Now that Stop Killing Games is actually being taken seriously - maybe we need to take a look at Stop Fucking Around In Our Kernels
I haven’t really been personally affected by it before - I don’t play any competitive multiplayer games at all. But my wife had her brother over, and he’s significantly younger than us. So he wanted to play FortNite and GTA V, knowing I have a gaming PC. FortNite is immediately out of the question, it’ll never work on my computer. Okay, so I got GTA V running and it was fun for a while, but it turns out all of those really cool cars only exist in Online. But oh look, now they’ve added BattlEye and I can no longer get online.
While this seems like a trivial issue (Just buy a third SSD for Windows and dual boot), it’s really not. Even if I wanted to install Windows ever again, I do NOT want random 3rd party kernel modules in there. Anyone remember the whole CrowdStrike fiasco? I do NOT want to wake up to my computer not booting up because some idiot decided to push a shitty update to their kernel module that makes the kernel itself shit the bed. And while Microsoft fucks up plenty, at least they’re a corporation with a reputation to uphold, and I believe they even have a QA team or 2. CrowdStrike was unheard of outside of the corporate world before the ordeal and tbh nobody has ever heard of it afterwards again.
So I think this would be a good angle to push. That we should be careful about what code runs in our OS kernels, for security and stability reasons. Obviously it’d be impossible to just blanket ban 3rd party kernel modules to any OS. However, maybe here in the EU at least we could get them to consider a rule that any software that includes a component running in the OS kernel, MUST justify how that part is necessary for the software to function in the best possible way for the user of the computer the software is running on. E.g I expect a hardware driver to have a kernel module, and I can see how security software needs to have a kernel module, but I do NOT see how a video game needs to have an anti cheat with a kernel module. How does that benefit me, the customer paying to be able to play said video game?
A lot of cheats send completely legitimate information back to the server, and that’s what they’re seeking to stop with the client side implementation; I don’t think it has anything to do with costs. I haven’t heard of any data mining happening, and surely someone would have caught it with wire shark by now, but there are enough things that we know for sure about kernel level anti cheats to make it offensive.
I think the way to go about detecting cheats server-side would be primarily driven by statistics. For example, to counter wallhacks one might track how often a player is already targeting an enemy before they become visible. Or to counter aimbots one could check for humanly impossible amounts of changes in the direction of mouse movement, somewhat similar to how the community found out a bunch of cheaters using slowmo in Trackmania.
Add in a reputation system that actually requires a good amount of playtime to be put into the highest tier of trust for matchmaking and I think one could have a pretty solid system that wouldn’t have to rely on client-side anticheat at all.