(no title)
lwansbrough | 3 months ago
Contrary to most Linux advocates I’m a big believer in giving studios the tools they need to defeat cheaters and I don’t care much about system integrity if it means fairer games.
lwansbrough | 3 months ago
Contrary to most Linux advocates I’m a big believer in giving studios the tools they need to defeat cheaters and I don’t care much about system integrity if it means fairer games.
ajvs|3 months ago
paulbgd|3 months ago
nopcode|3 months ago
zamalek|3 months ago
wiredpancake|3 months ago
[deleted]
charcircuit|3 months ago
It looks like attestation. Linux needs to be able to assure game developers that the kernel their game is running on is actually protecting the security of their game.
bee_rider|3 months ago
srjek|3 months ago
It probably would have to be an isolated environment to run in. Something like the Secure VM efforts adopted for desktops, perhaps with a small trusted hypervisor instead of CPU vendor extensions. Anything else I can think of starts to restrain what software you can run on your machine, or becomes highly invasive in ways similar to Anti-Cheats on Windows, both of which would be rejected by the general Linux community. (Through, it's not like anyone was asking Microsoft either before implementing anti-cheat and trampling on system integrity, at least until Microsoft started requiring signed drivers)
However, given that a generic blackbox implementation enables DRM and binary encryption there will probably still be opposition. It gets particularly nasty if it's given access to something like a full TPM to unlock application data in the same way a TPM can unlock an encrypted drive for your OS. That would make it the penultimate closed source application, which is really anti-ethical to a number of communities. (open source, modding, game/app preservation...)
coppsilgold|3 months ago
I suspect the answer to cheating will ultimately be big brother and hiding information from the client.
The server should stop sending positions of undetected enemies - this requires rethinking game engines due to the predictions they perform.
The server should log every single action by every single player (full replays) in perpetuity, train models on it to detect outliers, classify some outliers as cheaters and start grouping them all together in lobbies.
Another idea would be to conduct automated experiments on players at random. Such as manifesting "fake" entities behind cover and measure player reactions - of which there should be none. Spawn bots (from the beginning of the game) that a compromised client (cheats) cannot discriminate from players and have them always remain in cover and gauge player behavior relative to them, despawn them if a [presumably real] player is about to detect them.
It all requires work and imagination which is in short supply in the industry. But given how cheaters kill certain types of games maybe someone will eventually do it.
zamalek|3 months ago
The speed of light makes this _marginally_ problematic to do. It is possible that a unit might move out of the fog of war, or out of cover, during the latency to the client (or between server ticks). You'd effectively have pop-in during some scenarios - but it would be minor and the net benefit would probably make it worth it.
I recall one of the MOBAs adding this during its lifecycle, HoN I think?
umanwizard|3 months ago
That's the biggest problem with Linux on the desktop: outside of Red Hat and Canonical (neither of whose business has anything to do with gaming), there is basically no well-funded company that cares about it at all. Linux already works great for the use cases that matter to the people who develop Linux, who mostly are not trying to compete with Microsoft or Apple.
broodbucket|3 months ago
lwansbrough|3 months ago
ThatPlayer|3 months ago
It's a game and it is Tony Hawk, but it's not really comparable as Tony Hawk on PS1.
chrneu|3 months ago
then people complain when the product sucks and is invasive.
mvdtnz|3 months ago
aaomidi|3 months ago