Are We Anti-Cheat Yet?
37% of games are supported by anti-cheat systems on GNU/Linux, while 38% are broken. Notable titles include "Halo: The Master Chief Collection" and "Fortnite," which is denied compatibility.
Read original articleThe article provides a detailed overview of various games and their compatibility with anti-cheat systems on GNU/Linux or Wine/Proton. It categorizes the games into different statuses: Supported, Running, Planned, Broken, and Denied. As of the latest updates, 37% of the games are marked as Supported, 17% as Running, 1% as Planned, 38% as Broken, and 7% as Denied. Notable games include "Halo: The Master Chief Collection," which is supported with minor issues, and "Fortnite," which has been denied compatibility. Other games like "Apex Legends" and "Halo Infinite" are also supported but may require specific configurations. The list serves as a resource for gamers looking to understand the current state of anti-cheat compatibility on Linux platforms.
- 37% of games are supported by anti-cheat systems on GNU/Linux.
- "Fortnite" and "Valorant" are denied compatibility with anti-cheat on Linux.
- "Halo: The Master Chief Collection" and "Apex Legends" are among the supported games.
- 38% of games are categorized as broken, indicating frequent issues.
- The list is crowd-sourced and regularly updated to reflect the latest compatibility statuses.
Related
DXVK 2.4 Released with Direct3D 8 Support, Native WSI Improvements
DXVK 2.4 adds Direct3D 8 support to existing 9, 10, and 11 support over Vulkan. Enhancements include WSI integration, refresh rate emulation, bug fixes, and optimizations for specific games, improving Linux gaming. Find the update on GitHub.
Intel's CPUs Are Failing, Ft. Wendell of Level1 Techs [video]
Issues with Linux causing crashes, CPU problems with GPU vram limits, and Intel processors experiencing crashes are highlighted in a video sponsored by NZXT. Concerns arise over Intel CPUs' stability for game servers.
Linux Distros Evolution over Time from 2019 to 2024
In July 2024, Fedora's market share rose to 12.4%, while Ubuntu fell to 10.3%. Linux Mint grew to 10.2%, and Arch Linux remains strong in gaming distributions.
Celebrating 6 years since Valve announced Steam Play Proton for Linux
Today marks six years since Valve announced Steam Play Proton, enhancing Linux gaming by enabling over 22,000 compatible games, including popular titles like Cyberpunk 2077, and supporting the Steam Deck.
UltimateAntiCheat
UltimateAntiCheat is an educational anti-cheat system in C++ designed to detect game hacking techniques. It features a client-server design, various detection mechanisms, and encourages user contributions.
I originally created the site as a way to track which games would be supported on Linux, since at the time the Steam Deck was releasing, and some games were turning to support it. And it has since blossomed into a larger project, which some other tools even pull from! I would have never even imagined that when I first started making this.
I do want to address something I see being talked about in the comments, which is the fact people say that anti-cheats are snake oil, or useless. This is a big misunderstanding, and I feel like those more technically inclined should understand that anti-cheat is a "defense-in-depth" type of approach. Where it is just one of many lines of defense. Some anti-cheats are pretty useless, and don't do much, but some actually do try and protect the game you're playing. But, just like DRM, it can be cracked, and that's why it's more of a constant arms race, rather than a one and done thing.
I'm writing out a longer post about this for the future, but just know that without anti-cheat clientside, it would be far too easy for an attacker to cheat in these games. We're still ways out from letting AI (see VACnet [1] and and Anybrain [2]) determine if someone is cheating server-side, so for now we have to rely on heavier client-side techniques and server-side decision making.
Also if anyone has questions about the site (or for me), I'll try to answer them here when I see them. If not, have a nice day!
Why do we need separate anti-cheat programs? Can't the operating systems simply have an option when creating a process that prevents all operations looking at the memory of the process (and maybe if such a process is about to be launched the user has to explicitly accept that by clicking a button)? Wouldn't that stop almost all the cheats without needing separate anti cheat programs, since I assume those programs have to use OS facilities to mess with the game anyway.
And one thing the devs could do without Anti-Cheat, is to automate analysis of e. g. head shot rate, movement speed, etc. but most games not do that. If average player make 25 Kills per hour in a game and some 150 over longer periods i did not need an anti cheat to do something.
