ashpool37
3 days ago
The quiet part needs to be said out loud: ensuring "fairness" in online games and letting clients meaningfully remain in control over their hardware and software are two fundamentally incompatible goals. One goal puts the interests of the game publisher and community first, the other upholds the individual clients' interests.
Ideally there should be little conflict between the two, however, modern online games require running sophisticated software locally that encapsulates core game logic. The fairness (compliance) goal demands that this software runs correctly and only conveys information and processes input as designed. The user control (freedom) goal demands that the individual user is allowed to run and modify any software as they see fit, including any game software, meaning that he or she must be able to tamper with the game software behaviour to gain advantage.
Now remember that online gaming is an extremely low-trust environment. Competitive online gaming is often supposed to emulate sportsmanship, thus widespread trust in the games' rules is essential so that players continue to participate. At the same time, building that trust dictates enforcing compliance down to the level of each individual user's hardware. So if you want to participate, you must be willing to give up ultimate control over your hardware and software, even if you believe it's only temporary.
All of this might sound very obvious, tautological even. However, lots of comments on this sound like they come from a place of unawareness of this contradiction. More people need to see that this is not a tech incompatibility issue, but rather a more serious values clash. Linux folks are (still) mostly the ones who prefer more freedom and control over their software, and competitive online gaming asks that they give that up. For a lot of people this defeats the purpose of using Linux in the first place.
harpiaharpyja
3 days ago
I think it's for the best to just accept that retaining control over your machine is just incompatible with the competitive online gaming, and that's fine. There is plenty of gaming to be had that isn't competitive, and/or isn't online.
And in fact there are many online games that are competitive not in the narrow sense used above, but in a more general sense where people don't cheat because they choose not to, usually because a sense of community does exist among players of such games.
rekoil
3 days ago
In my mind these two worlds don't have to be incompatible with each other, I am fully aware of the issues with cheating in competitive online gaming and am ready to give up some freedoms to improve the quality of my experience, but I believe we can do this still using Linux clients.
I would not have an issue with having a "gaming kernel" installed that I can reboot to when I want to game, one that gives EAC and other similar softwares access to my hardware so they can do their jobs, I don't love it, but I'm ready to make that sacrifice because I have experienced gaming with rampant cheating.
The problem is nobody is providing that option, and game developers are instead actively excluding Linux as a target platform entirely, e.g. Apex Legends, a game that ran well on Linux until October 2024 when Respawn decided to actively block it from joining online matches by toggling a flag in EAC.
I want to get off Micro$lops wild ride please.
ChoosesBarbecue
2 days ago
> e.g. Apex Legends, a game that ran well on Linux until October 2024 when Respawn decided to actively block it from joining online matches by toggling a flag in EAC.
Right, because they warranted EAC’s Linux offering as insufficient for protecting their titles from cheaters.
The proposed solution from Epic would resolve that.
braiamp
2 days ago
No, it did not. Their own graph even shows it. The downward trajectory in infected matches was ongoing before they made the flip
xg15
3 days ago
If it were just used for e-sports or online multiplayer situations, I'd be fine, but there is nothing to keep game developers from using this for single player or multiplayer with friends as well, all in the name of "protecting revenue streams"...
There is also nothing from stopping other companies that have nothing to do with gaming from jumping on the bandwagon and requiring EAC Linux if it's already available.
Terr_
3 days ago
I feel this is incomplete because it omits some cases where the publisher is the "bad guy" and their interests oppose the community.
For example, the players may want to wants to mod the game-server with features, bug-fixes, or moderation-tools, while the publisher wants a strict lockdown to their artificial monopoly on "digital goods."
> Now remember that online gaming is an extremely low-trust environment.
Tied to the above point, I believe this trust was slightly-but-meaningfully higher when people could form their own servers/communities and be "regulars".
However publishers didn't like that arrangement, because it threatened their ability to sell cosmetics, collectibles, and sometimes outright gameplay advantages.
ashpool37
3 days ago
Absolutely. This ties in to the whole Stop Killing Games saga, and my comment was long enough. Suffice it to say widespread push of cryptographically locked-down gaming clients and distros will not make that battle any easier for the little guy in the Linux world.
