News for hackers. Stuff that matters.
Re:VRchat bans mods, embraces EAC by asojfdowgh on Monday July 25, 2022 @09:41PM (#32233292)
> These kinds of issues should be solved on the backend. Rate limiting, pattern matching, etc.

never seen that work in practice.

> They should know which client (or at least that a modified client) is being used.

That's the modified client's job, not the original client's job. if the modified client is intentionally trying to be hidden, then its not going to show itself. Which is the cause of the whole everything

> Extensions

https://docs.vrchat.com/docs/what-is-udon already exists

> But if there's already a vibrant community of mods out there

is there a vibrant community of mods? besides, they have actively told people to bugger off if they use a custom client for a while now, by the sounds of it (e.g. the two mods I could find, both said that you will likely get banned for using them)

Re:VRchat bans mods, embraces EAC by _mb2v on Monday July 25, 2022 @10:02PM (#32233408)
>is there a vibrant community of mods?

The most popular client mod is emmVRC:

https://www.emmvrc.com/

Other mods exist, mostly for nefarious purposes like crashing other users who're on Quest or the vanilla client. There's a whole mini black market of "hacks", i.e. client mods built on abusing the VRChat API, as well as some clients which tie into DDoS services that will target specific users in-game if you manage to obtain their IP address via exploit or social engineering. These malicious clients are generally advertised and sold via Discord links in users' profiles. PayPal or CashApp are used to facilitate the transactions.

The game's moderation is essentially nonexistent. Anyone who does get banned for using mods, or sexually grooming underage users, or running around in nude avatars with giant ejaculating phalluses, or all of the above at the same time, can make a new account in a split second. They don't ban IPs, and only recently blocked most well-known VPN IP ranges.

I've got a folder full of OBS screen captures of ~a hundred inicidents like those just described. They don't tell you if reporting a user results in moderation, to "prevent bullying," but I can tell you that users I recorded months ago running modded clients and sexually grooming children (adult with NSFW avatar explaining earnestly why incest is OK to preteens) still log in daily. I stopped filing moderation tickets when I realized nothing was happening. It's an absolute shitshow, a media exposé waiting to happen. I haven't even mentioned the staff-curated default avatar worlds with Disney and Viacom copyrighted characters.

Re:VRchat bans mods, embraces EAC by _mb2v on Monday July 25, 2022 @11:41PM (#32233994)
The comment I replied to got flagged so my reply to it’s hidden too, but here are some details on the crashers, malicious mods for sale, and DDoS groups I mention above:

——

Crashers, many of which are Quest-specific, some of which are world or avatar-based and sone of which are built into mods, are common and extensively documented:

https://youtu.be/tm0qVevUMJU

https://youtu.be/NW1XvhCzlts

https://youtu.be/Eeuf3EGgYJI

I know about the DDoS services because I followed the Discord links in the profiles of users affiliated with them, some of whom crashed me for sport in public worlds. I pulled their usernames from the logs and looked up their public game profiles. For example (sketchy link warning, may be NSFW):

https://photon-gods.cc

http://svh.natt.pw/

IP addresses of other users could previously be extracted due to VRChat’s old P2P netcode. This is a security design flaw in an MMO with a community as toxic as VRChat’s. This has now been mostly but not entirely patched (if you join a world with an older type of video player, any user in-world can submit a video URL that your client will directly fetch).

——

To be clear, banning mods and enforcing EAC won’t fix these problems. Improving moderation and patching the holes exploited by malicious mods will fix the problem.

Re:VRchat bans mods, embraces EAC by dom96 on Tuesday July 26, 2022 @10:56AM (#32239196)
> It's an absolute shitshow, a media exposé waiting to happen.

It's already happened. In the UK on Channel 4 at least: https://www.channel4.com/programmes/inside-the-metaverse-are.... It shows many of the incidents you've described. Including things that you probably haven't experienced (the player was a black woman, so you can imagine what she experienced).

Re:VRchat bans mods, embraces EAC by prox on Tuesday July 26, 2022 @02:07AM (#32234871)
That’s bad. However none of the issues they have are unsolvable. Just add EAC and provide an official mod api through a workshop or launcher. Creating a healthy eco system of moderators is doable as well.
Re:VRchat bans mods, embraces EAC by Aeolun on Tuesday July 26, 2022 @07:11AM (#32236751)
> running around in nude avatars with giant ejaculating phalluses

I can kinda see how this is fun the first time, or in a very specific age range, but I think the novelty would quickly wear off.

