This is so funny because rust has one of the worst cheating situations and majority of their players are windows users, and theres lots of games that have anticheat that allows linux and have notably less significant cheating problems like marvel rivals. in reality rust doesn’t take cheating very seriously because if they did they would have more server side software that detects illegitimate behaviour like tons of other games do successfully… even most popular Minecraft servers have better functioning anti cheat that is completely server side than rust has while getting kernel access to your pc. its pathetic and lazy development tbh and this entire post from them reads like such extreme cope…
If your cheat detection runs on the client side only, you don’t have cheat protection.
Never heard of Rust, but it sounds like something Incan afford to ignore.
OS shouldn’t even matter to prevent cheating; do your anticheat validation server side. Anyone who knows anything about security knows the client side can never be trusted.
I think Helldivers 2 uses EAC and it works on Proton just fine.
Skill issue.
i wonder if this guy heard about counter strike…
On Windows the cheating program it’s a simple exe that will get kernel access with a simple uac request.
Everyone, especially 12 years olds, are able to run it. (And maybe get malware/ransomware disguised as a cheating program)
None of the losers that need a cheating program to feel validated in online multiplayer games will have the skills to recompile the kernel in Linux to add support for that
None of the losers that need a cheating program to feel validated in online multiplayer games will have the skills to recompile the kernel in Linux to add support for that
aha! so you admit, IT’S POSSIBLE! Well aren’t we lucky we have microshoft who won’t let anyone recompile their colonels! shows you mr silly yunix!
;D
The garbage took itself out.
I tried Rust, but quit quickly due to the extreme levels of racism and open Nazis. Maybe they should address some core issues of the game before blaming Linux for their problems?
Also, how was their playerbase only 0.01% Linux? Was their game terrible on Linux? Why did it have hundreds of time less players than other platforms
They’re on that lie still?
Cool, cool. I’ve got plenty of games to choose from to care about lazy lying assholes who can’t be bothered to come up with a better excuse than that for why they irrationally hate Linux
Is there any way with steam to verify those player numbers because 0.01% seems very low. Market share is about 3% so I would expect numbers more in line with that. Obviously it’s not going to be a one-to-one match up but two orders of magnitude different than from the expected number.
Rust became unplayable on Linux a good few years before the Steam Deck-induced Linux boom. Back then the Linux share was still counted in tenths of a percent, if that.
If you actively prevent your players from using Linux, your Linux player numbers will be very low.
Hardware level cheat detection has always been a losing game. I’m a professional in similar area (not games) but it’s fundamentally impossible to do when you dont control physical hardware, it’s stupid. The only way to detect cheaters is machine learning based behavior analysis, period.
TL;DR: skill issue
The only way to detect cheaters is machine learning based behavior analysis, period
Either the entire game industry is incompetent, or you’re wrong. Machine learning is a powerful tool, but the only way? No chance.
Let’s do some math here, they said:
More cheaters using Linux than legit users (…) .01% of all players base
Let’s do a quick math. The maximum peak users for Rust was 259,646 concurrent users according to https://steamcharts.com/app/252490 . Let’s assume 60% (more than half) of all the .01% users were cheaters, congratulations, you got rid of all those 16 cheaters… I haven’t played much Rust, but I’m fairly confident that there’s a bit more than 16 cheaters there.
And that’s without getting into the whole client side anti-cheat doesn’t work.
You dont understand linux users have black magic hacks that ruined the game for every player on every server, their power cant be understated… Theyre a whole bunch of dangerous hardened criminals
every single one is a l44t hack3r bro
I feel like some people think Linux is only for hackers and cybersecurity professionals
And genuine hackers and cybersecurity professionals have got way better things to do than cheat in Rust.
The cheaters are all obnoxious 12-year-olds who couldn’t land a single hit without the cheats, that’s why all the compilation videos of cheaters falling foul to fake cheat software are so funny. They’ll spend 10 minutes trying to go through a doorway without it ever occurring to them that something must be wrong.
🤣 beware the Linux users
@Jumpropegazing
they are loosing the battle against Cheaters on the windows user side, don’t make them loose the battle on the Linux side aswell 🤣loose
not tight or constricting;
lose
THE WORD YOUR LOOKING FOR. to fail, to be defeated, etc.,
sorry, this is just one I keep seeing more and more and it’s driving me absolutely bonkers
@mojofrododojo
thank you 👍 i appreciate the correction
Explain something to me. It’s a multiplayer game anything that affects all players should be handled on the server side, not the client. So if I make a cheat it can only be installed client side, not server side.
