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I hate to say this but a large percentage (in fact, I believe a majority) of gamers simply do not care about invasive anti-cheats. Right now CounterStrike players are mostly begging Valve for kernel-level anti-cheat since their current solution isn't working at all. If anything, this warning will actually make many player's more impressed with the game. That said, more consumer information is almost always better in any case, especially in this case considering that this is not a requirement of law but of a private company.


As a counter strike player, I definitely shy away from the invasive anti cheat stuff… but I’d let valve inject it into my veins if it meant I could actually play and not suspect everyone of cheating all the time. Mostly because Valve has earned my trust. I won’t install games from other companies using similarly invasive techniques though.


Valve wouldn't purposefully backdoor you for nefarious purposes. But any such code is not nearly reviewed enough to be sure it is free of unintentional backdoors that could be exploited by third parties.


While I trust valve, I'm not willing to mess up with my workstation to play.

Also, there's hardware cheats, so I don't need a rootkit on my machine, but a server side thing that properly weeds bad players out through reports/trust and automated bans.


> a server side thing that properly weeds bad players out through reports/trust and automated bans.

No. No no no.

Automated bans via the report system is very well-known to be abused.

Even if you implement a "trust" system where initially, all your reports are manually verified by game staff until its determined your reports are correct until your reports are acted on automatically, all it takes is a player to just be "good" until their trust is high enough, then start reporting people who don't actually deserve it.

And I'm not convinced that server-side anti-cheat can be effective. You have to rely entirely on heuristics. Sure, a simple aim-bot that instantly snaps someone's aim right on someone's head might be detectable, but one that simply lets you see through walls certainly won't be if the player doesn't make it stupidly obvious by pre-aiming around every corner.


Reports only work so well. Overwatch has MANY cheater in spite of vigorous reporting.


Yeah, I generally trust Valve but gaming is definitely not important enough to me to give them kernel access to my system. I’m sure many gamers disagree with me though.


But you couldn't. After all, there's a lot of hardware based cheats that even KLA can't reliably detect.

If you're "not sure if someones cheating or just good", maybe that's a mental problem with you? Put differently, if all cheaters were perfectly hidden (aka looked exactly like a real player of that skill level), would you still care? If yes, you seem more interested in a morality than actually enjoying the game.


I take it community moderation tools like voteban/votekick aren't sufficient anymore?

They worked pretty well for pub matches back in CSS and 1.6, where it was pretty trivial for anyone to cheat or bot for free with minimal effort. I wonder what changed.


In a normal 5v5 match, you need everybody else on the team to vote yes to kick the cheater. If they're queued with someone else (which is very likely) then you've got no chance


Trust in a company plays a huge role here


Yep. I would call myself a privacy focused person, but given that Windows is the primary platform for PC gaming, and I trust Microsoft about as far as I can throw a their corporate headquarters, the platform is already compromised. Treat it accordingly, play your games. Maybe watch your adult films and write your memoirs on a different system than your gaming rig.


You don't need kernel-level cheats to bypass VAC, nor kernel level anti-cheats to catch cheaters.


>nor kernel level anti-cheats to catch cheaters.

Do you have some examples of good anti-cheats that are not kernel-level? Do you have any that are as good as Riot's Vanguard? I'd prefer examples of FPS games since these are the most mechanically skill based compared to other genres that have more strategy, but would like to hear any examples you are thinking of. Lastly, if you say server-side, that may work, but many companies don't seem interested in it due to the cost, at least IIUC.


As someone that plays CS2 and Valorant regularly...

Vanguard hasn't been effective for a while now. The cheating situation is a lot worse than CS in my experience, but every discussion gets shutdown because... well... it's Vanguard.

With CS2 I have talked to many players about this and everyone says the same thing: "There's a very noticeable decline in cheaters above 10k Elo."... personally I have pushed beyond 15k and briefly above 20k Elo and the amount of cheaters have steadily declined (although less obvious cheats, eg. wallhack, are probably more common at that level) - for Valorant it has pretty much stayed at a constant amount of "cheatiness" across the ranks.