Re:VRchat bans mods, embraces EAC by salawat on Tuesday July 26, 2022 @09:12AM (#32237788)
Ever heard of Eternal September?
Re:VRchat bans mods, embraces EAC by GauntletWizard on Monday July 25, 2022 @10:46PM (#32233679)
Why would they ban their primary userbase?
[dead]
Re:VRchat bans mods, embraces EAC by _mb2v on Monday July 25, 2022 @11:05PM (#32233799)
>You have no idea what you're talking about regarding mods. Like, at all.

Enlighten us!

Re:VRchat bans mods, embraces EAC by pteraspidomorph on Monday July 25, 2022 @11:21PM (#32233879)
You're the one who has to explain yourself.

> Other mods exist, mostly for nefarious purposes like crashing other users who're on Quest or the vanilla client.

"Mostly" has statistical implications. Where are you getting this statistic? Do you have any data to back what you're saying? Which are these mods, and what exactly do they do? Are you saying there's a rich ecossystem of software specifically designed to interfere with the experience of Quest users? How do you even know that?

> There's a whole mini black market of "hacks", i.e. client mods built on abusing the VRChat API

This statement makes no sense. What VRChat call their "API" is a backend for wrangling metadata. Access to this backend is available to all user accounts and generally not discouraged. There is a message in the HTTP headers inviting users to apply for a job there.

> as well as some clients which tie into DDoS services that will target specific users in-game > These malicious clients are generally advertised and sold via Discord links in users' profiles. PayPal or CashApp are used to facilitate the transactions.

So these are standalone applications that cost money? Is the money to pay for denial of service botnet time, or a one time cost? How do you even know? And I don't see how a criminal operation of this calibre will be stopped by EAC.

> if you manage to obtain their IP address via exploit or social engineering.

IP addresses are public data and denial of service attacks are a crime wholly independent from any platform. If you already have the user's IP address, anything to do with VRChat and mods seems redundant.

Re:VRchat bans mods, embraces EAC by _mb2v on Monday July 25, 2022 @11:34PM (#32233954)
I will gladly explain, I’ve spent hundreds of hours in VRChat and many hours digging into its darker side.

Crashers, many of which are Quest-specific, some of which are world or avatar-based and sone of which are built into mods, are common and extensively documented:

https://youtu.be/tm0qVevUMJU

https://youtu.be/NW1XvhCzlts

https://youtu.be/Eeuf3EGgYJI

I know about the DDoS services because I followed the Discord links in the profiles of users affiliated with them, some of whom crashed me for sport in public worlds. I pulled their usernames from the logs and looked up their public game profiles. For example (sketchy link warning, may be NSFW):

https://photon-gods.cc

http://svh.natt.pw/

IP addresses of other users could previously be extracted due to VRChat’s old P2P netcode. This is a security design flaw in an MMO with a community as toxic as VRChat’s. This has now been mostly but not entirely patched (if you join a world with an older type of video player, any user in-world can submit a video URL that your client will directly fetch).

I’m curious why you so energetically promote a false, rosier view of the situation.

Re:VRchat bans mods, embraces EAC by pteraspidomorph on Monday July 25, 2022 @11:53PM (#32234063)
Glancing at the links you provided, I see some unfounded rumors and some (three?) references to the creation of avatars that overload users, causing them to crash (including one of the features in the bottom links). It's common knowledge that this is possible, and VRChat should probably do a better job of analyzing avatars at time of upload.

EAC does not prevent this in any way, shape or form.

I see what you mean now about abusing the API - they seem to be invite bombing or similar. This is not what DDoS means. If possible, this is definitely a rate limiting issue to be solved on the backend. EAC does not prevent this.

The client in your last link appears harmless at a glance, though maybe if I dug enough into it I'd find something unsavory. Did you look at what it does?

I don't think you have provided any evidence of harmful modding that will be affected by this patch yet. It's easy enough, on the other hand, to locate the github repositories for the hundreds of harmless mods that tens of thousands of community members use regularly, and which you don't seem to know about if you think these videos suffice to describe what mods are "mostly" used for.

