this post was submitted on 12 Aug 2025
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Battledield now throwing an error because Valorant is already sitting in kernel memory. Time to buy your EA Battlefield PC but don't forget your Valorant PC

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[–] black0ut@pawb.social 22 points 2 days ago (2 children)

Client side anti-cheat (the one installed on your PC) will never work, it's just fundamentally impossible. They can restrict user freedom as much as they want, but the hardware still isn't under their control.

The only reason they push for those kinds of anti-cheats is because they don't have to pay for the extra processing of server side anti-cheat, and they also get the benefit of a backdoor into your computer that you may never fully uninstall without buying a new computer.

[–] Dremor@lemmy.world 9 points 2 days ago (1 children)

... Or installing Linux.

flyes away

[–] defaultusername@lemmy.dbzer0.com 9 points 2 days ago* (last edited 2 days ago) (2 children)

Linux isn't necessarilly immune. A game could easilly ask the user to install a DKMS module or use their kernel image.

They don't, but that would be the equivilant.

[–] glog78@digitalcourage.social 3 points 2 days ago

@defaultusername @Dremor

That statement is to easy. It all depends on how much permissions you give the game and in what kind of environment you execute your game. From sandboxing to inmutable root file systems there is a lot possible to exactly prevent this to happen.

[–] zorro@lemmy.world 1 points 2 days ago

eBPF is probably the way with Linux IMO

[–] Katana314@lemmy.world 5 points 2 days ago

I mean, it’s like saying Pentagon security can’t work because some skilled hackers can someday find a way to spoof / steal credentials. Security always happens on a sliding scale based on the value of the contents.

I think at the very least, they can take steps that inconvenience hackers sufficiently each update without harming players - they can’t make it impossible to hack on the client side, but they can’t make it feel not worth it for them.

The reason I sort of insist on it is that even with serverside checks for game logic like teleportation and instant kills, game engines still load the data for player positions which allow for wallhacks and aimhacks. Those checks can only happen clientside; you can’t even send mouse positions often enough to look for “snaps”.

At the least, I agree that modern coders have gotten very lazy about having the server verify basic actions. “Okay, player 22 deals 8000 damage to every other player in the server simultaneously? Okay.”