I used to use EAC but recently switched to fre:ac because it works on Linux. Maybe there’s some features from EAC that are missing, but this could be an alternative if you’re interested in exploring it. I also rip and store on Jellyfin, and I’ve not noticed any problems w/ my FLACs.
Yeah, FLAC. EAC has numerous checks to make sure the rip was flawless. I then either listen from my computer on speakers attached to a stereo, or I stream via Plex/Jellyfin. I have wired and wireless headphones and earbuds I use depending on what I’m doing when listening.
I already had lots of CDs before streaming was a thing, but still (more often than I’d expect) I come across albums that aren’t on any streaming platform.
Why don’t we have an open source anti-cheat protocol that is a demon-level service. Everyone hates kernel anti-cheat, but only because they’re close source, so why don’t we have one that’s open source. Seems like a simple solution.
I don’t think it can work if it’s open source probably. There’s always ways around anti-cheat. It’s only a matter of finding it. Making it open source makes it trivial.
With that said, kernel level anti-cheat doesn’t really seem to slow anyone down much. I’ve heard that the games with them still have plenty of hackers. Why try to solve a problem with such a big weapon if it isn’t going to work anyway? Best case, it potentially adds some really deep vulnerabilities to your system, and maybe slightly slows down hackers.
From my limited understanding, it seems like it’s dependent on the anti-cheat itself. Riot Vanguard is pretty much the gold standard and it does deter cheating significantly more than others I’ve seen. Like I think I’ve seen 2 or 3 cheaters total in 200ish hours of Valorant. Compare that with BattleEye or EAC (Siege and Apex respectively) and you see enough cheaters that it feels like they’re cheating every time you lose a fight. These are all kernel-level so it seems that kernel access is required but it also matters how good the actual anti-cheat is.
Edit:
It’s a bit weird with Apex thkugh because it could just as easily be the broken controller aim assist
Yeah, it obviously is dependent on the AC itself. With that said, there’s plenty of games that don’t have many cheaters without kernel level AC. I’ve also heard that Valorant, at least in the past, had some significant issues with cheaters. Maybe that died down, but probably more because Valorant lost some popularity than the cheating issue was solved.
With that said, if you write your own AC on your own engine, it’s always going to be better than using off-the-shelf AC on a publicly available engine. A big part of creating cheats is finding vulnerabilities. If it’s a well known AC/engine, those are easier to find or already known and documented. Essentially every UE game for many years has hackers at launch, because the same ones work across multiple games, unless you take action to protect against them.
It isn’t that Battleye or EAC are bad. They’re just ubiquitous. Meanwhile Riot’s AC are only in Valorant and LoL, which is a proprietary engine IIRC. That’s why it’ll have fewer cheaters, not because kernel-level AC is significantly better.
Whats EAC again? I’m always eager to learn what possible show stoppers exist for people.
Exact Audio Copy
I own a lot of CDs.
I used to use EAC but recently switched to fre:ac because it works on Linux. Maybe there’s some features from EAC that are missing, but this could be an alternative if you’re interested in exploring it. I also rip and store on Jellyfin, and I’ve not noticed any problems w/ my FLACs.
Oh interesting! What do you use for that and what is the result? Flac or other?
Yeah, FLAC. EAC has numerous checks to make sure the rip was flawless. I then either listen from my computer on speakers attached to a stereo, or I stream via Plex/Jellyfin. I have wired and wireless headphones and earbuds I use depending on what I’m doing when listening.
I already had lots of CDs before streaming was a thing, but still (more often than I’d expect) I come across albums that aren’t on any streaming platform.
Linux can rip FLACs, did you have any issues?
It’s the robust and verifiable logging I can’t give up. It’s an addiction.
EasyAntiCheat. Not sure why it’d stop them, because Proton has an EAC runtime.
Why don’t we have an open source anti-cheat protocol that is a demon-level service. Everyone hates kernel anti-cheat, but only because they’re close source, so why don’t we have one that’s open source. Seems like a simple solution.
honestly doing it server-side should be the norm.
I don’t think it can work if it’s open source probably. There’s always ways around anti-cheat. It’s only a matter of finding it. Making it open source makes it trivial.
With that said, kernel level anti-cheat doesn’t really seem to slow anyone down much. I’ve heard that the games with them still have plenty of hackers. Why try to solve a problem with such a big weapon if it isn’t going to work anyway? Best case, it potentially adds some really deep vulnerabilities to your system, and maybe slightly slows down hackers.
From my limited understanding, it seems like it’s dependent on the anti-cheat itself. Riot Vanguard is pretty much the gold standard and it does deter cheating significantly more than others I’ve seen. Like I think I’ve seen 2 or 3 cheaters total in 200ish hours of Valorant. Compare that with BattleEye or EAC (Siege and Apex respectively) and you see enough cheaters that it feels like they’re cheating every time you lose a fight. These are all kernel-level so it seems that kernel access is required but it also matters how good the actual anti-cheat is.
Edit: It’s a bit weird with Apex thkugh because it could just as easily be the broken controller aim assist
Yeah, it obviously is dependent on the AC itself. With that said, there’s plenty of games that don’t have many cheaters without kernel level AC. I’ve also heard that Valorant, at least in the past, had some significant issues with cheaters. Maybe that died down, but probably more because Valorant lost some popularity than the cheating issue was solved.
With that said, if you write your own AC on your own engine, it’s always going to be better than using off-the-shelf AC on a publicly available engine. A big part of creating cheats is finding vulnerabilities. If it’s a well known AC/engine, those are easier to find or already known and documented. Essentially every UE game for many years has hackers at launch, because the same ones work across multiple games, unless you take action to protect against them.
It isn’t that Battleye or EAC are bad. They’re just ubiquitous. Meanwhile Riot’s AC are only in Valorant and LoL, which is a proprietary engine IIRC. That’s why it’ll have fewer cheaters, not because kernel-level AC is significantly better.
Valve will figure it out for us and then offer it for any game published on Steam.
Dunno what state their own services are in currently for games like TF2, CS2 and Deadlock.