So if my hypothetical cheat looks at object placement and any time I sees a small object approaching at a high velocity it can say “I’m going to assume that’s a bullet based on what the server told me about it.” Then my cheat would say “your character moves from here to here until the bullet passes by, then moves back. I will tell the server you moved to the left 20 inches in the blink of an eye then moved back”
This works because the server just trusts what it’s told in this example.
So there are two options here to resolve this. Either the server sets thresholds and denies any placement changes look like the Flash is playing rust, or the server evaluates suspicious placement changes later when the cpu load it’s under is lower. The first approach stops much of this instantly but is computationally expensive and could not scale well for lots of players. The second would work well enough. You need to catch cheaters but it’s doesn’t have to be within the same exact cpu cycle.
In either case, these work because the server is taught to look for something that shouldn’t be possible. The enforcement happens server side. The client doesn’t fucking matter.
There is zero reason to put anti cheat on the client side when it’s not a P2P instance. Target a few servers, not thousands of players.
The client side anti cheat is a low effort hack that was good enough. Video game anti cheat devs are cheap as fuck because looking at client bits cost nothing compared to expensive machine learning pipelines that need to analyze all player performance. This is not a tech problem but a product/skill one.
You don’t need machine learning for this we’ve had perfectly good server-side anti-cheat for a while now and none of it’s been AI-based until recently. If we know the top speed the game should allow players to move any movement greater than that speed must be a cheat or lag, either way it shouldn’t be allowed.
There’s more to cheating than moving quickly.
Obviously. They gave one of a thousand examples. That doesnt mean their point is weak, it means they didn’t have the will (reasonably) to make their comment 50000 characters long.
If you have a specific example that doesn’t work to a reasonable extent, post that rather than this short, vauge retort.
Your head is in the right place, but your example is very wrong. First, unless it’s a very slow projectile that’s not how bullets work in games, second movement takes place in the server, to do so in the client is nuts. Client sends inputs, sever moves, gives back player location, client adapts. While waiting for a reply the client simulates the movement expected, but sometimes the server doesn’t receive the package and so tells you you haven’t actually moved and you teleport back.
What’s usually not done is calculate vision cone, instead the server gives you everyone’s position and you calculate whether you can see them on your GPU. Which is why if you can get access to the GPU pipeline you can tweak it so it shows you objects through walls. If you move the LoS calculation to the server you completely eliminate wallhacks, however that is very expensive to do (although ray tracing GPUs might provide a good approach in the future)
second movement takes place in the server, to do so in the client is nuts.
For the vast majority of games, it’s in between, because the latency if you waited for the server every frame you moved would be way too much.
It’s something like you have a local model of where everything is, and send updates to the server of where your local model says your character (and whatever else your inputs affect) are. The server receives that data, potentially validates it (server side anti cheat checking that your movement makes sense, similar to the OP post, for example), and then forwards that info to all players. The client side positions of everything are updated based on that info. Usually some interpolation is added to make things move more smoothly.
Yes I meant movement happens server side, which is why this example cheat couldnt work. it would be telling the server what to do, and the server could always say “no, fuck off, thats not something you were coded to be able to do”. Sorry if I didnt convey that clearly.
I also understand the client has to draw things faster than the server can respond “okay, I moved you 12 inches to the left” so it guesses the outcome and if the server later responds with “denied, no teleportation in rust” it will just snap you back to the last position the server approved of.
My point is anticheat client side suggests bad code server side.
Isn’t the real issue the PCIe bus being undetectable-y intercept-able with devices that sit between the gpu and cpu?
correct that is where majority of cheats are, because as they dig deeper with anticheat backdoors it pushed people to take advantage of shit like injecting the data directly into the pcie bus untraceably, and the ways to catch that have all been unshockingly server side…
I feel like the 0.01% is either a mistake or an exaggeration? Isn’t Linux something like 1-2% of the gamer base depending on how you measure it? Why would a Linux supported hard-core game be 100x less than that?
Its a clue in to why their argument is in bad faith.
Their game was never supported strongly enough to actually encourage people on linux to trust it.
No 0.01% was quite possibly the actual number at the time. What he didn’t tell is that by the time they stopped the Linux port it was in an abysmal state after months or years of neglect. Poor performance at best, up to outright not working, depending on your hardware.
its one or the other yea lol









