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Re:Microsoft admits to signing rootkit malware in supply-cha... by lawl on Saturday June 26, 2021 @06:55AM (#27640842)
Microsoft needs to stop signing kernel level anti cheats completely. They are always rootkits by design.

No game should require a kernel driver.

Re:Microsoft admits to signing rootkit malware in supply-cha... by meibo on Saturday June 26, 2021 @07:54AM (#27641111)
It also just keeps happening. A recent game(Genshin Impact) shipped with an Anti-Cheat driver that had unauthenticated read/write primitives via IPC for debugging and it's been abused since.

It's a security theater.

Re:Microsoft admits to signing rootkit malware in supply-cha... by gene91 on Saturday June 26, 2021 @02:33PM (#27644560)
Can Microsoft revoke their signatures on kernel drivers? If so, why haven't they revoked Genshin Impact's anti-cheat driver now that it has been proven to be a vulnerability? Is there a technical reason, or purely business?
Re:Microsoft admits to signing rootkit malware in supply-cha... by aneutron on Saturday June 26, 2021 @04:46PM (#27645679)
It's a very difficult problem to solve. Once you sign something, it's by design impossible to repudiate that signature.

That in turn means you need some other way of "revoking" or "repudiating" that signature. In the case of TLS for example, it's a certificate revocation list.

I don't know if there's such a mechanism on Windows Kernel.

Re:Microsoft admits to signing rootkit malware in supply-cha... by ryukafalz on Saturday June 26, 2021 @11:10AM (#27642528)
Whoa, that's a really scary example that would be great to point people to to show why this stuff is so bad. Can you link to more info about this?
Re:Microsoft admits to signing rootkit malware in supply-cha... by meibo on Saturday June 26, 2021 @11:20AM (#27642634)
Here's a PoC for it on GitHub, you can read the code, it's pretty much just an IOCTL for each operation. Check Driver/MhyProt2.cs.

https://github.com/kagurazakasanae/Mhyprot2DrvControl

Re:Microsoft admits to signing rootkit malware in supply-cha... by ryukafalz on Saturday June 26, 2021 @11:42AM (#27642822)
Yikes! Thank you!
Re:Microsoft admits to signing rootkit malware in supply-cha... by swebs on Saturday June 26, 2021 @07:25AM (#27640974)
Microsoft would not want to stop since it keeps users locked in to Windows. The majority of games now support Linux according to ProtonDB, but the few popular games that don't are almost always due to a kernel level anti cheat.

https://www.protondb.com

Re:Microsoft admits to signing rootkit malware in supply-cha... by belval on Saturday June 26, 2021 @09:00AM (#27641471)
I love proton, I sure you like it too, but it's not an existential threat to Windows in any way.

People always take the path of least resistance which is Windows on the laptop/desktop that they bought at Best Buy. They won't reinstall their OS because they don't know what it is.

Re:Microsoft admits to signing rootkit malware in supply-cha... by andrewzah on Saturday June 26, 2021 @10:09AM (#27641998)
It won’t affect the average user, but the only thing keeping some people on windows is games that use anticheats like BattleEye or EasyAntiCheat.

With proton a lot of games now run quite nicely asides from the ones that require anticheat systems.

Re:Microsoft admits to signing rootkit malware in supply-cha... by TheRealPomax on Saturday June 26, 2021 @12:04PM (#27643008)
Right, but now you're trying to solve a completely different, unrelated problem. The problem with this particular situation is that it hits the average user, not folks who already know what ufs is, or are mad enough to install linux just so they can game with proton.

(and no, already using linux as daily driver doesn't count, none of those folks were even remotely impacted by this windows-manufacturer-signed rootkit-on-windows problem.)

Re:Microsoft admits to signing rootkit malware in supply-cha... by slipframe on Saturday June 26, 2021 @01:33PM (#27643954)
Windows has such a diverse set of users, I don't think any one thing could ever be an existential threat to Windows, not even Windows being unseated as the most popular OS for PC gamers. But nonetheless, that is clearly one battle Microsoft intends to win, even if they could afford to lose it.
Re:Microsoft admits to signing rootkit malware in supply-cha... by wyager on Saturday June 26, 2021 @09:24AM (#27641597)
They might buy a Mac, though. As far as evil software megacorps go, I kind of prefer people using Apple products to using MS products.
Re:Microsoft admits to signing rootkit malware in supply-cha... by okamiueru on Saturday June 26, 2021 @12:41PM (#27643394)
How do you feel about the monitoring of every executable you run, when and where?
Re:Microsoft admits to signing rootkit malware in supply-cha... by smokelegend on Saturday June 26, 2021 @12:48PM (#27643467)
Are you suggesting that MS does this or Apple?

Is this known behavior documented somewhere I can learn more about?

Re:Microsoft admits to signing rootkit malware in supply-cha... by okamiueru on Saturday June 26, 2021 @12:56PM (#27643542)
Re:Microsoft admits to signing rootkit malware in supply-cha... by omegalulw on Saturday June 26, 2021 @04:57PM (#27645767)
> The majority of games now support Linux according to ProtonDB

This is misleading IMO. The dashboard doesn't do a good job of letting me know what proportion of mainstream games (from Ubisoft, EA, etc) are supported. And what the performance delta is.

