the scale when it worked was when gaming was niche. You can't put that back into the bottle.

The history of plenty of anticheats start with community servers, not matchmaking. Even Team Fortress Classic had enough of a cheating issue that community members developed Punkbuster, which went on to get integrated into Quake 3 Arena. A lot of 3rd party anticheats were developed in that era for community servers. BattlEye for BattleField games. EasyAntiCheat for Counter-Strike. I even remember Starcraft Brood War's 3rd party ICCUP server with 'antihack'.

You still see this today with additional anticheats on community server solutions. GTA V's modded FiveM servers had anticheats before it was added to the official game. CS2 Face-IT and ESEA servers have additional anticheats as people do not think VAC is effective enough.

Rohansi

> The actual way to get a good game in most things is to only play with people you trust and, if you think someone is cheating, stop trusting them and stop playing with them.

One of the games mentioned in this article is Rust. Playing with only people you trust defeats the point because it's a game full of betrayal. At best you'll be able to get a group together once and then destroy your relationships more than Monopoly would.

Notatheist

I cannot agree. Getting a Quake game up in the early 2000s could take hours worth of sitting in IRC pickup channels, if it happened at all. I don't feel publishers are at fault here. I figure the vast majority of players would pick an instant game with potential cheaters over an hour wait for a 50% chance at a game.

orbital-decay

That's because few people played Quake, it got elitist really fast. I had the same issue with it. I had zero issues with CS, though, finding a match was pretty easy. PUGs aren't a thing of the past, PUBG players used to do them for example.

Wowfunhappy

I think there's immense value in being able to just press a button and jump into a game, without having to actually know people and build up a community.

However, I wonder if you could have that while still removing features that make cheating seem appealing. For example, as you said, you can have games with randoms without an automatic ranking of all players. (Or maybe you rank players so you can match people of similar skill levels, but you don't tell anyone what their rank is.)

cortesoft

> For example, as you said, you can have games with randoms without an automatic ranking of all players

Good skill matching is one of the most important advancement in gaming over the last few decades. Being able to consistently play against people who are fair competition for you makes the games so much more fun, especially if you are much better or much worse than the average player. In the old days, you could alternate between opponents that were no challenge at all and opponents you would have no chance against; both types of games get old really fast.

In some ways, good skill matching can alleviate the harm cheaters do; if the cheating makes them way better than everyone else, then good matchmaking should start to match them up only against other cheaters. In many ways, this is the ideal scenario - cheaters play against each other, and everyone else plays against people who are close in skill level.

Wowfunhappy

I think you might have missed my parenthetical! :)

mjr00

> However, I wonder if you could have that while still removing features that make cheating seem appealing. For example, as you said, you can have games with randoms without an automatic ranking of all players.

This does not stop cheaters whatsoever. Anyone who played during the private server era of FPS in the late 90s/early 00s knows this; wallhacking, modified character models with big pointy spikes indicating player locations, aimbots, etc. ran rampant, even when nothing was on the line.

everforward

That still exists in many games with server browsers. The game just goes through the server list to find a populated one with low latency and “official” settings (ie not knife only or modded).

Works basically the same as matchmaking does now, albeit in only matching on server quality and not player skill.

eikenberry

They could still have this with a campaign/story-mode or even a simple bot-mode.

Wowfunhappy

Even as someone who plays very few games online, I can tell you that playing against bots isn't the same as real people, even if they're randoms you don't know. Maybe that could be improved if developers prioritized bot AI, but since they don't, here we are.

zaptheimpaler

So how am I supposed to play a game of PUBG if I don't have 99 friends who I trust not to cheat who also play it? How is any community going to establish and continuously monitor that their members don't cheat, while also allowing new members to join over time? I don't have a big group of friends who also like playing the same games I play at the same times I want to play, sounds like a total non-starter to me.

Bender

If anyone finds it useful, these can be added in a startup script but dont put it in sysctl.conf or sysctl.d/ as it may eventually break OS updates. Someone will say these have never broken their OS update but what they do not realize is that they have jynxed themselves and murphies law is now active. These options may prevent some rootkits malicious or otherwise.

    kernel.modules_disabled = 1
    kernel.kexec_load_disabled = 1
It cab be loaded last after the OS is entirely up and running. The script that loads these options would have to be disabled and the OS rebooted prior to doing OS updates. Once these options are enabled they can not be disabled without a reboot.

