EA has just recently given out more information on their upcoming EA AntiCheat (EAAC), not to be confused with Easy Anti-Cheat (EAC), because EA are apparently terribly at naming.
In their new Deep Dive, they went over various details about their new EAAC and how it will affect their games. The first big note is that it will be kernel-mode, which is usually something that doesn't play nicely (or at all) with Linux and so this could be some bad news for the Steam Deck too. Not only that, it's an anti-tamper tech too.
Take FIFA 22 for example, it's playable on Linux and has a "Playable" Steam Deck rating. However, FIFA 23 will be launching in October and guess what? It will have EA's new AntiCheat. So, this might mean it won't work at all.
It won't end up in every game from EA though, as they said in the post they will work with each studio to determine their needs. It also mentions for some titles they may only use "user-mode protections" (no kernel-level stuff) or just not have any at all.
A worrying trend though, with more and more anti-cheat going kernel-side which is almost always developed just for Windows. It's problematic for another reason though, like the recent issue with Genshin Impact where the anti-cheat driver was abused to disable anti-virus.
What do you think to this news?
The latest game I own published by them is the first Dragon Age.
I like their old games better. So this doesn't affect me minimally.
Linux is a good filter. It makes Linux even more secure compared to Windows. As it just won't run.
Quoting: WorMzy
What a nice piece of software! I would love a libadwaita version of it 🤣
(I was thinking, I never saw a progress bar on it)
Quoting: fagnerlnQuoting: WorMzy
What a nice piece of software! I would love a libadwaita version of it 🤣
(I was thinking, I never saw a progress bar on it)
And for on the go, a mobile app would be nice too!
There have been talks before on threads like this that server side AI might be the better option and that is probably true, even though that would of course require quite hefty resources server side to be able to analyze every single match, on the other hand there is no reason why every single match/session have to be monitored at all times either.
Now I have zero experience in writing games, especially online networked games, but I started to think about this a bit when this news announcement. If I'm understanding the main problem is that the server have to give the client data on opponents locations and so forth since network latency is too long for the server to do this in real realtime 60/120fps.
So what if you simply made the game server send out fake data mingled with the real data, with no marking so that neither the game nor any cheat/mod would be able to distinguish which of the data is real and which one is fake, just that the server would remove or move the position of the fake data before the client would be able to render it. This way the server could notice if the client was reacting to the fake data which only a cheat/mod would do.
Quoting: PenglingThey learned that Sony's still rich.Quoting: KimyrielleParticularly not when said band-aid solutions behave just like malware....Perhaps it's just me, but in my books they meet the exact definition of it. It's like nobody learned from the music industry's Windows rootkit nonsense 20-odd years ago, or something.
Quote from EA,
“PC cheat developers have increasingly moved into the kernel, so we need to have kernel-mode protections to ensure fair play and tackle PC cheat developers on an even playing field,” explains Elise Murphy, senior director of game security and anti-cheat at EA. “As tech-inclined video gamers ourselves, it is important to us to make sure that any kernel anti-cheat included in our games acts with a strong focus on the privacy and security of our gamers that use a PC.”
https://www.theverge.com/2022/9/13/23351900/ea-kernel-level-anti-cheat-system-fifa-23
Last edited by Craggles086 on 14 September 2022 at 3:44 am UTC
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