Re:Microsoft admits to signing rootkit malware in supply-cha... by brutal_chaos_ on Saturday June 26, 2021 @08:57PM (#27647517)
That, and I believe it's for specific setups, e.g. Ubuntu 16.04 with 3xxxx nvidia binary driver, and may not work with your specific configuration (newer Ubuntu, different distro entirely, AMD GPU instead of nvidia, etc). While useful, I definitely agree with you that it is a bit misleading
Re:Microsoft admits to signing rootkit malware in supply-cha... by cartoonworld on Saturday June 26, 2021 @07:20AM (#27640957)
Talking out of school here, but games currently seem to require such low level hardware access that this is rendered impossible.

No matter if your game has crappy memory management and the escalation exploit roots your XBOX, an update will quash that. But people are banking and buying/mining crypto and then launching fortnite or whatever.

Game security is nuts. It's always been a training ground for RE/binary exploitation engineers, so thats a plus.

Re:Microsoft admits to signing rootkit malware in supply-cha... by sennight on Saturday June 26, 2021 @07:36AM (#27641031)
> but games currently seem to require such low level hardware access...

lol, no. The industry has converged on a small number of engines, which is why you see so many cross platform games - back in the day that usually required subcontracting out the task of porting. Also, what is it that you imagine they need to poke so deeply in hardware that they need to bypass the kernel?

Re:Microsoft admits to signing rootkit malware in supply-cha... by cartoonworld on Saturday June 26, 2021 @07:41AM (#27641047)
Gotcha, I suppose I was thinking about the hardware and other drivers. Games sometimes implement special audio, network, video stuff.

Point taken, do you think there is any reason they can't run with locked down privileges or is it all anti-cheat?

Re:Microsoft admits to signing rootkit malware in supply-cha... by sennight on Saturday June 26, 2021 @07:53AM (#27641107)
It is all "anti-cheat". Many years ago gamedevs like John Carmack were no joke wizards pushing the envelope, which certainly required low level access. Today's gamedevs aren't doing that... not even close. Modern games are known for shamefully janky code - and it isn't motivated my performance, see the GTA json parsing travesty for example: https://news.ycombinator.com/item?id=26296339
Re:Microsoft admits to signing rootkit malware in supply-cha... by giobox on Saturday June 26, 2021 @10:06AM (#27641973)
While there’s no question Carmack was an exceptional talent, let’s not forget the original Doom shipped with serious network killing bugs in 93:

https://doomwiki.org/wiki/Broadcast_packet_meltdown

Making software is hard, I’d not be so quick to judge the GTA devs, especially when GTA games are massively larger development undertakings. Doom was made by a handful of people in less than six months - GTA most certainly wasn’t. There is such a vast difference in complexity I’m not sure there is much value in comparing. The entire doom source code is likely smaller than a single grand theft auto save file.

Re:Microsoft admits to signing rootkit malware in supply-cha... by sennight on Saturday June 26, 2021 @02:41PM (#27644631)
> serious network killing bugs in 93

hmm, having a hard time determining if I'm simply defending an entrenched position or if the fact that they were the first to write FPS netcode might excuse the fact that it didn't initially run super great on corporate IPX networks that wired everything together with hubs instead of switches :) I vaguely remember hearing about that bug, and I very likely played the game prior to getting my hands on a version with it patched out. Never noticed a problem in the computer lab, but then we were still on token ring - where collision lights weren't really a thing.

> The entire doom source code is likely smaller than a single grand theft auto save file.

Is that a defense of GTA, you think that "complexity" is needed? I don't think so, I think it is emblematic of something very wrong in not just software - but in the mentality one would need in order to look at the depth of our average stack traces and think "Meh, 25 calls deep isn't bad for text file pretty printer".

Re:Microsoft admits to signing rootkit malware in supply-cha... by giobox on Saturday June 26, 2021 @05:38PM (#27646134)
I think it’s pretty ridiculous to think something more complex than doom isn’t needed in a game simulating a vast number of systems like GTA, yes. Bugs and issues increase with complexity, surprise!

Doom is gloriously simple by today’s standards - it doesn’t even support “room over room”. That isn’t a criticism of today being over-complex either - the state of the art in gameplay systems has just moved on massively as compute power has increased. We take “room over room” for-granted in 2021 which we couldn’t in the 90s.

Separately, if you can manage a software release with 1000 human developers, multiple release platforms and millions of users over 5 years (like GTA 5) and not ship random little performance bugs, you need to tell the rest of the world the secret of how you did it.

Re:Microsoft admits to signing rootkit malware in supply-cha... by sennight on Saturday June 26, 2021 @06:43PM (#27646681)
> I think it’s pretty ridiculous to think something more complex than doom isn’t needed...

That isn't what I said, it isn't even close enough to pretend that it isn't a bad faith interpretation designed to strawman an argument where you don't look totally ridiculous. Here, lemme help you get back on track - you said: "The entire doom source code is likely smaller than a single grand theft auto save file." You think I might have been addressing that?

> Maybe you are still ok with 640kb of memory too though? ;)

Oddly enough, I'm currently writing an (eventually) open source firmware for an ancient APC SmartUPS that used a variant of the 8051 MCU... I'm finding the 16K ROM and 256B RAM pretty roomy. I expect the other two people who eventually flash it onto their hardware in the next 30 years will be very pleased.