If giving a video game sudo or doas or root access, research the game, its developers and publisher exhaustively and ask a magic 8 ball at least 3 times if the game developers can be trusted. Do you know where they live? As others eluded to, consider having a dedicated bare metal system for the games that are suspect. Keep a thumb drive around with the OS image, maybe even a few OS snapshots just in case the game performs dark magic on your system. Consider enabling auditd with custom rules to watch for writes within /boot, /etc, /lib and /usr at very least. Auditd has a built in module that can be enabled to send auditd messages to a remote syslog server.

bigstrat2003

I don't personally see an issue that my computer can't run literal rootkits being shipped with the game. But I concede that not everyone shares my preferences, and if you wish to run this malware you should be able to do so.

null

[deleted]

Retr0id

One way to do anti-cheat on linux without compromising the sanctity of your host kernel would be to run the game inside a hardware-protected VM.

Anti-cheat does not ordinarily like to run inside a VM, because then the hypervisor can do the cheating, invisibly to the kernel. However, technologies like AMD SEV can (in theory) protect the guest from the host, using memory encryption. (And potentially also protect from DMA-based cheats, too)

What you'd need is some way for the hardware to attest to the guest "yes, you really are running inside SEV".

jeroenhd

Even with SEV, you need hardware passed through to the VM. That means either running two GPUs or hot-swapping the machine your GPU is connected to and hoping neither driver crashes and burns (which is what you can expect from any consumer GPU driver that tries to hotplug). The software will also break the moment someone finds yet another side channel attack to break memory encryption. Intel's attempts at secure hardware hypervisors failed so bad they took the hardware out of consumer chips.

In theory you could probably get it to work on some hardware given some boot configurations with some games, but what game developer is going to develop a bespoke Linux VM? And if not the game developer, what Linux developer is going to spend time developing a platform that caters to the wishes of closed-source, rootkit-driven anticheat developers?

Retr0id

The guest VM doesn't actually have to be Linux, but I don't see why it couldn't be any old distro.

NoahZuniga

> Intel's attempts at secure hardware hypervisors failed so bad they took the hardware out of consumer chips.

That doesn't seem right. Hypervising is not a feature many consumers use, so why would they spend the money to include it in consumer chips?

namibj

Watching rented movies is something consumers apparently do; I understand it to have mostly been used for that.

Besides that, these aren't area-heavy features; it's cheaper to share the core design and just have the feature available anyways than to design it out.

ai_critic

I miss PUBG, but the fundamental purpose of anti-cheat software is to circumvent and curtail user freedom. I don't really want affordances for that in my OS.

j-bos

Kernel level anti-cheat a short term curse with long term damages. For those wondering about the short term, here's a cheat that will never be handled by rootki-anticheat: https://youtu.be/9alJwQG-Wbk (vid description, an aimbot that triggers your human muscles to aim faster than any unaugmented human) That solution was effectively made from a box of scraps. Now imagine in a year when some go getters package and sell it to the mass market.

Long term damages are self explanatory, it's called a-rootkit

Wowfunhappy

I found this part notable:

---

Let me ask you a question. How many vulnerable drivers (yes, those that can be abused by bad actors to gain kernel access) do you think the average gamer has on their Windows install? I’ll start with my own system. This is what I can immediately think of:

MSI Afterburner - RTCore64.sys driver (yes, even in the latest version) has a vulnerability that allows any usermode process to read and write any kernel memory it wishes

CPU-Z - cpuz142_x64.sys driver has (again) kernel memory read/write vulnerability and MSR register read/write

If I looked hard enough, I would most likely find more.

Retr0id

I didn't really get the point being made there. Yes, windows kernel security posture is swiss cheese, but that's not an argument for poking more holes.

Wowfunhappy

Well, if nothing else, it makes me think that if you are doing truly security-sensitive work, you almost certainly need to get a separate computer for that. Whether or not you play any games with kernel-level anti-cheat, you probably have cpu-z installed.

