this post was submitted on 31 Oct 2024
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Linux Gaming

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[–] turbowafflz@lemmy.world 234 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.

[–] CalcProgrammer1 57 points 3 weeks ago (5 children)

How do they know you haven't trained an AI to get headshots? The cheats often break the bounds of what is realistic in games, whether it is allowing you to see through walls (server shouldn't be sending enemy positions that aren't in view), going too fast (server should speed check pplayer positions), getting items they shouldn't have (server should do inventory sanity checks), etc. Other than that, look for signs of automated movement/things unrealistically precise for a human to do. Eventually the cheating will just be moved to a separate air gapped computer running AI on the video feed. Client side is an invasive, broken, and malicious concept.

[–] Drathro@dormi.zone 28 points 3 weeks ago (2 children)

Just tracking trended data in general would be sufficient to defeat a LARGE number of common cheats. One of the very few use cases "AI" might actually work for in a positive way. But that puts the burden on the developers and server hosters, and it's much easier to just burden the players directly instead.

[–] SilverCode@lemm.ee 10 points 3 weeks ago (1 children)

I'm fairly confident that developers already do this. When the "ban hammer" comes down it is probably after analysing data trends for players.

[–] Blackmist@feddit.uk 2 points 3 weeks ago

Yeah, they don't ban immediately. They collate a huge amount of data and then do it in waves.

That way cheaters know what software got them banned, but not the exact behaviour that gave it away.

[–] granolabar@kbin.melroy.org 3 points 3 weeks ago

do you expect them to use data to fix their problems?

[–] tehmics@lemmy.world 9 points 3 weeks ago (1 children)

Servers often don't send player data that is outside of the immediate area of the player, but they have to for enemies that are nearby. If they walk around the corner and your client didn't know about it, then you'll be waiting for your ping time to even render the enemy. I.e. they walk around the corner and already shot you, then you see them suddenly appear a full players width away from the corner, and you die. Aka peekers advantage amplified.

Same deal with footstep sounds, bullet tracers, a player's shadow, etc. Your client needs to know where all this is coming from and it can't do that if it doesn't know the enemy exists and where. And that is a buffer zone for hackers to derive wall hacks from.

So basically, the overwhelming majority of servers do do all those things, since the late 90's. Hacks tend to work within those bounds. The most common, impactful and hard to detect cheats are based on providing perfect mechanical inputs. Aka aim hacks. Nothing about limiting info from the server can prevent that unless you also want the legitimate player to be unable to see their enemies.

[–] joyjoy@lemm.ee 4 points 3 weeks ago (1 children)

The obvious solution is to make wall hacks an intended game mechanic.

[–] gamermanh@lemmy.dbzer0.com 1 points 3 weeks ago

You joke but blops 6 is out rn and did this on tiny maps

Its horrible and amazing at the same time

[–] grue@lemmy.world 4 points 3 weeks ago

Eventually the cheating will just be moved to a separate air gapped computer running AI on the video feed.

At that point it isn't cheating anymore; the AI would be legitimately playing the game!

[–] Riven@lemmy.dbzer0.com 3 points 3 weeks ago

God I was pissed when riot did it for league. They didn't even have a terrible cheating issue, it was rare and they suuslly caught it and parched it quickly. If blizzard can do it so can they.

[–] yeahiknow3@lemmings.world -3 points 3 weeks ago

Well thank god this computer genius is on the scene. Don’t worry, EA can solve everything as soon as they hear about these great and very original ideas.

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