> random little performance bugs

lol, writing a microtransaction json parser that increases load times by an order of magnitude, for millions of customers, for years - and is so braindead that somebody with all the resources of a freeware decompiler and a stopwatch can do your job better than you... that isn't a "whoops, more seizure t-poses", that is a "I care so little about the quality of my work that I'm not even gonna bother dumping a flamegraph for that 10 minute freeze everyone has to sit through - for years."

Re:Microsoft admits to signing rootkit malware in supply-cha... by formerly_proven on Saturday June 26, 2021 @05:59PM (#27646316)
> The entire doom source code is likely smaller than a single grand theft auto save file.

Just checked, "linuxdoom-1.10" (https://github.com/id-Software/DOOM) is 1.26 MB, my GTA save is a little over 500 kB. The GTA save files are actually quite small, likely because most things in the game world are emergent behavior of the game's systems and aren't permanent state (like in e.g. TES games, which are notorious for large save files, as well as save file corruption bugs due to "oops we didn't think saves would grow bigger than 16 MiB!").

That actually makes it more impressive, since the GTA game world is the result of all these systems working together to create a "living, breathing world" indeed, versus what you see in most other open world games (most recently: CP2077).

Re:Microsoft admits to signing rootkit malware in supply-cha... by a1369209993 on Saturday June 26, 2021 @05:37PM (#27646129)
> While there’s no question Carmack was an exceptional talent, let’s not forget the original Doom shipped with serious network killing bugs in 93

You're confusing "this is necessary" with "there are no (horrible) problems with this".

Doom needed low-level access because it was (at the time) simply impossible to make the game run at a reasonable speed without low-level access. Separately, Doom had bugs, because all software is terrible.

GTA does not need low-level access, because everything is has a legitimate reason to do runs at reasonable speeds on modern hardware (or if it doesn't, low-level access won't speed it up noticeably). Separately, GTA has bugs, because all software is terrible.

Re:Microsoft admits to signing rootkit malware in supply-cha... by gmueckl on Saturday June 26, 2021 @09:32AM (#27641654)
This isn't the 80s or 90s anymore. Back then, pretty much every somewhat advanced game asserted full control over the computer hardware as the first order of business. Operating systems neither had the means to prevent this, nor did they have the right kinds of drivers in most cases. With proper protected mode operating systems that include usable driver interfaces, this is thankfully a thing of the past.

Modern hardware and modern operating systems usually take care to ensure that any hardware acceleration features are exposed in a way that doesn't create security risks. And, unlike on consoles with known hardware, it doesn't make sense anymore to try to talk to PC hardware directly from a game because things like GPUs are so varied and have so much "secret sauce" these days that trying to create custom drivers is an exercise in futility.

Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @07:26AM (#27640982)
> but games currently seem to require such low level hardware access that this is rendered impossible

That doesn't seem plausible considering that a lot of games run under linux with wine/proton, so clearly they don't need direct hardware access.

Re:Microsoft admits to signing rootkit malware in supply-cha... by cartoonworld on Saturday June 26, 2021 @07:34AM (#27641015)
I don't think it follows that because they can run on linux/wine compat they don't require excessive privs.

Maybe low level hardware access is not the right term, versus excessive privileges that the hardware acceleration libraries require?

Re:Microsoft admits to signing rootkit malware in supply-cha... by ogurechny on Saturday June 26, 2021 @08:00AM (#27641130)
Hardware drivers that deal with hardware acceleration are written by hardware companies. Libraries and applications only call their functions as defined in the documentation. Game programmers in most cases have no clue about the low-level specifics of hardware that accelerate their games.
Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @07:43AM (#27641062)
The problem is the cheats use kernel drivers so the anti cheat providers have to to keep up.

Edit: rather than downvoting can someone offer a reason as to why?

Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @08:48AM (#27641398)
That is a cat-and-mouse game you cannot win, similar to DRM. There already are hardware cheating devices that use DMA to peek and poke main memory. Or cheats could run in a hypervisor or on vulnerable hardware in a SMM rootkit.

And if the response to that is ever more invasive surveillance technology then that's a security problem.

Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @09:12AM (#27641533)
And the mistake people make is thinking it's a win or lose thing, it's not. It's about reducing the impact of cheaters and raising the bar high enough that an average Joe isn't willing to put up with the hassle needed to cheat. Just vexauwe you can't detect everyone doesn't mean you shouldn't ever try.
Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @09:36AM (#27641683)
> It's about reducing the impact of cheaters

It's putting the collateral damage of these measures on the honest people to deter a few. These rootkits make everyone's systems less secure and less stable. Some even keep running after you close the game.

This is a hidden cost put on the consumers so that the game developers can profit without having to design a game that is safe when dealing with untrusted clients.

Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @09:55AM (#27641869)
> it's putting the collateral damage of these measures on the honest people to deter a few.

It's putting the collateral on _everyone_ to deter a few who have a substantial impact. It's completely different to DRM where there is no knock on impact to other legit customers.

> Some even keep running after you close the game.

They all do. If they don't, then the cheat just needs to run first.

> game developers can profit without having to design a game that is safe when dealing with untrusted clients.