And if you're not doing something particularly sensitive, then security on consumer PCs must matter a lot less than some people think.

jeroenhd

> Whether or not you play any games with kernel-level anti-cheat, you probably have cpu-z installed.

The problem with these is actually worse. Any program with the necessary permissions can load these drivers. Some malware likes to ship known-vulnerable drivers with one of their later stages to get kernel code execution, and Microsoft doesn't want to revoke the signatures of this malware because applications and hardware will stop working.

You don't nee CPU-Z to be installed, you just need to run a program that decided to bundle the (old) CPU-Z driver.

PUSH_AX

I thought DMA cheats rendered all of these anticheat efforts useless? It feels like the future of anticheat should probably be focused on how to efficiently send player data to clients only when they would be able to interact with them anyway. Or replay moderation?

Asooka

Not entirely. Valorant's anti-cheat tries hard to detect DMA cards, which eventually led to one of their largest banwaves. See:

https://playvalorant.com/en-gb/news/dev/vanguard-hits-new-ba...

Of course the cheat developers don't sit idle, so this is far from over.

PUSH_AX

I read this article, unless I missed it Brazilian pixel bots comprised the bulk of the ban wave, with DMA cheaters getting a mention but of unspecified quantities, and could have been swept up in manual and rage hacking bans?

why_at

This is one use case where I think the idea of cloud gaming (e.g. google stadia) could make some sense. Having this as an alternative for linux users would be nice.

It's much harder to cheat if the game isn't running on your computer.

dvdkon

That's a good idea, sadly I think gamers would reject it due to extra latency.

The ultimate "anti-cheat" is playing on some trusted party's computer. That can be a cloud machine, but I think today a game console would work just as well, turn that closed nature into an actual user-facing benefit. Console manufacturers seem focused on their traditional niche of controller couch gaming and not on appealing to high-FPS keyboard-and-mouse gamers, though.

everforward

Consoles are also vulnerable via peripherals. There are controllers that will run recoil countering scripts and things like that.

XIM fakes being a controller but is KBM. I sort of wonder whether it’s possible to use a camera to get a stream of the game and make an aimbot either by making a fake controller or a robot that manipulates a real controller.

why_at

Yeah I don't think this would work for hardcore competitive gamers, but it would be nice to have as an option for those who are more casual. Definitely better than not being able to play at all.

It doesn't even seem very hard to implement, steam already has the ability to stream games, they could add this pretty easily as an option for any game (although there is the concern of the extra cost of running the servers).

prmoustache

>That's a good idea, sadly I think gamers would reject it due to extra latency.

That shouldn't be a problem if all players, regardless of the OS, are required to use the same cloud service with similar latency.

Tuna-Fish

Cloud gaming is flatly non-workable for any kind of game where latency matters. This also covers most of the market for games where anti-cheats matter a lot.

internetter

> Cloud gaming is flatly non-workable for any kind of game where latency matters.

Not if only the rendering is done on the client. Look at rocket league.

Edit: of course, it is still possible to cheat in rocket league, but because all physics state is server authoritative at best a perfectly coded cheat could play like a perfect human, not supernatural.

Rohansi

I'm not familiar with Rocket League but server authoritative netcode is not comparable to cloud gaming. All games should be as server authoritative as possible to prevent cheating from the start. The problem is the client may have more state in memory than what you can see rendered on screen (players behind walls). Running the game on the cloud makes all of that inaccessible to cheats.

prmoustache

How is that a problem if everyone is using it?

mitkebes

Generally yes, although some cheats like aim assistance would work fine on online streamed games, since they can scan your screen and adjust your mouse input to aim.

To be fair kernel anticheat can't block this completely either, it can be run on external hardware that uses a capture card to analyze your video feed and alter your mouse inputs to the computer. Generally undetectable unless the game is able to identify unnatural mouse movements.

why_at

>it can be run on external hardware that uses a capture card to analyze your video feed and alter your mouse inputs to the computer.

I think at some point defeating this becomes impossible. This sort of cheating isn't much different conceptually from just having someone who's really good at the game play for you.

tracker1

Lag is the biggest issue... even a local wifi connection vs wired can make a massive difference in terms of what's acceptable lag.

