Yesterday: we need kernel level anti-cheat to stop cheaters! Privacy be damned.
Today: here’s how cheaters bypass anti cheat in the kernel.
Who could have possibly seen that coming? It’s almost like anything other than server side anticheat is conceptually broken! (See the monitors with ML map assist and the past 20 years of client exploits). And that’s ignoring the currently strong financial incentives of breaking these things…
It’s a good thing League of Legends is adding Vanguard so it can’t be run on Linux anymore.
some lemming was actually arguing with me the other day about how kernel anticheat is needed and impossible to beat.
Yes. Program REAL anti-cheat, which is done ON THE FUCKING SERVER. If the player shoots as if they know where the enemy is behind the wall, then BAN them.
Shooting people through walls/smoke is a perfectly normal gameplay pattern in tactical shooters so it isn’t that simple
If the game is designed so bullets can go through walls then one would expect situations where the player can intuit the location of the enemy.
Imagine a tall wall which blocks all vision of anyone standing behind it. Imagine most of of the wall is knocked down flat but some remains standing just enough to hide 1 standing player. Suppose you see a player walk behind that wall and not come out the other side. It’s reasonably to deduce you can shoot that wall to damage that player.
Suppose the surroundings are quiet and you can hear footsteps of enemies you can’t see in a building. In knowing the area you can deduce where the enemies are depending on sound of footsteps on glass or on wood. Most games probably have directional sound which helps too.
~That helps a bit, but if you watch the video, you can see that the cheats have become so sophisticated that even a server wouldn’t be able to track them. Stuff like offloading display output to a 2nd computer, identifying enemy players and spoofing a mouse’s inputs via a microcontroller to move your mouse to the enemy as if it were a “real” player.
Anti-cheat in general is simply unable to monitor systems at that level of physical complexity, server or client.
I prefer anti cheat by design, its probably easier said than done though and impossible for precision shooters like CS. But things like making team work more important than wall hacks and making your approach and strategy more important than how good you are at aiming
Exactly what I thought. The competitive, individualistic nature of modern competitive shooters makes cheating far too profitable. Not just in a micro sense (winning a game) but also in a macro sense as these games offer prizes, lootboxes, social fame from winning consistently.