This isn't about profit, and thinking it is is pushing your agenda. On the most extreme side you can just pixel stream a rendered video feed, but the latency is awful for many kinds of games. You inevitably need to let the client have some sort of say (I shot at X), and it _will_ be abused.

Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @10:33AM (#27642197)
> They all do. If they don't, then the cheat just needs to run first.

That is nonsense, otherwise the driver would have to be loaded at boot time, which in turn would mean installing a game would need a reboot which just isn't the case these days.

> It's completely different to DRM where there is no knock on impact to other legit customers.

The media industry claims that piracy cuts into their profit which would imply that it raises prices for everyone. So no, it very much is like DRM in many aspects.

> In the most extreme side you can just pixel stream a rendered video feed

Which is expensive since you now have to pay for the hardware instead of your customers paying for it, so that too is about profit. In a more extreme case you could put cloud gaming machines wherever CDNs put their edge acceleration boxes.

> You inevitably need to let the client have some sort of say (I shot at X), and it _will_ be abused.

No, not really. The client does not have to compute the canonical outcome of game mechanics, after all for any action they predict locally there might be an action taken by another player that is inconsistent with that prediction and they will only learn about that incompatibility once their lightcones intersect (which takes a few milliseconds). Something has to reconcile those, which might as well be the server rather than the client.

All a client has to do is to compute a tentative game state and the pixels that go along with it. That state will later be corrected once it learns about the canonical update, which can result in the infamous rubberbanding effect.

Most cheats that don't involve a broken game engine are of two flavors A) extracting information that the software has but the human shouldn't know (e.g. wallhacks) or B) having software perform inputs that the human should do (e.g. aimbots). A) Can be prevented by reducing the information the server sends to the client to the necessary amount to render their current view. B) cannot be prevented by any means as one could always hook up the output pixels of a GPU to an external computer and an emulated mouse via USB, this is analogous (heh) to the analog hole in DRM.

Neither of those have to do with the client determining "I shot at X" on its own.

Re:Microsoft admits to signing rootkit malware in supply-cha... by evh on Saturday June 26, 2021 @11:16AM (#27642596)
> That is nonsense, otherwise the driver would have to be loaded at boot time, which in turn would mean installing a game would need a reboot which just isn't the case these days.

Riot Games' anti-cheat Vanguard (for LoL and Valorant) loads early during boot, requires a reboot after installing and if I recall correctly they now allow unloading it (because who wants to do banking with a rootkit loaded) but then require a reboot before playing again.

Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @11:42AM (#27642820)
Ok, this is even more invasive than my worst experience and and also worse than some practices that already received backlash (such as persisting after the game closed, as previously mentioned). I wonder why game companies come to so different conclusions about the "need" for such things. Are their games easier to exploit and they just try to paper over it? Or is money involved, raising stakes?

If they go further we'll end up with closed, console-like systems (secure boot only with microsoft's key, only signed apps allowed). And of course DRM vendors would follow their footsteps.

Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @02:18PM (#27644396)
> That is nonsense, otherwise the driver would have to be loaded at boot time,

This is already common - see valorant as an example.

> Which is expensive since you now have to pay for the hardware instead of your customers paying for it, so that too is about profit. I

No, it's about latency. See the absolutely vehement reaction to streaming services for twitch shooters on gaming forums.

> Something has to reconcile those, which might as well be the server rather than the client.

The problem here is that the server is some distance away from all the players. Waiting for a round trip from two players with server frame times could be up to 250ms, so for a better experience, some element of that is usually left up to the client; you can spin that either way, either the shooter gets the advantage, or the defender gets the advantage.

> Most cheats that don't involve a broken game engine are of two flavors

Most game engines are broken. The reality of the situation is that 1) this stuff is _really hard_, and 2) there are tradeoffs to be made at every single step of the process that affect how the game plays and feels. Moving processing to the server means latency, predicting and correcting server-side calculations means rubber banding. Neither of these things feel good in a twitch shooter.

> A) Can be prevented by reducing the information the server sends to the client to the necessary amount to render their current view.

Not just their current view, but everything the client needs to know about the next X ms before it expects its next server update (which might even be adjusted at a later point in time). And that state is just sitting there in memory, waiting to be (ab)used.

> B) cannot be prevented by any means as one could always hook up the output pixels of a GPU to an external computer and an emulated mouse via USB,

The number of people who are willing to do that is drastically smaller than the number of people willing to pay $130 a month for a rootkit that they willing install [0]. As I said in my previous comment, this isn't about eliminating cheating 100% - it's a cat and mouse game. It's about raising the barrier to entry from credit card to specialised hardware.

[0] https://www.skycheats.com/store/category/6-overwatch/

> Neither of those have to do with the client determining "I shot at X" on its own.

Even if you send inputs, and allow for a small amount of correction (because both clients have different representations of the game state at the same time), all it takes is one client to send "I actually did shoot at that guy 50ms ago".

Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @03:11PM (#27644875)
> No, it's about latency. See the absolutely vehement reaction to streaming services for twitch shooters on gaming forums.

By putting trusted hardware close enough to the player you reduce the latency problem to a cost problem. This is more or less what game consoles currently happen do (of course the issue is that users still pay for it rather than the game company). Also, twitch shooters existed before rootkits. Choices made by game companies such as matchmaking with untrusted strangers probably exacerbated the problem over the years.

