this post was submitted on 31 Oct 2024
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Linux Gaming

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[–] turbowafflz@lemmy.world 230 points 3 weeks ago (62 children)

The fact that companies think client side anti cheat is a good idea is so insane. Maybe try designing your server better instead of blaming the operating system for not letting you control your users

[–] KLISHDFSDF@lemmy.ml 29 points 3 weeks ago* (last edited 3 weeks ago) (58 children)

Genuinely curious, because this isn't my area of expertise, but how do you design a server to be "better" if it has to trust data from a remote client?

Example, if the client is compromised - because as they've said, they have no way to "attest" that the kernel is not compromised - how would the server know any better?

If my Apex client tells the server I got a perfect headshot, how would the server know I didn't fake the data? Is there a real answer to this problem or are we just wishing they come up with an impossible solution?

My general understanding is that EA is 100% correct. Now, on the other hand, maybe the should just limit plays between Linux <-> Linux so people can at least still enjoy the game (I'm moving to Linux soon so I'll basically no longer be able to play the game, which is, as my primary gaming addiction, a huge loss I'm willing to take).

There's compromises EA could take, but I think the Linux market share is just too small for them to care to spend any resources - even though they're raking in billions (~$3.4 Billion) and could spare a few resources to find a good middle ground. Capitalism at it's finest.

[–] myersguy@lemmy.simpl.website 2 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

I see you all over this thread and I want to share something you might find interesting.

You keep mentioning the server can't handle the anti cheat because it needs to trust client data. Here's an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?

Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?

[–] KLISHDFSDF@lemmy.ml 1 points 2 weeks ago

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.

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