Anti-Cheat software https://en.wikipedia.org/wiki/Cheating_in_online_games#Anti-...
We reliably use statistical process control to automatically calibrate incredibly precise, nanometric-scale machinery for purposes of semiconductor engineering. Surely, with the extreme amount of data available regarding every player's minute inputs in something like a client-server shooter, you could run similar statistical models to detect outliers in performance. With enough samples you can build an extraordinarily damning case.
The only downside is that statistical models will occasionally produce false positives. But, I've personally been "falsely" banned by purely deterministic methods (VAC) for reasons similar to others noted in this thread (i.e. leaving debugging/memory tools running for a separate project while playing a game). So, in practice I feel like statistical models might even provide a better experience around the intent to cheat (i.e. if you aren't effectively causing trouble, we dont care).
The cheaters don't make them, they buy them. It really needs a multi factor solution. The technical solution is not enough. Trying to buy cheats should be like trying to buy chemical precursors to illicit drugs. There should be a strong social stigma. Most cheaters have no problem with it because 'everyone else is cheating', justifying their behavior. There was a time when 'everyone else smokes' was justification, but now it's mostly defeated. There should be real world implications. Sign in with your phone number and 2 factor auth, which is located to a physical address. Cheating is a form of fraud. There should be legal implications.
It's just that I use my machine for more stuff than gaming; and for anything else I'd really rather not have it on there at the same time.
The only difference is that maybe you have a few less rage hackers that get caught by it, but anyone that really wants to cheat will still be able to, it's just a lot harder for players to see. All they care about is the public perception. If it looks like it has less cheaters, it's good enough for them.
The cost? You basically install malware from a Chinese company in you computer...
to me, competitive video games are far gone like pro cycling in terms of the extent players go to feel "superior" than others.
<rant> many of these games remain broken with other things while raking in insane amounts of money, so regularly maintaining anti-cheat inside the game, if at all, is probably very low in their backlog.
the third-party ones are then used to not having to think about this, but even these providers are more focused on attracting game publishers than doing something meaningful. </rant>
personally, it should be possible for games that can be played in local multiplayer or with friends to have a way to play it without anti-cheat. don't allow competitive modes with it, but having an option will alleviate a lot of these issues.
That said, you "may" have a chance at detecting it using game related metrics on server side. Because an AI will very probably betray itself at some point, "AI"s are usually imperfect like human.
Elephant in room, the more you put big brother in your system, the less you will be able to run really free operating systems. So long for your digital freedom.
Look at the abominations which are video game consoles.
It is obcene to have to pay a lot of money for completely locked/digital jail devices. It should be illegal, period. They should be leased for cheap.
Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent?
The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy on the state of the game from one client's viewpoint yields mostly false data. New 'threads' would fork off of the existing threads and would only be culled when there are too many or they're about to make a side effect that would be visible if they were real. In that way the server would be responsible for feeding misinformation to clients but maintaining the state of the true game as a secret to itself.
Related
DXVK 2.4 Released with Direct3D 8 Support, Native WSI Improvements
DXVK 2.4 adds Direct3D 8 support to existing 9, 10, and 11 support over Vulkan. Enhancements include WSI integration, refresh rate emulation, bug fixes, and optimizations for specific games, improving Linux gaming. Find the update on GitHub.
Intel's CPUs Are Failing, Ft. Wendell of Level1 Techs [video]
Issues with Linux causing crashes, CPU problems with GPU vram limits, and Intel processors experiencing crashes are highlighted in a video sponsored by NZXT. Concerns arise over Intel CPUs' stability for game servers.
Linux Distros Evolution over Time from 2019 to 2024
In July 2024, Fedora's market share rose to 12.4%, while Ubuntu fell to 10.3%. Linux Mint grew to 10.2%, and Arch Linux remains strong in gaming distributions.
Celebrating 6 years since Valve announced Steam Play Proton for Linux
Today marks six years since Valve announced Steam Play Proton, enhancing Linux gaming by enabling over 22,000 compatible games, including popular titles like Cyberpunk 2077, and supporting the Steam Deck.
UltimateAntiCheat
UltimateAntiCheat is an educational anti-cheat system in C++ designed to detect game hacking techniques. It features a client-server design, various detection mechanisms, and encourages user contributions.