Of course, to TFA's point on network code... a lot of the issues in question could come down to checking for movements that exceed human... moving faster than the speed in game, or even twitch aiming movements faster than a mouse, or a consistent level of X accuracy in shooting over time. On the last part, I'm not sure if there might be some way to mask a user's hit zone, rendering and such so that an aim-bot thinks the foot is center-mass, etc. Or if it could be randomly shifted in a test scenario.

mitkebes

The author cites fear mongering over kernel anticheat, but I don't think anyone reasonable should be ok with their personal computer having kernel anticheat installed.

Genshin's anticheat was used to install ransomware, ESEA's anticheat was used to install bitcoin miners on users machines, EA's anticheat was used to hack clients computers during a tournament, etc.

When not explicitly malicious, anticheat software is at best spyware that's spying on your computer use to identify cheating. People complain a ton about Microsoft recall storing screenshots of your computer locally being a security risk, and yet they're fine with a Chinese owned anticheat program taking screenshots of your computer and uploading them online. And even if the company isn't trying to use that info to spy on you, my understanding is that when you're a chinese company, you have to give full access of that data to the government.

With the ongoing/rising tensions between the US and China, I actually think there's a significant chance that we may see all Chinese owned anticheat programs banned in the US, which would be pretty significant since they own or partially own the majority (as far as I know).

phendrenad2

> I don't think anyone reasonable should be ok with

Well, I don't think anyone reasonable should be telling others what they "should" be ok with, myself included (I made an exception this one time).

> Genshin's anticheat was used to install ransomware

You should tell the full story: Ransomware installed Genshin's anticheat because it was whitelisted by antivirus providers, it then used the anti-cheat to load itself deeper into the system. So not really a problem with Genshin's anticheat (indeed, users who had never played the game or even heard about it would be affected), but a problem with how antivirus providers dealt with it.

> ESEA's anticheat was used to install bitcoin miners

You should tell the full story: Someone compromised the supply-chain and snuck a miner into the anticheat binary. It was discovered immediately, and the fact that the miner was in the anticheat and not, say, a game loader, did nothing to hide it.

> People complain a ton about Microsoft recall storing screenshots of your computer locally being a security risk, and yet they're fine with a Chinese owned anticheat program taking screenshots of your computer and uploading them online

This is just a fallacy. Like saying "people voted for candidate A, but then they voted for candidate B!" Obviously, there can be multiple groups of people, and saying that "people" vaguely support X but not Y is usually a misunderstanding of the groupings involved.

The obvious explanation for this is"apparent" contradiction you point out is: Windows Recall is likely to be an on-by-default feature, and people don't really trust Microsoft not to "accidentally" enable it after an update. Also, Recall would likely be installed on all computers, not just gaming PCs. That's a big deal. A lot of people have multiple PCs, because they're cheap and ubiquitous these days. Maybe they're okay with recall and/or anticheat taking snapshots of their gaming PCs, but not the laptop they use to do their taxes, etc. The source of your confusion is likely the misunderstanding that most people, unlike the HN crowd, are practical, not ideological. They don't oppose anticheat on some abstract level, they care about the practical reality it brings to their life.

Another element is that most people, at least in the US, have "spy fatigue". They figure, hey, the US government spies on me, the five eyes spies on me, Russia and China spy on me, what does it matter?

nemetroid

> So not really a problem with Genshin's anticheat (indeed, users who had never played the game or even heard about it would be affected), but a problem with how antivirus providers dealt with it.

The distinction doesn't really matter. The claim wasn't that the ransomware authors exploited deficiencies in the anticheat design, just that the anticheat was used to install the ransomware, which it was.

yjftsjthsd-h

> You should tell the full story: Someone compromised the supply-chain and snuck a miner into the anticheat binary. It was discovered immediately, and the fact that the miner was in the anticheat and not, say, a game loader, did nothing to hide it.

Software with that level of access having a supply chain compromise is not an argument in its defense.

phendrenad2

See that's the thing, I'm not making an "argument in its defense", I'm just telling the truth (the whole truth). It might not be an important distinction to you, but it might be an important distinction to the next person, and glossing over points like this does everyone a disservice.

ectospheno

I just gave up and only console game. On the plus side I can buy cheaper computers now.