Re:VRchat bans mods, embraces EAC by _mb2v on Monday July 25, 2022 @11:58PM (#32234096)
It sounds like you’re a VRChat mod user who is unhappy with the new update, and thinks I am defending it based on the bad mods it will ban. This is not what is happening. I am ambivalent to negative on EAC. The purpose of my comment above is to raise awareness of the bad parts of VRChat generally, especially to HN users unfamiliar with this game and its risks for younger users. I think EAC is a bandaid that will negatively impact good users and have minimal impact on bad actors.

Many mods are used for malicious purposes. This doesn’t mean ‘ban mods,’ it means patch the holes bad mods exploit.

Re:VRchat bans mods, embraces EAC by pteraspidomorph on Tuesday July 26, 2022 @12:05AM (#32234125)
I agree with your sentiment there for sure, but this is a submission about EAC. You have filled it with off-topic comments in a way that makes it seem you don't understand what the conversation is about. You made a very misleading statement when asked about the modding community that strongly implies it's mainly nefarious and exploitative, and that's what I replied to.

You know who has patched some of those holes you're talking about? Modders. There are mods that mitigate crasher avatars.

Re:VRchat bans mods, embraces EAC by _mb2v on Tuesday July 26, 2022 @12:25AM (#32234228)
I submit that the problem is actually bigger than you think, there are in fact more malicious mods than you realize, and drastic measures should be taken. I don’t think EAC is the right fix and I think it’s being made for the wrong reasons.

Most regular users don’t use or know about anti-crasher mods, and in any case the problems are inherent to the game’s design. Fixing those problems should be VRChat’s main goal.

The OP is about VRChat mods. I started talking about malicious mods and segued into bad stuff on VRChat in general, which I think is both relevant and interesting to HN users. If you don’t like it, I encourage you to help remove the bad stuff.

Re:VRchat bans mods, embraces EAC by numpad0 on Tuesday July 26, 2022 @08:23AM (#32237326)
Hey since you claim to be a knowledgeable VRC user - which I have no reasons to doubt - do you think it’s all about those crashers or could it be also to stop avatar rips, maybe foreshadowing microtransactions?

I’m completely uninitiated on VRC, but I do see some artists who have been offering VRC avatars and accessories through external services like booth.pm for couple years by now. Rips and thrown-together pirated models was a huge problem at least initially, and I would imagine would only be helped by mods.

Could this be that VRC is finally moving onto integrating avatar/editor marketplace and locking down on “illegal” avatars as part of that move?

Re:VRchat bans mods, embraces EAC by LordDragonfang on Tuesday July 26, 2022 @12:21PM (#32240312)
I think avatar data is stored in a cache file, so banning modified clients won't necessarily prevent rips.
Re:VRchat bans mods, embraces EAC by pteraspidomorph on Tuesday July 26, 2022 @01:32PM (#32241227)
For the sake of understanding the problem, any avatar marked as public can, or at least could (I can't say I've looked into this problem recently) be obtained in the following manner (DON'T do this, as it's still both a violation of the TOS and copyright infringement):

- Change into the avatar.

- Ask the VRChat API (backend) for information on yourself (this requires no special permissions).

- Use the link contained in the response JSON to download the avatar to your computer (it's how the official client obtains it, too)

- Unpack it with literally any Unity asset pack extractor, of which there are several. The asset pack is not secured in any way.

Note how mods are conspicuously absent from all of these steps.

I'm an avatar maker myself, and at this point my stance is that I can't be responsible for people stealing assets from me that I'm not allowed to redistribute, but I'm open to directly giving anyone anything I'm allowed to redistribute, and to teach them how to implement, download or purchase everything else. It's a load off my mind.

Re:VRchat bans mods, embraces EAC by serf on Monday July 25, 2022 @10:34PM (#32233604)
>never seen that work in practice.

Linden Labs did just that -- and almost every other better-practices VR thing -- and it worked just fine.

Linden Labs and their teething problems should be the bible for anyone starting a 'VR-experiences' style platform, but for some reason their past struggles have been widely ignored by the newer players in the field.

Re:VRchat bans mods, embraces EAC by kmeisthax on Monday July 25, 2022 @10:48PM (#32233685)
The problem is that if everyone with "metaverse" hype actually looked at Second Life[0], they'd realize that there's not really much to get hyped over. The final and most important lesson of Second Life was that most people do not want a 3D world chat room.

