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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. phendr+8Z3[view] [source] 2025-12-03 23:30:43
>>reacto+gZ2
That's easy to say. But they do prevent some cheating. Don't believe me? Consider the simplest case: No anti-cheat whatsoever. You can just hook into the rendering engine and draw walls at 50% transparency. That's the worst case. Now, we add minimal anti-cheat that convolutes the binary with lots of extra jumps and loops at runtime. Now, someone needs to spend time figuring out the pattern. That effort isn't free. Now, people have to pay for cheats. Guess what? Visa doesn't want to handle payment processing for your hacks & cheats business. So now you're using sketchy payment processors based out of a third-world country. Guess what else? People will create fake hacks & cheats websites that use those same payment processors, and will just take people's money and never deliver the cheats. You get to try to differentiate yourself from literal scammers, how are you going to do that? You can't put the Visa logo on your website. Because you're legit, and you don't want to get sued. Then, the anti-cheat adds heuristic detection for cheat processes. The anti-cheat company BUYS the cheats and reverse-engineers them and improves the heuristics. then the game company makes everyone sign up with a phone number, and permabans that phone number when they're caught cheating. Now some gamers don't want to risk getting banned. Saying that these factors simply don't exist or are insignificant is certainly one of the opinions of all time.
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5. Kolmog+LV4[view] [source] 2025-12-04 09:05:30
>>phendr+8Z3
> You can just hook into the rendering engine and draw walls at 50% transparency

A properly designed game should not send the position of ennemies out of view

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6. DrammB+dP5[view] [source] 2025-12-04 15:40:26
>>Kolmog+LV4
What do you do with footsteps and other positional audio? On multiplayer shooter games that's very vital information to let you know an enemy is somewhere behind a wall but cheaters can use it to draw visual markers to pinpoint the enemy player.
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