this post was submitted on 31 Oct 2024
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Linux Gaming

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[–] turbowafflz@lemmy.world 234 points 2 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 2 weeks ago* (last edited 2 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.

[–] conciselyverbose@sh.itjust.works 34 points 2 weeks ago* (last edited 2 weeks ago) (17 children)

Your core premise is broken. Relying on trusting anything from a remote client cannot possibly result in a fair game.

[–] Prunebutt@slrpnk.net 4 points 2 weeks ago (1 children)

Too bad the server at least needs the player input data.

[–] conciselyverbose@sh.itjust.works 14 points 2 weeks ago (1 children)

Yes, people can still cheat with a camera and manipulating inputs. There will never be a way around that.

But that's entirely unchanged by adding malware, that, even if it could theoretically work, should be a literal crime with serious jail time attached. Client side validation is never security and cannot resemble security.

[–] andyburke@fedia.io 2 points 2 weeks ago (1 children)

There are ways to detect and stop that, but they can and should happen on the server, not on the client.

[–] conciselyverbose@sh.itjust.works 1 points 2 weeks ago (1 children)

Only if you're OK banning real people.

[–] andyburke@fedia.io 2 points 2 weeks ago (1 children)

There are lots of options such that you can tune your false positive/negative rate. 🤷‍♂️ Tons of ways you can structure this depending on your game's tech.

[–] conciselyverbose@sh.itjust.works 2 points 2 weeks ago (1 children)

No options that resemble legitimate or evidence based in any way.

If a computer has the exact same input and output tools as a human, you cannot possibly do better than guessing. It is a literal certainty that you will ban legitimate players doing nothing wrong for being too good if you try, and it's unconditionally not acceptable to do so.

[–] andyburke@fedia.io 1 points 2 weeks ago (1 children)

Client side anti-cheat faces similar issues, and there unlike your server you don't control the hardware.

I'm not sure why you think I'm saying client side is better when I called it malware.

There is no approach that is theoretically capable of doing anything at all to impact a camera and automated inputs, and there is no way of trying to do so that is acceptable. It's simply a reality of online gaming.

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