[0] Or ActiveWorlds, or the metric buttload of VRML chat services before that...

Re:VRchat bans mods, embraces EAC by Nursie on Monday July 25, 2022 @11:12PM (#32233833)
Yep. Some people do, they still have an audience, but it's not the revolution it was supposed to be.

It's also a great example of a hype cycle - it was going to be the future, it was going to be everything, corporates had offices in there, universities had campuses, there were virtual music events and art galleries, there were real-dollar millionaires made from virtual real-estate.

When the hype died down and the smoke cleared, there were still people wanting to use it, but not that many, and not in the way we were all told to expect, and the corporates realised they didn't need a bank branch or an SL office full of virtual meeting rooms in there after all. Neat sandbox with interesting ongoing uses, not the new centre of all our online lives.

Re:VRchat bans mods, embraces EAC by seydor on Tuesday July 26, 2022 @04:08AM (#32235625)
Makes one think if remote work is going to find a home in those online worlds. The mechanics make sense and it gives a sense of togetherness.
Re:VRchat bans mods, embraces EAC by chris_wot on Tuesday July 26, 2022 @12:50AM (#32234360)
And this will hopefully mean the end of Zuckerberg's expansion. It would be totally brilliant if this ended Meta.
Re:VRchat bans mods, embraces EAC by Karrot_Kream on Monday July 25, 2022 @11:18PM (#32233867)
I think COVID and GenZ growing up on the internet has changed the equation. Will the metaverse take over the world? Probably not. But now that knowledge work has gone remote, entire countries remain blocked to tourists, and people are coming down with flus they need to isolate for 10 days for, I think having a virtual sandbox to socialize in has more appeal.
Re:VRchat bans mods, embraces EAC by SolarNet on Tuesday July 26, 2022 @12:45AM (#32234339)
I think you missed the actual answer. There is a near future sci-fi book called Rainbows End written by a computer science professor 15 years ago (and that predicted a lot of stuff, like... cryptocurrency) that has an answer for this.

What will be the real "VR metaverse" for most consumers is the one that maps to reality. The AR metaverse. Being able to visit people in real life in real locations, virtually: augmented reality. Where the virtual reality part of that is a small extra side bit for the dedicated people.

Re:VRchat bans mods, embraces EAC by Karrot_Kream on Tuesday July 26, 2022 @01:10AM (#32234487)
I agree with this. I'm just saying in my opinion, with our current tech, VR and the Metaverse isn't something to be ignored. AR can definitely be bigger but it's important to remember that thousands of knowledge workers have begun their career never interacting with another person in a workplace.

While there used to always be soft pressure to structure your life in the real world, with work and school online, folks who otherwise would be pressured to interact offline might now find interaction online to be just as fulfilling. Or at least equally fulfilling for things like work while saving quality, offline time for friends.

Re:VRchat bans mods, embraces EAC by usrusr on Tuesday July 26, 2022 @02:26AM (#32235026)
But none of that looks like an excuse for VR to exist. That generation of remote first, they would be less interested in an hmd-based simulation of a meeting room, not more interested. They want a good camera, to be a better face on a screen, not better screens on their faces.
Re:VRchat bans mods, embraces EAC by Karrot_Kream on Tuesday July 26, 2022 @03:36AM (#32235438)
Of course and they are doing this, there's huge demand for nicer cameras, ring lights, backlights, etc for upcoming streamers and influencers. But this isn't a zero-sum game. It's not like we have to Zoom every hour of our work lives. Startups like Gather Town are predicated on finding a permanent, but not total, place in the future of remote work. If my company pays for a subscription to Minecraft For Work (TM) so that we can have remote tech talks or remote social events on it, then there's value, even if it's only used a couple hours per week by per team at a large company.
Re:VRchat bans mods, embraces EAC by Nursie on Tuesday July 26, 2022 @05:36AM (#32236134)
This is the exact same proposition that Second Life had, 15 years ago. Cross-continental teams can 'meet' in a shared virtual space and it'll be just like you're there! And after all the hype ... it just wasn't something that people did.

I know there are headsets now, maybe it will go differently. Maybe not.

Re:VRchat bans mods, embraces EAC by Nursie on Monday July 25, 2022 @11:40PM (#32233989)
Not being in Gen-Z, perhaps I don't get it.