A more federated future for online gaming is theoretically possible, but seeing how much the Fediverse struggles with the adoption of alternatives to software that most people consider bare basics, I don't think it's the future that the arrow of entropy points to.
x-complexity
3 days ago
> For example, the players may want to wants to mod the game-server with features, bug-fixes, or moderation-tools, while the publisher wants a strict lockdown to their artificial monopoly on "digital goods."
Then the mod must be loaded & run on the server's end, with its logic enforced on all players on that server. The client shouldn't have free reign over the server's internal logic & state.
The one exception to this are visual mods that modify the presentation. But even then I'm skeptical, as modifying the presentation layer can affect the decisions that X makes, or even worse, give them an unfair advantage that other players should also have if X has them.
ashpool37
3 days ago
Sorry, I don't see your point. There are plenty of mods that require modification of both the server and the client software, e.g. if new items or game modes are added and the client needs to be able to recognize them. As long as all players on a server agree on the acceptable configurations of both, I don't see why they shouldn't be allowed to implement it for their own community.
Moreover, restricting mods to only the server side doesn't solve the trust issue: if you don't trust your players, your only option is still to try and enforce their local configuration somehow. The problem with big publishers trying to centralize this authority is their audience will always be too big to trust without enforcing compliance, and relying solely on behavour report and review system will not scale.
Even without any mods, there's a lot of trust required between the client and the server in pretty much any online game. The client has more information that it is allowed to show, and the server often trusts it reports the user's actions faithfully, because enforcing all of that on the server side would be prohibitively expensive performance-wise.
Terr_
3 days ago
> When the mod must be loaded & run on the server's end
Yes, I know, I'm already talking about that scenario.
Even with well-behaved clients, publishers have moved away from allowing server-mods because the operator could just as easily mod-in "players can equip stuff without paying the publisher $50 for the privilege of skipping hundreds of hours of artificial grind."
Or, in other words, skipping on "their sense of pride and accomplishment." [0]
[0] https://massivelyop.com/2017/11/13/ea-claims-star-wars-battl...
HairyKraken
2 days ago
It looks like we are not talking about the same things. you are talking about a casual minecraft server where a group of user want to mod their experience and the person you are replying with is talking about CSGO or League of Legends where only one environnement is tolerated (the one created with the publisher) and custom experience are not tolerated because its virtually identical to a cheating attempt
____mr____
2 days ago
yes monetizing a video game (or any piece of software) is almost always opposed to allowing the user to freely modify the software
braiamp
2 days ago
> ensuring "fairness" in online games and letting clients meaningfully remain in control over their hardware and software are two fundamentally incompatible goals
This is only if the clients aren't people that know each other. Cheating is, fundamentally, a social problem. No amount of technical solution will ever fix it, just make it more expensive. The biggest example of game that has cheaters and nobody is clamoring for anticheats is Meccha Chameleon.
Social enforcement does need tooling for communities to self-moderate, but that’s an argument for designing games around trust, like community servers, not for locking down the client. Any dev could ship community server support... but not doing so is a publisher choice, not something the customer should provide, but can demand
realusername
3 days ago
> The quiet part needs to be said out loud: ensuring "fairness" in online games and letting clients meaningfully remain in control over their hardware and software are two fundamentally incompatible goals. One goal puts the interests of the game publisher and community first, the other upholds the individual clients' interests.
I always had issues with this argument because the console fps are full of cheaters and they are better locked down than computers ever will be.
We know what works, heuristics and paid moderation. Unfortunately for gaming companies, it does cost money, they can't just slap an anti-cheat and call it a day.
2001zhaozhao
3 days ago
This fairness vs hardware control dichotomy isn't unsolvable. I believe that I have personally found an extremely good technical solution to this problem which will debut in my upcoming FPS game supporting the browser and other platforms, allowing things like reliable client-side anti-ESP (yes you heard that right).
It isn't as good as kernel level AC in some sense but is equal in others - it's easier to cheat at all on my AC because you don't need hardware, but it limits cheaters' opportunities enough that my AC + server-side detection is equal to kernel AC + server-side detection at catching any given cheater.
dolni
2 days ago
If a client sends its game inputs and those inputs can be analyzed for legitimacy, I think you could make some decent progress on this problem.
It doesn't solve all methods for cheating, and it doesn't prevent cheating. But it does help you remediate it.
Are game companies training AI models to detect aimbot-like crosshair movement, for example?
khedoros1
2 days ago
I think so, to various degrees, and increasing in sophistication over time.