> Waiting for a round trip from two players with server frame times could be up to 250ms,

Only if they're living on different continents or have very high latency internet providers. Many games provide region-based servers for that reason.

And it's only a roundtrip that has to happen anyway. Clients stream their updates as they take actions, server reconciles them as they arrive and broadcasts the updates to all clients. This is the minimum amount of time it takes to get the information from player A to player B anyway unless you establish p2p connections between the clients and those happen to be lower latency than contacting the server.

> you can spin that either way, either the shooter gets the advantage, or the defender gets the advantage.

That doesn't matter, the point is that leaving reconciliation of some game actions to the client means clients can lie about something and claim that it was preempted by another action.

> Most game engines are broken. The reality of the situation is that 1) this stuff is _really hard_, and 2) there are tradeoffs to be made at every single step of the process that affect how the game plays and feels.

A problem being difficult is not a good justification for externalizing the costs, especially considering that hardware may be shared with other people and botnets that might use those weaknesses create further externalties.

> "I actually did shoot at that guy 50ms ago".

That would mean trusting the client's clock which quite obviously is something you shouldn't do. Arrival time should be the only thing that matters.

> The number of people who are willing to do that is drastically smaller than the number of people willing to pay $130 a month for a rootkit that they willing install [0]. As I said in my previous comment, this isn't about eliminating cheating 100% - it's a cat and mouse game. It's about raising the barrier to entry from credit card to specialised hardware.

That's only the tradeoff from the game dev perspective. It's totally ignoring the security or privacy implications of running these rootkits and the ever-escalating system restrictions that they demand. This is the crux of the argument. If we were only talking about game devs making tradeoffs between different game experiences, risk for themselves, profit and so on there wouldn't be a problem. But they're making a tradeoff with other assets that are not theirs.

Re:Microsoft admits to signing rootkit malware in supply-cha... by minitoar on Saturday June 26, 2021 @10:19AM (#27642090)
It is about profit. They could simply not ship a root kit, and then presumably fewer people would buy the game because it would be known to have cheaters in it.
Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @01:08PM (#27643661)
This is absurdly reductionist; they could also not ship a game, and less people wold buy it because it is known to not have shipped therefore not shipping the game is about profit, when it might be because the game itself isn't finished.
Re:Microsoft admits to signing rootkit malware in supply-cha... by minitoar on Saturday June 26, 2021 @03:13PM (#27644889)
I honestly don’t understand what you are trying to say here. Not shipping a game would certainly result in less profit. These entities are profit motivated, so they make decisions to maximize profit. They decided shipping a game with a root kit is the best option available to them.
Re:Microsoft admits to signing rootkit malware in supply-cha... by Bancakes on Saturday June 26, 2021 @08:39AM (#27641338)
Because human moderation after an AI serverside filter is much more consistent and less desperate than solving the halting problem clientside 2 rings below your app's privilege level.
Re:Microsoft admits to signing rootkit malware in supply-cha... by DizzyDoo on Saturday June 26, 2021 @09:03AM (#27641487)
I do think you're correct, but one particularly sticky issue is what you do with all the subtle cheats. Rather than developing an exploit with wall-clip, radar, auto-headshots and so on - all obvious to a human moderator - what if you make one that just lowers recoil by a smidgen, 20% or so.

If you're watching the game as a moderator you could never tell that's what's happening. Yet -20% recoil, especially for a competitive esports player, would be such a massive advantage as to make that player the best in the world, but a way that looks quite legitimate.

Re:Microsoft admits to signing rootkit malware in supply-cha... by gbrown on Saturday June 26, 2021 @10:43AM (#27642285)
Wouldnt that be trivially detectable in the data by comparing the nominal recoil configuration, reported hitscan trajectories, and mouse input profiles?

Especially since the cheats need to be available somewhere, so the developers should certainly be able to get their hands on them to test...

Re:Microsoft admits to signing rootkit malware in supply-cha... by the8472 on Saturday June 26, 2021 @11:05AM (#27642473)
I assume that the argument is that pros can compensate recoil to some extent (i.e. the game doesn't just add increasingly random offsets to the trajectors but actually moves the crosshair and you can move it back if you're fast enough). If so then a cheat only has to simulate sufficiently realistic inputs based on the pixel outputs of the game, which is practically undetectable if you do it on external hardware. The only advantage the game devs would have is a larger amount of data they can use to determine what passes as realistic. And how are they going to identify false positives?
Re:Microsoft admits to signing rootkit malware in supply-cha... by sodality2 on Saturday June 26, 2021 @11:18AM (#27642621)
Not when the inputs are all randomized, it's nearly identical to a real human recoil control
Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @08:58AM (#27641460)
Can you give an example of some games that take that approach that it works for?

I'd also suggest that human moderation is definitely less consistent, and definitely less able to scale.

Nobody is trying to solve the halting problem in the kernel either. If a cheat runs as a kernel level driver, and anticheat doesnt you've lost the battle already.

Re:Microsoft admits to signing rootkit malware in supply-cha... by Bancakes on Saturday June 26, 2021 @09:51AM (#27641844)
CSGO and Overwatch come to mind. I watch a talk on the latter, how the devs transitioned and optimised their anticheat system.

