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[return to "Valve reveals it’s the architect behind a push to bring Windows games to Arm"]
1. jchw+UO2[view] [source] 2025-12-03 17:27:25
>>evolve+(OP)
> and modern multiplayer games with anti-cheat simply do not work through a translation layer, something Valve hopes will change in the future.

Although this is true for most games it is worth noting that it isn't universally true. Usermode anti-cheat does sometimes work verbatim in Wine, and some anti-cheat software has Proton support, though not all developers elect to enable it.

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2. ZiiS+TR2[view] [source] 2025-12-03 17:41:08
>>jchw+UO2
It works in the sense it allows you to run the game; but it does not prevent cheating. Obviously, Window's kernel anti-cheet is also only partially effective anyway, but the point of open-source is to give you control which includes cheating if you want to. Linux's profiling is just too good; full well documented sources for all libraries and kernel, even the graphics are running through easier to understand translation layers rather than signed blobs.
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3. reacto+gZ2[view] [source] 2025-12-03 18:16:44
>>ZiiS+TR2
These things do not prevent cheating at all. They are merely a remote control system that they can send instructions to look for known cheats. Cheating still exists and will always exist in online games.

You can be clever and build a random memory allocator. You can get clever and watch for frozen struct members after a known set operation, what you can’t do is prevent all cheating. There’s device layer, driver layer, MITM, emulation, and even now AI mouse control.

The only thing you can do is watch for it and send the ban hammer. Valve has a wonderful write up about client-side prediction recording so as to verify killcam shots were indeed, kill shots, and not aim bots (but this method is great for seeing those in action as well!)

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4. Goronm+KZ2[view] [source] 2025-12-03 18:19:43
>>reacto+gZ2
Cheating still exists and will always exist in online games.

Sure, but you still have to make a serious attempt or the experience will be terrible for any non-cheaters. Or you just make your game bad enough that no one cares. That's an option too.

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5. reacto+L13[view] [source] 2025-12-03 18:29:26
>>Goronm+KZ2
Other options exist but it’s not an option for these real-time games like FPS’s. I get it.

If you don’t need real-time packets and can deal with the old school architecture of pulses, there’s things you can do on the network to ensure security.

You do this too on real-time UDP it’s just a bit trickier. Prediction and analysis pattern discovery is really the only options thus far.

But I could be blowing smoke and know nothing about the layers of kernel integration these malware have developed.

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6. cybera+db3[view] [source] 2025-12-03 19:15:55
>>reacto+L13
> But I could be blowing smoke and know nothing about the layers of kernel integration these malware have developed.

Kernel level? The SOTA cheats use custom hardware that uses DMA to spy on the game state. There are now also purely external cheating devices that use video capture and mouse emulation to fully simulate a human.

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