CS actually has a rich history of features, functions, services?... that aren't strictly anti-cheat...

Overwatch gave players the option to "police" others players replays - this wasn't only against cheating, but also griefing.

Prime? Is it still even a thing? It was great when CSGO went F2P... all the cheaters just annoyed the non-prime players (F2P).

The ominous Trust factor which is probably the single most effective piece in making my personal experience great. But there's no real way to tell?

Also, VacNet - which is running? is AI based? banning players? lowering their trust factor?... with Valve there's no real way to tell most of the time, but it's probably existent in some shape, way or form.

Not to say that CS2 has solved cheating, it's far from it - but neither has Valorant.


I have a very hard time believing that the rate of cheaters go down in high elo. IIRC the new CS2 leaderboard still regularly features cheat companies on it (eg. config by [cheat dev] as the leaderboard name.) I myself do not have any data to back up that claim, but yours completely goes against what I have experienced.

I think the point about wallhack being more common in higher elo is more likely. I would add that some forms of trigger botting and recoil control cheats are actually more difficult to tell than wallhacking. Spinbotters don't get very high elo because they get mass reported because of how blatant they are, likely not due to VAC. I would need some real evidence to believe that claim (although as I said I similarly have no evidence myself to convince you to accept my claim).

One thing I can say is that I do frequently meet cheaters in CS these days, and the issue has gotten so bad in my experience that many cheaters even announce at the start of the game that they eg. have wallhack. Or one team member will turn on cheats if a game is getting close towards the end of the game. Also, the main reason FACEIT exists is for its anti-cheat, and on FACEIT there are almost no reports of cheating, and it's a big deal when it happens. If VAC was really working now we would see more people leaving FACEIT. I must ask when you started playing CS? Because the only way your post makes sense to me is if you started playing around the time when CS2 came out, which indeed did have more cheaters then it does now, but that was truly an exceptional level of cheating and I don't think that is a fair point of comparison, especially as a comparison to Vanguard.

I admit to taking claims about Vanguard at face value and I've never played Valorant (in part due to Vanguard, as I don't want to install a rootkit). But what you say about Vanguard also completely goes against what I have heard about it.


I absolutely support your claims about the leaderboards, it's an obvious show of cheating in CS2. There's also a strong incentive for cheating companies to be there so it might not be descriptive of the average experience. However, I can't speak for that level as my peak was barely over 25k (top 1%?) and the leaderboards are simply orders of magnitude away from that.

Regarding cheaters announcing they're cheating - I haven't encountered that in a long time, but I have heard of it often enough from new players... so it might be an issue with trust factor, but who knows?

I have actually been playing CS off and on since around 2017 - at least in my experience the current cheating situation isn't worse than it was back then, but it's also not better. The only time it was meaningfully better was when prime released around 2021.

However, it's also true that I started playing more after the release of CS2... and the aforementioned 10k Elo mark was a real pain point for me and my friends. Every time we were due to pass it we ran into cheaters, smurfs and even a server crash once (incredible luck?). After over 3 months we made it past 10k and climbed above 15k Elo within 2 weeks. - This is my experience and I have heard similar stories from other players. (Although ranks have been massively imbalanced at that time as well, which partly explains this?)

Nevertheless, it's good to have a discussion about cheating - in CS2's case the experience can be so different depending on the region, ELO, trust factor, ... with Valorant the discussion simply gets shutdown way to often because of "Vanguard" and without a replay system you're just left to your own devices.


You don't have replay in valorant, you can't be sure if the other player was cheating or not, in CS you can


They should implement honeypots like they did with Dota 2: https://www.dota2.com/newsentry/3677788723152833273

but yeah I can agree, my friends say CS2 is full of cheaters, I have played 7-12k rating and I got only a few cheaters throughout this whole year of CS2.

and they say they keep playing Valorant because there's way less cheaters than CS2.