It makes sense the cheat I wrote would run as admin. It's my PC after all. I also don't have access to the server in any meaningful way and modify other people's data, either. It's a good trade-off. Devs can also write arbitrarily good statistical analyses for the game. It's their responsibility.

The question is simple - is this person performing abnormally? Well, games gather tons of telemetry nowadays, and the harder-to-detect cheats like wallhacks or fluorescent player textures are also the least useful. I am a hard silver I in CSGO. With or without aids, when I see someone run around the corner, I'll duck and magdump. Any gold nova will overpower me either way.

Re:Microsoft admits to signing rootkit malware in supply-cha... by useryman on Saturday June 26, 2021 @08:53AM (#27641424)
So, when cheats are implemented as rootkits/VM hosts, will that be required for the anticheat too?

I think at that point, it's turtles all the way down.

Re:Microsoft admits to signing rootkit malware in supply-cha... by maccard on Saturday June 26, 2021 @09:09AM (#27641522)
They already are rootkits and running in VMs. That's exactly why were talking about this. Most anticheat programs attempt to detect running in a VM host too and stop that..
Re:Microsoft admits to signing rootkit malware in supply-cha... by okamiueru on Saturday June 26, 2021 @12:51PM (#27643491)
It has always seemed like a flawed argument to me. The effort made into detecting running cheats requires the ability to monitor processes and give a level of access that has no place in a game.

How many computers have Valorant's anti-cheat installed on some computer it shouldn't be installed on, that suddenly gives the ability to decrypt and monitor tls traffic on the device, without detection?

It would make a lot more sense to detect cheating based on user input. Even stochastic cheats are possible to detect (where you say improve your aim in more subtle ways), yet, the most egregious auto-lock-on go on for years.

Kernel level anti-cheats are attractive, because you suddenly have a rootkit installed on millions of computers that you control. Monitoring the behaviour of them is also no good, because a targeted update can make it do whatever.

Re:Microsoft admits to signing rootkit malware in supply-cha... by wrren on Saturday June 26, 2021 @09:23AM (#27641591)
Literally no part of this comment is true. They’re not hidden and they’re not malicious.

They’re also very much required, because a user mode anti-cheat is trivially circumvented by a kernel mode cheat. The only way to defeat cheats is to wage continuous war with them, adapting to their tactics and stamping them out. It’s like collecting trash; trash will keep accumulating, your goal is to keep homes and streets clean in spite of that.

Re:Microsoft admits to signing rootkit malware in supply-cha... by ithinkso on Saturday June 26, 2021 @09:35AM (#27641670)
Every part of that comment was true. They are rootkits with a non-hidden persona, they are not malicious unless it's worth being malicious.

I don't give trash collectors access to my bank account so that they can better estimate the amount of plastic I'm about to produce and better prepare themselves to make streets even cleaner

Re:Microsoft admits to signing rootkit malware in supply-cha... by Spivak on Saturday June 26, 2021 @12:00PM (#27642966)
That’s such a weird point when people to complain about bots and cheaters in games a lot. It almost killed Fall Guys because games stopped being fun.
Re:Microsoft admits to signing rootkit malware in supply-cha... by jhgb on Saturday June 26, 2021 @10:24AM (#27642134)
> They’re also very much required

That's a weird notion of "required". Very few things are "required", notably food and oxygen. Saying "no" to bullshit like rootkits is very easy in comparison.

Re:Microsoft admits to signing rootkit malware in supply-cha... by zdragnar on Saturday June 26, 2021 @10:38AM (#27642238)
That's a pretty strong take. One could easily have read it as "required for the game" as in, the multiplayer experience drives the replay value of the game, ama prolific cheating destroys the community.

Of course, it still makes me avoid such games, but saying the argument is invalid because required only means air and water is absurd.

Re:Microsoft admits to signing rootkit malware in supply-cha... by DethNinja on Saturday June 26, 2021 @11:30AM (#27642727)
As a gamedev that develops online games I have to disagree that they are required.

Whatever type of anti-cheat you want, you can implement it at server-side with today’s hardware capabilities. However, that would increase server requirements and bandwidth considerably, and as companies don’t want to pay for that they install rootkits to people’s computers.

Re:Microsoft admits to signing rootkit malware in supply-cha... by AndriyKunitsyn on Saturday June 26, 2021 @02:50PM (#27644712)
I’m going to be Bill Gates for a second and ask for your definition of “can”.

If you mean they can implement a fully server-side anti-cheat without compromising gameplay experience and without requiring the player to have a super-duper fiber connection with 5ms ping to the game server - no. They certainly can’t do it, not for fast-paced online shooters at least, not in this day and age.

