• 7 Posts
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Joined 3 years ago
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Cake day: June 28th, 2021

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  • No, it doesn’t. Cheating is still incredibly common on games that install malware

    I never claimed it’s flawless or that it works in all cases. Think of it like antivirus software. Does it catch every and any malware that has and will ever exist? No. Does it still work to minimize all kinds of “bad shit” for normal end users? Yes.

    If people care enough to cheat, they will cheat whether you have kernel access or not.

    Lets rephrase that: If people care enough to commit crimes, they will commit crimes whether you have cops in your city or not - Your statements logical conclusion would be to get rid of police and crime investigators. Does that sound reasonable? It shouldn’t, and it doesn’t make sense against anti-cheat software for the exact same reason.

    They use it for the exact same reason they use DRM. Because they can.

    They use it because it solves a real-world problem that’s unsolvable by other means. There’s no real alternative because you have to trust the end-user, who, although may not be very likely to cheat, makes it extremely easy for a bad person to spoil the fun for everyone else.

    I would love to live in a fantasy world where we don’t need cops, a government, rules, regulations, and anti-cheat software, but there are bad apples that will spoil the fun for everyone.

    It also can’t possibly theoretically “reduce harm” when every single installation on every individual computer is many orders of magnitude more harm than all cheating in every game ever made.

    I mean “reduce harm” in the strict sense of spoiling the fun in gaming. vulnerabilities happen with all software, this isn’t unique to anti-cheat.


  • Client side validation cannot possibly provide any actual security

    Except it already does.

    but even if that wasn’t the case and it was actually flawless

    Nobody is claiming its flawless. This is the same anti-seat belt, anti-air bag, anti-mask, anti-vax argument. It “DoEsn’T WoRk iN eVeRy CaSe!” - that was never the intent. It’s about harm reduction.

    it would still be unconditionally unacceptable for a game to ever have kernel level access.

    Anyone with a technical background would agree with you, as do I, but the reality is anti-cheat software with kernel level access already exists and it works specifically because it has kernel level access.


  • Right, but the server is still receiving data from the client. If the client sends a plausible head shot, even though it was actually a miss, how would the server know? You still need client-side “police”, AKA anti-cheat software to mitigate a significant type of software-based hacks.

    Now that I’ve typed it out, cops are actually a great analogy to anti-cheat software. Cops play the exact same role. Nobody wants them around until a crime has been committed. Cops/anti-cheat software don’t catch everyone, but the threat of being caught mitigates some crime/hacks, and for the cases where criminals/hackers are caught, society/gamers are better off for it.

    In closing ACAB - I completely understand why we don’t want anti-cheat software on our computers, but there really is no better way; or if there is, I still haven’t heard it.






  • I completely agree with you, there’s always ways to bypass the system. But at the end of the day its about raising the barrier to entry for everyone to be hacking. In the example you’re giving, someone who wants to hack the system now needs to configure to separate systems to work AND have the technical skills to set it up. Without any local anti-cheat software, all someone needs to do is run software written by one person and run by thousands.

    My overall point is that the current anti-cheat systems do work, not in every case, just like spam or antivirus software, but raise the barrier to entry so that you see less hackers while gaming vs without.





  • Because it doesn’t have to.

    But according to that article it’s still trusting the client. It’s just validating that the action was within the realm of possibilities, not that it wasn’t faked.

    From the article (highlighting from me):

    Here’s how it works:

    • When you shoot, client sends this event to the server with full information: the exact timestamp of your shot, and the exact aim of the weapon.

    The article continues to state:

    The enemy may be the only one not entirely happy. If they were standing still when he got shot, it’s their fault, right? If they were moving… wow, you’re a really awesome sniper.

    But what if they were in an open position, got behind a wall, and then got shot, a fraction of a second later, when they thought they were safe?

    Well, that can happen. That’s the tradeoff you make. Because you shoot at him in the past, they may still be shot up to a few milliseconds after they took cover.

    What’s stated above already happens in Apex, telling us that they already do everything this article is talking about. This article mentions nothing new and doesn’t solve the problem of clients sending fake data that is within the realm of possibilities - e.g. a headshot when you were actually off by a bit.



  • Check the data on the server

    I believe this already happens to some degree.

    Don’t give any data to the client it doesn’t need, like enemies around the corner

    Enemies around the corner still make noise/peek/shoot/etc. You can’t just hide data of nearby enemies from the client because their actions still have in-game consequences that need to be reproduced across all active/nearby players.

    Now the server doesn’t need to care. There’s input? Validate and use it.

    How do you validate data that is within the realm of possibilities? if my head shot would have been 1 pixel too far to the left to hit and my hacked client sends it 1 pixel to the right so it makes a hit, how does the server know this isn’t fake?

    Server decides if it’s a headshot.

    If my fake data doesn’t look out of the ordinary i’m still hacking the system and tricking the server-side validation.

    Client only sends coordinates of origin and target. Lag? Sucks to be you, with or without cheat.

    The math to send the perfect headshot isn’t difficult if you know where you are, where the enemy is and you can only send origin & target coords, I’m not sure this solves anything.

    That would only create more work for the developers, all for the defacto expulsion of Linux users (Way less players at all times). The best course of action here would be the actual expulsion of Linux users. Also, EA is at most 25% correct. (Not a rational argument, I just very much dislike them)

    Agree with you 100%.

    Damn, sorry to hear that. It’s always bad to leave something one knows because something’s become unbearable. I wish you best of luck on your journey! (I’m assuming a lot, but why else would you switch despite your choice of use of free time?)

    Thanks! I’m a huge open source supporter and only ever installed Windows on my desktop to play games, still using Linux on my laptops. Thanks to Valve, Proton, and Wine, I’ll be able to go back to Linux and maybe discover some new games.

    On the other hand: I quite like it. It forces them to keep their grubby little hands from my kernel.

    I do not like anything anti cheat. But I also don’t really like cheaters, especially in online games, so anti cheat could be tolerated. The only thing is: nothing trumps my systems integrity. Definitely not online player satisfaction.

    Kinda agree with you on this. Although I have my desktop as a strict “gaming” machine, I wouldn’t mine an EA rootkit on my Desktop Linux system if all I did on it was game. But yes, they can keep their hands off my kernel on my “work” devices.