My question would be can't the netcode be improved to prevent this in the first place? The fact that all players receive full game state enables this. In the early 2000s this made sense. Does it still today?


That will only protect you against wall hacks. This is a strategy known as fog of war. The server will not send the positions of players far from you. However, you still need to send the positions of players near you, but still behind walls, otherwise lag compensation won't work properly.

This doesn't protect you against trigger bots (shoot automatically when you put your mouse on a target), aim bots (snap to targets, ranging from obvious hacks to very minute adjustments), and others.


> lag compensation

That's already done entirely server side. It could only be. If you mean predictive positioning from the client side you can do that with far less state than gets transmitted today, and you could factor in the other players momentum on the server side to see if prediction would even be necessary in a given frame or not.

The server could also send lots of phantom updates so the player client has no idea which objects are real and which aren't. The hacks could work around this but it would take a lot of power to do so. There's room for asymmetric counterhacks here.

As for the other types of bots those are far less useful and more detectable by naked eye without wallhacks, which ironically, is because lag compensation is server side, these hacks do not have a deterministic outcome when used.

When you look at a video of what a wallhack enables and how much state data gets transmitted that shouldn't be, I would be embarrassed to have such unworthy netcode in the 2020s. They've had 20 years and have done next to nothing.


Not to forget positional sound. Which is real part of these games and for that you need to send some information to clients.


Both CS and Valorant has had it for years, MOBA games as well. It works when you have maps with simple geometry.


Blizzard’s Warden + their legal team. While not strictly an FPS directed solution, I can play Heroes of the Storm in more places without breaking my system like Vanguard does for League of Legends.


Doesn’t matter in a world of AI powered hacks. Kernel level anti cheat isn’t detecting the yolov8 model fine tuned on the head of my enemies.


This video suggests you can catch this type of cheater without even a kernel level anti cheat:

https://youtube.com/watch?v=x-EbjGSRyKA

There’s a lot of other stuff in the video but if you skip the robot building parts at the beginning he talks about an anti cheat system he developed with another person.


Behavioral analysis (the thing he's talking about) doesn't work that well and has a hard precision limit due to the nature of online gaming. What the player sees, what the server sees, and what other players see are entirely different things. I'm not even talking about plausibly deniable things like visual sound location.

Nobody's using complicated stuff like this in practice though, as there are easier methods. But of course this path can be taken, and it's not possible to block easily.


it's not always easy to tell if it's just a player playing weirdly or a mistuned AI though. Maybe the player just have too low mouse sensitivity so it is always a little lagged, maybe it's actualy AI. There is no easy way to tell, and require manual judgement in a lot of cases.


Aimmy is still undetected everywhere except overwatch last I checked:

https://github.com/Babyhamsta/Aimmy

And it's likely that most detection systems can be trivially fooled by me ChatGPTing the code around the way mouse movements are implemented to act slightly different / use a different compiler or something to get different file hashes on the core tool.


Ideally, players would be given both a choice and a clear breakdown of what’s actually being collected or monitored.


valve has their own ethos in this topic, which i wholeheartedly accept. you can guess which end of the spectrum they lie from the original news article.

faceit for the longest time has had their own way around this. so did esea, before they ruined the trust forever (https://news.ycombinator.com/item?id=5636233). some highly-motivated players still found ways around it (https://news.ycombinator.com/item?id=39352331).


Prop 65 went great! Let's get a warning out for every game with peer to peer networking while we're at it.


I get the argument, but if that is more than a strawman argument to you, I am bewildered. Making a network connection is infinitely less problematic than having root level access to a kernel (translate to windows language for NT)


> Prop 65 went great!

The secondary effect is that business will stop using processes and chemicals which require them to carry this warning. You've effectively created a new market segment.

Are the labels annoying to the point of comedy? Sure, but it's not /your/ behavior we were trying to modify.


Seeing the warning everywhere has mostly desensitized people to it, which makes it ineffective.


Do you think a large percentage cares about cheats in general?




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