this post was submitted on 11 Apr 2024
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Linux Gaming

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[–] andyburke@fedia.io 161 points 7 months ago (33 children)

Stop stealing our CPU cycles for high risk rootkits and start mitigating and detecting cheating on the server.

It's that easy.

I stopped playing games that want this bullshit. Don't need that shit in my life.

[–] gmtom@lemmy.world 27 points 7 months ago (26 children)

It's that easy.

I'm guessing you're not a programmer yourself? Because it's really really not that east to /just/ detect in the server side, hacks can be super sofisticsted these days and there are often many client side exploits that you simply cannot detect serverside.

[–] andyburke@fedia.io 79 points 7 months ago* (last edited 7 months ago) (10 children)

Actually, I am.

Using rootkit anti-cheat is a shortcut that reduces cost for both dev time and hosting time at the expense of your customers' security and CPU. You also have to lay your cards on the table for those who are attacking you. It is not the right solution for this problem.

Authoritative servers. Never trust the client, especially with information the player shouldn't have right now. Look at behaviors and group players based on if you think they cheat or not - let the cheaters play together, no need to spoil their fun and let them realize you know they cheat.

People do some or all of this on the server now, but root kitting all machines to try to solve this problem to play video games is one of the dumbest approaches ever and we will realize it one day when a state level actor pops their zero day against a big install base.

[–] folkrav@lemmy.ca 33 points 7 months ago

This. Having worked on some in-house anti-cheat solutions myself, it absolutely is just offsetting the processing and security cost to the players. The attack vector of having such a rootkit running on so many devices is just not even close to be worth the trade off of catching marginally (if really measurably at all?) more cheaters.

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