But having seen virtual worlds come and go multiple times, I'm going to assume that it's another hype cycle until there's compelling evidence to the contrary.

Re:VRchat bans mods, embraces EAC by smaudet on Tuesday July 26, 2022 @12:21AM (#32234205)
Agreed.

You might as well not be a person if you live in a virtual world...necessities like money and basic human needs mean people outgrow their fantasy world, and their fantasy games. Moves like this cause fragmentation, such that there is no one virtual world.

As your userbase gradually dwindles to nothing...they grow up and have lives. Or don't, and are usually characterized by low paying jobs, poor health.

Ofc not every low paid worker is there by choice, and some are born disabled, but on average these games are a cause of their plight.

Re:VRchat bans mods, embraces EAC by PoignardAzur on Tuesday July 26, 2022 @07:42AM (#32236960)
> Or ActiveWorlds

Every time I see news about the "Metaverse", I remember the articles Shamus Young (RIP) wrote about ActiveWorlds and the DotCom bubble crash:

https://www.shamusyoung.com/twentysidedtale/?p=35399

The metaverse doesn't seem quite that bad (Facebook's people seem to have an understanding of the medium they want to operate in), but the basic "we're going to make the user experience worse by replicating the limitations of the real world for the sake of realism" mentality is still there.

Re:VRchat bans mods, embraces EAC by seydor on Tuesday July 26, 2022 @04:06AM (#32235613)
I ve been inviting people to try SL (opensimulator, the open source version of SL) and most people actually like 3D worlds. Many people don't even know these things exist because their mainstream experience is mobile games and flat websites. But SL has a terrible user interface and experience and it's so complicated that it alienates those users. Even an advanced user would have a hard time figuring out all those legacy things and concepts, it's the Unix of VR worlds.

As for the metaverse, people need to realize that it's not for everyone . Maybe in 10-20 years or so

Re:VRchat bans mods, embraces EAC by imtringued on Tuesday July 26, 2022 @03:23AM (#32235370)
The entire point of second Life is to have an infitely customizable character with user created clothing, etc. VRChat avatars are fully backed 3D models that require advanced modelling skills even for something as basic as changing the colour of a t-shirt.
Re:VRchat bans mods, embraces EAC by whywhywhywhy on Tuesday July 26, 2022 @04:45AM (#32235842)
>The final and most important lesson of Second Life was that most people do not want a 3D world chat room.

Isn’t this is what most teenagers use Fortnite and Minecraft as.

Re:VRchat bans mods, embraces EAC by m1gu3l on Tuesday July 26, 2022 @06:47AM (#32236564)
On the internet “most people” are an imaginary statistic we toss around thinking it means anything.
Re:VRchat bans mods, embraces EAC by LeeroyWasHere on Tuesday July 26, 2022 @07:13AM (#32236759)
Roblox and Minecraft both are good examples of Worlds where people meet up to socialize and play games.

I'd say, Roblox is more sticky, as there's a built in friend list and chat/messages without being in game.

Re:VRchat bans mods, embraces EAC by kmeisthax on Tuesday July 26, 2022 @12:47PM (#32240697)
No, not really. You're thinking of Discord.

Fortnite and Minecraft do have chat features in them, but those are features tacked-on as a last resort. In the case of Minecraft you don't even have voice chat. In the olden days of the Xbox 360's heyday[0], all we had were one-on-one voice channels or in-game chat, the latter of which would be an absolutely toxic nightmare of getting shouted and screamed at.

Furthermore, Fortnite and Minecraft are games whose camera and movement controls are optimized for the specific game mechanics they feature. If you want to create a generic 3D world, then you have to also create a generic set of controls to move and look around that world; and those controls are always going to be awkward and difficult to use.

Maybe you built a regular house, in which case Sims-style point-and-click-to-move and a fixed camera angle would be your best control option. Or maybe you built a racetrack with cars, which means you want WASD-steering with a car-locked third-person camera. Your FPS level wants first-person or over-the-shoulder third-person.

Second Life tried to do all of the above, so they gave you a default behind-the-head camera that vaguely works in open spaces, but you have to use Maya-style camera orbit controls to look at specific things. You can scroll to zoom to first person, but you can't use any of the builder controls in that view because of mouselook. And all of this was complicated enough that Linden Labs felt it was necessary to add "easy" movement and camera controls driven by UI buttons, but not to add click-to-move for third-person mode.