Re:Microsoft admits to signing rootkit malware in supply-cha... by neatze on Saturday June 26, 2021 @02:31PM (#27644549)
While I agree with you to a large degree, from my limited perspective there is one problem with server side cheating detection, such detection would be inherently reactive (eg. it will take few cheating actions, before it is detected by service side anti-cheat) versus on client anti-cheat that is deliberate (eg. cheats can be detected before game is initialized, potentially)
Re:Microsoft admits to signing rootkit malware in supply-cha... by Spivak on Saturday June 26, 2021 @12:02PM (#27642989)
And if cheating can’t be detected via statistical inference on the server inputs like texture hacks to see through walls?
Re:Microsoft admits to signing rootkit malware in supply-cha... by DethNinja on Saturday June 26, 2021 @12:18PM (#27643169)
You can actually raycast at server time and only send the location of players visible to client back. So wallhacks are definitely detectable on server side, in fact one of the games I’m making uses this system, it isn’t even that expensive.
Re:Microsoft admits to signing rootkit malware in supply-cha... by AndriyKunitsyn on Saturday June 26, 2021 @02:58PM (#27644776)
Scenario: I step around a corner. There are enemies behind the corner which I didn’t see previously because they were hidden behind the corner for me.

Will I see enemies behind the corner instantly, or do I have to wait for round-trip time for the server to acknowledge that I stepped out of the corner and tell me where the enemies are?

Re:Microsoft admits to signing rootkit malware in supply-cha... by DethNinja on Saturday June 26, 2021 @03:41PM (#27645115)
Wall scale would have to be reduced around 10% less for visibility check on the server-side, so that player view info would be sent without RTT problems especially for the cases you mention.
Re:Microsoft admits to signing rootkit malware in supply-cha... by AndriyKunitsyn on Saturday June 26, 2021 @06:22PM (#27646492)
This makes sense. However, what if we consider another scenario: a cheating player just staying behind the corner. He/she would have no problems receiving information about enemies behind that corner, so this would be much easier for the cheater to push the corner. Basically, the portion of the wall that you cut off for purposes of this visibility check can be considered transparent for cheaters, and opaque for legitimate players, putting legit players in disadvantage.

Can this happen in the game you make? If yes, do you consider this a vulnerability?

Re:Microsoft admits to signing rootkit malware in supply-cha... by DethNinja on Sunday June 27, 2021 @12:43AM (#27648664)
It definitely can happen, it is a vulnerability but an acceptable one:

1. There is no such thing as perfect anti-cheat solution with today’s resources. Even client side rootkit based solutions can be overcome.

2. My solution completely eliminates wall hacking at 90% of the cases, same can’t be said for the rootkit anti-cheat solutions.

3. Game can be designed to put corner campers to disadvantage. But honestly no need to think extremely deep about such cases, you would first release the game then check the player complaints about wall hackers. If it is a major issue then you can implement a double ray-cast solution for most reported players, use correct size wall for their ray-casts and ban them statistically. Even if you can ban players accidentally it wouldn’t be a huge portion of your player base.

Re:Microsoft admits to signing rootkit malware in supply-cha... by AndriyKunitsyn on Monday June 28, 2021 @08:00AM (#27660725)
Yes, but nonetheless, we either get a solution that affects gameplay experience, like enemies popping out with a delay, or that works only partially - in a variant with reduced walls, in 100% of cases, a cheater will have a bit more time to prepare for what's around the corner.

It is true that there is no silver bullet. Anti-cheating solutions are all about compromises. Ring-0 anti-cheats are just another compromise that enable anti-cheat developers to scan for cheats efficiently, with some risk of privacy abuse added (and not as big risk as some may think - I believe Microsoft would revoke driver signatures from any anti-cheat developer that tried doing shady stuff, after which the developer would go bankrupt, most likely). This is not a compromise that most of HN would take, but I don't see a problem if users are well-informed about the risks.

False-positive bans of legitimate players can become a legal liability, especially for users that paid real money for the game.

Re:Microsoft admits to signing rootkit malware in supply-cha... by squeaky-clean on Saturday June 26, 2021 @02:50PM (#27644714)
This doesn't 100% fix the vulnerability. If your game has footstep sound effects the hack can detect the location of the audio sources playing footstep clips.

(I agree though that low-level anticheat also doesn't 100% solve cheating, and causes lots of problems for legitimate players. Just that cheating is always going to be a game of cat and mouse)

Re:Microsoft admits to signing rootkit malware in supply-cha... by a1369209993 on Saturday June 26, 2021 @05:52PM (#27646256)
> the hack can detect the location of the audio sources playing footstep clips.

You don't need a hack for this; the whole point[0] of having footstep sound effects is that the player can detect the location of the audio sources playing footstep clips.

Edit: 0: well, and ambiance, but if your ambiance is impacting your tactical considerations, that's a game design issue in and of itself.

Re:Microsoft admits to signing rootkit malware in supply-cha... by xfer on Saturday June 26, 2021 @12:16PM (#27643142)
You also add a report system and do additional inference based on reports, add a system where random player review matches. When your multiplayer games become very popular and making you money, you have to put the effort in, not install rootkits on paying customers computers.
Re:Microsoft admits to signing rootkit malware in supply-cha... by nsgi on Saturday June 26, 2021 @09:36AM (#27641680)
Or just accept the fact that you'll never completely stop people cheating? Have your server prevent obvious cheaters but maybe people should just accept that the only way to avoid people cheating against them is to only play with people they trust
Re:Microsoft admits to signing rootkit malware in supply-cha... by feu on Saturday June 26, 2021 @10:35AM (#27642212)
That completely destroys a whole class of games. How do you suggest I get 60 of my friends together at once for a game of Apex Legends?

