It’s not just EA unfortunately. Plenty of multiplayer titles that could run on SD are prevented to do so because of anticheat.
Hell even Roblox used to work until they broke it with anticheat a few months ago. My kid was not happy with that.
Comment on [News] EA expanding EA Anti-Cheat - bad news for Steam Deck / Linux
_haha_oh_wow_@sh.itjust.works 1 year ago
Guess I’ll just keep avoiding EA games…
It’s not just EA unfortunately. Plenty of multiplayer titles that could run on SD are prevented to do so because of anticheat.
Hell even Roblox used to work until they broke it with anticheat a few months ago. My kid was not happy with that.
They changed Roblox to run on linux again, the changes were available on beta channels for awhile now but just made it back to stable yesterday.
Thanks for the heads-up. I’m going to try that out very shortly.
Well, good news on Roblox: apparently they fixed it for Linux today, just saw a headline about it.
I don’t understand how this hasn’t been solved yet. The new Texas Chain Saw Massacre game has had massive cheating problems. How is it 2023 but people haven’t figured out anticheat yet? Also, how are game companies just not banning these users permanently when they are caught?
I’ve heard all kinds of rumors about how the server side doesn’t do any client traffic validation, et al. I’m a dev by trade so I’m not new to code, but game dev is all a black box to me.
I wonder if it's the cost of data processing the inputs on servers. The ongoing costs of having software handle it on the client machine is close to $0.
Though it feels like democratizing the checks could work. Like, everyone within a match together is checked by everyone else in real time since they're all handling the objects moving around anyways.
Though there are probably many good reasons why that doesn't work or is extremely hard to implement consistently. The idea just came to me
Computers are very fast these days, and if the only thing that computer is doing is data processing it seems like it should not be an overwhelming task. It honestly seems like the perfect use case for something like Kafka. Data stripped of its schema and encoded to be the smallest size possible. Encrypt that if necessary, maybe using some kind of session only encryption beginning at client server handshake, based on some value that’s generated inside the game binary.
I’m sure it’s difficult to engineer, but it shouldn’t be impossible. I’d love to understand what the current processes are and why things are failing horribly.
Pistcow@lemm.ee 1 year ago
I see this as an absolute win