Valve was talking about using machine learning to recognize cheating back in 2017: https://www.pcgamer.com/valve-wants-to-take-a-machine-learni... and more info from 2018: https://www.youtube.com/watch?v=ObhK8lUfIlc
And this one from 2023 is about using an RNN Deep Learning model for cheat detection: https://www.usenix.org/conference/usenixsecurity23/presentat...
It's a cat-and-mouse game. A detector detects inhuman speed? Aimbots adapt by limiting movement speed and reaction time. Detectors start looking for unnaturally smooth movement? Aimbots add randomness to make the movements less consistent and smooth.
ramses0
2 days ago
The only proper answer is retroactive bans (a-la competitive doping: "retrospective testing").
Cheaters (athletes) are always incentivized to cheat in "new and exciting ways" today. It's impossible to defend against all possible new forms of cheating, but they instead keep blood samples for up to ten years so that "when they figure out what to test for", they can retroactively penalize participants.
Same with online cheating, save high fidelity recordings and be able to replay. As detection catches up to exploitation, you ban hammer the prior exploiters.
ashpool37
3 days ago
The consequences are all the more worrisome if you suppose this arrangement is able to gain any real traction as proposed.
Each participating distro's maintainers will need to publish a compliant distro flavour in binary form in order to remain on the "good guys" key list. Negotiating and implementing the compliance criteria, as well as maintaining the entire thing will all consume additional man hours, which open source maintainers famously have very little of.
If a distro/appliance maintainer is committed to continue to participate, an incentive emerges to gradually push the compliant version as the default, the later possibly the only supported version of their offering. Unhappy users may of course switch, but the more this proliferates the less good places will remain for them to go to. This pattern of enshittification by infiltration and complacency manipulation is the one we see almost everywhere in the modern tech.
Hopefully a well-enough organised minority of uncompromising users and developers always remains in tech, if not in the Linux world then in the BSDs. We will always need to keep our eyes open for the false values masquerading as tech dilemmas like this one.
I'm not a lawyer so I will not get into the legal ramifications of distributing locked-down binary versions of free software. However, it's clear that without obtaining the private signing key a user will never be able to modify that software on their system for the purpose of running the game, which may or may not infringe on their freedoms as provided by the licenses.
waterTanuki
3 days ago
You're right that these two goals are fundamentally incompatible, which means the only possible solution is to remove the clients' hardware from the equation for online competitive games.
For as much hate as cloud gaming gets (the whole "you will own nothing and be happy" schtick) I see it as the perfect solution to online competitive games:
- Even if you own physical media, you don't own the servers or data necessary to run the game.
- Games can be run by an accountable third party who runs signed kernels and hardware with attestation.
- None of your personal information ever touches this hardware.
There is a middle ground where instead of playing all of your games remotely, you only play the online competitive ones remotely in order to protect your data and ensure a fair environment. Too many companies have become rent-seekers to the detriment of their customers that this won't be seen as a viable solution because of the negative connotations.
Do not mistake this for complacency. I will gladly pick up a torch or pitchfork the moment NVIDIA suggests I rent their servers to play Minecraft or Stardew Valley, but for games like Battlefield 6 I think this solution works perfectly.
ashpool37
3 days ago
For sure, the solution sounds in line with the interests of users who really want to play the protected games, more so than any alternative I can think of right now. I'm supportive of people who will knowingly make this trade-off, especially if they are patient/resourceful enough to maintain a separate gaming environment.
As for the latter part, I know that I myself am too busy and not patient enough, and if I really, really wanted to play a protected game I'd probably just switch to a compliant distro and daily drive it.
____mr____
2 days ago
Cloud gaming is incompatible with any online competitive game because it adds additional latency that simply feels bad for the user. Console-esque locked down systems are the only real solution
Terr_
3 days ago
> the only possible solution is to remove the clients' hardware from the equation for online competitive games.
Or stop trying to run a "competitive" game across a global network of strangers, and trade some hard/brittle technological approaches for soft/resilient social ones.
2001zhaozhao
3 days ago
Cloud gaming is a big inspiration for some of my own innovations indeed. But why run expensive server-side GPUs and stream video over the Internet when you don't have to, and can still get the same anti-cheat properties? :)
user
2 days ago