You'll never completely stop people cheating, but that doesn't mean that game developers should just give up. Thankfully the people clamouring for less, rather than more, anticheat is relegated to a vocal minority.

Re:Microsoft admits to signing rootkit malware in supply-cha... by COGlory on Saturday June 26, 2021 @10:39AM (#27642253)
When I was younger, we used to play on community servers with active moderation. That worked pretty well.
Re:Microsoft admits to signing rootkit malware in supply-cha... by feu on Saturday June 26, 2021 @04:42PM (#27645645)
Active moderation is still a thing now, people are just actively employed by the game companies to do that job. The cheating situation in multiplayer FPSs is generally much better now than it was back in the day I was a mod for CS:S servers.
Re:Microsoft admits to signing rootkit malware in supply-cha... by schmorptron on Saturday June 26, 2021 @11:41AM (#27642807)
Cool, young people today prefer more competitive environments.
Re:Microsoft admits to signing rootkit malware in supply-cha... by slipframe on Saturday June 26, 2021 @01:43PM (#27644051)
When one of your 60 friends refuses to stop cheating, maybe stop inviting him to the party. Lots of games and lots of circles of gaming friends get on just fine without kernel-mode anti-cheat.
Re:Microsoft admits to signing rootkit malware in supply-cha... by feu on Saturday June 26, 2021 @04:45PM (#27645675)
You missed the point. The idea of coordinating games between 60 trusted people is ridiculous. Anti-cheat and matchmaking between untrusted players is essential in modern (FPS) gaming.
Re:Microsoft admits to signing rootkit malware in supply-cha... by zdkl on Saturday June 26, 2021 @09:43AM (#27641752)
That wipes out any trust in public rankings and some very big games are entirely built around those. Not going to happen while competition is a major income source.
Re:Microsoft admits to signing rootkit malware in supply-cha... by gbrown on Saturday June 26, 2021 @10:38AM (#27642239)
Then why do we still see cheats in these games? In this day and age, surely they could just use ML and human supervised cheat detection teams, and set up the incentives to make account bans more painful.

Instead, we get security theater and everything must be F2P to get the maximum number of people in the door.

Re:Microsoft admits to signing rootkit malware in supply-cha... by evh on Saturday June 26, 2021 @11:02AM (#27642451)
Valve is working on using ML for anti-cheat but it's still quite a way from being ready.

https://win.gg/news/8115/is-ai-the-future-of-csgo's-anti-che...

Re:Microsoft admits to signing rootkit malware in supply-cha... by schmorptron on Saturday June 26, 2021 @01:59PM (#27644223)
It's "ready" in the sense that it runs, analyzes every single shot in every single game played on valve matchmaking servers, and submits the suspicious ones it finds to the player-controlled overwatch system. At John McDonald's GDC talk he showed them achieving a 98%+ success rate, which while not enough to start banning people outright since any false positives are too many, is super promising.
Re:Microsoft admits to signing rootkit malware in supply-cha... by ta988 on Saturday June 26, 2021 @11:22AM (#27642659)
If I had to take a bet I would bet it will never work.
Re:Microsoft admits to signing rootkit malware in supply-cha... by rolph on Saturday June 26, 2021 @11:05AM (#27642471)
how about

1) if you want a challenging game sign into normal game server

2) i you want a cheat game sign into cheat server

3) if you cheat on a normal server, you are banned for life no questions asked from ever using a non cheat game server

Re:Microsoft admits to signing rootkit malware in supply-cha... by josephcsible on Saturday June 26, 2021 @12:40PM (#27643389)
> banned for life no questions asked

If a 13-year-old cheats at a game, do you really think they should still be banned when they're 30? Permanent punishments for things people did as minors are essentially unheard of for anything less serious than murder or rape.

Re:Microsoft admits to signing rootkit malware in supply-cha... by sodality2 on Saturday June 26, 2021 @11:17AM (#27642599)
HVH servers exist for CSGO, which are hack vs hack. It's a great alternative. The problem is Steam accounts can be generated en masse and CSGO is free.

Or accounts with the Prime upgrade that makes cheaters less common are often stolen ("cracked primes") and sold to cheaters for a few bucks.

Re:Microsoft admits to signing rootkit malware in supply-cha... by KingMachiavelli on Saturday June 26, 2021 @12:09PM (#27643056)
Why can't the user mode anticheat just check if any unsigned kernel mode driver's are active?

In any case, I'd argued the integrity of the OS is far more important than a game's anticheat. Game devs could ship kernel mode anticheat but user's should be at least more aware that they giving full control over to these programs.

Re:Microsoft admits to signing rootkit malware in supply-cha... by Bancakes on Saturday June 26, 2021 @09:59AM (#27641902)
Sure. Give me the denuvo anti-tamper and anti-cheat source code, and then we can negotiate.
Re:Microsoft admits to signing rootkit malware in supply-cha... by slipframe on Saturday June 26, 2021 @01:38PM (#27644004)
> They’re also very much required,

The games I play don't have these sort of anti-cheat features; the anti-cheat is handled entirely on the server side. A server admin who is attentive and ready to rollback griefs helps a lot too. But kernel-mode anticheat on the players' computers is not "very much required."

(The game I play most is minecraft, and I think it's more popular than any of the games with this sort of invasive anticheat.)