Along with the recent sanctions against other tech giants, can the EU make it so anti cheat can be compatible to Linux as well?

  • aufstand@alien.topB
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    10 months ago

    This. Most modern anti-cheat mechanisms are equal to spyware that has way too many privileges on operating systems that support this kind of intrusive behaviour.

    You’ll never shove that down (even unsuspecting) Linux distributions. It would jeopardize the whole user base. Now considering that some of these get used on servers, as well… the thought alone is outright unspeakable.

    I’d immediately stop caring for security, when that happens, because the task would become nearly impossible.

    I’m not sure about the necessity of game containers, though. I run NixOS here, which demonstrates that this is absolutely not necessary. But even just Proton demonstrates that quite well - at least for Windows™ things, imho…

    Yet, some people (even Valve’s HoloOS) do like flatpacks and appimages etc., and i too have a few podman containers running. I’m not returning to building my own docker images, though, since this is accomplished so much nicer (and reproducible!) with nix.

    • ex1tiumi@alien.topB
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      10 months ago

      I’m not sure where you’re getting at? Server side anti cheats are bad also? Is that your opinion? I’d have less of a problem with invasive anti-cheats if they even worked 99.999% of the time, but I’d still advocate for server side solutions. Truth is that we most likely never can get rid of the cheating completely but I’m not willing to sell my privacy for anything less than perfect solution.

      These days there are cheats that do not require any memory manipulation of the actual game memory from the cheat, and so developers try to push for even more invasive anti-cheats on client side to tackle this problem. Latest cheat engines can just look at the screen at frame buffer level with machine learning techniques and take control of your mouse. Therefore we need machine learning anti-cheats that are able to distinguish human input and behavior from machine preferably from sort of game log files that are analyzed after the game and compared to data set. In addition to running preliminary game recording client on users machine to collect this kind of data. I’d be fine with that.

      What I want is a complete black box of a virtualized game that includes the anti-cheat in the “image” that you just boot up like a virtual machine and you’re in the game. Now I know this is a hard problem to solve but where there is a will there is a way. If someone more advanced in this kind of software development could chime in I’d appreciate it.