The thing is, when I look back at Second Life I can't really think of a way that it could have been done better. I can think of features that it's missing, but that wouldn't fix the clunkiness of the controls. Anything I could think of to fix camera movement would bias in the direction of a particular 'genre'; and making people switch between "FPS mode", "car mode", and "hanging out mode" would be a total pain.

This isn't even getting into the other problems these projects have, like the fact that 3D worlds are really expensive to build, or that the copyright maximalists will have a field day suing you over all the pirated content that your users will inevitably port in.

[0] As in, "blades dash" era 360

Re:VRchat bans mods, embraces EAC by mehlmao on Tuesday July 26, 2022 @11:45AM (#32239872)
They use Fortnite and Minecraft as something to do while they chat in another client, usually Discord. Modern multiplayer games have largely reduced (or eliminated) communication with people you aren't already friends with.
Re:VRchat bans mods, embraces EAC by jimmySixDOF on Tuesday July 26, 2022 @09:52AM (#32238269)
SecondLife, Fortnite, Roblox, etc (even VRC on PC) are what Matthew Ball refers to as "proto-Metaverses" as in 3D experiences locked inside 2D screens. But you can't compare those experiences to what is possible when you can see 3D in 3D either overlayed on top of reality or in a totally animated world space. It's Apples and Oranges -- yes they are both fruit; but you'd be very wrong indeed to think because one is good in a pie the other must be.
Re:VRchat bans mods, embraces EAC by mdip on Tuesday July 26, 2022 @10:37AM (#32238876)
Personally, I hadn't thought of it this way (mostly dismissed the idea). I'm sure it's a much different experience and one would have to experience it to properly judge it. I think the difficulty with the other, more generic, platforms was that the question of "what is the point" came up, a lot. And when users got to define "the point", sometimes "the point" was pretty disturbing ... most of the time it was just boring.

My biggest concern is that I've yet to find a VR headset that I can use for more than about ten minutes before feeling nauseated from motion sickness. I'm told this is somewhat/mostly solved and I've used higher end gear but it's been the same result for me every time.

Re:VRchat bans mods, embraces EAC by _flux on Tuesday July 26, 2022 @12:10PM (#32240171)
> My biggest concern is that I've yet to find a VR headset that I can use for more than about ten minutes before feeling nauseated from motion sickness.

Sometimes I see these issues being brought but and I always wonder if they are associated with experiencing applications that make your virtual body move artificially without actually moving in real life, instead of staying intact like in Beat Saber or jumping by teleportation like Half Life: Alyx allows?

It seems a popular mistake for VR newcomers is to get in—or be put in—a rollercoaster or drive a car where these kind of problems are very visibile.

Re:VRchat bans mods, embraces EAC by pteraspidomorph on Monday July 25, 2022 @10:53PM (#32233719)
There is a vibrant community of mods. There are more than 30 thousand people in the modding group Discord. Compare to less than 70 thousand people online in the platform at time of writing - a sizeable minority of the community uses (and a subset of them needs) mods. There are more than 200 safe working mods right now.
Re:VRchat bans mods, embraces EAC by Bytewave81 on Monday July 25, 2022 @11:17PM (#32233861)
Udon is not a modding API and was never intended to be one. It is purely a world-centric scripting system, which is great for building minigames inside VRchat, but not for extending the client's features on a global basis.
Re:VRchat bans mods, embraces EAC by p1necone on Monday July 25, 2022 @10:07PM (#32233430)
> These kinds of issues should be solved on the backend. Rate limiting, pattern matching, etc.

> never seen that work in practice.

Isn't this solved by basically every game with a persistent economy? If e.g. Eve online or Runescape just trusted the client they would have fallen apart years ago (not mentioning WoW until the next para because its economy is less important/more isolated to each individual player than a lot of other mmos).

Afaik in World of Warcraft (and by extension probably a lot of other similar games) a bunch of important stuff is totally serverside - your current HP/Mana/Inventory, skill cooldowns, buffs etc. None of that is controlled by the client, and the best you could do by hacking it would be to get it to temporarily show information that was different from what everyone else sees, and couldn't affect any other players.

Movement in WoW (afaik) is a bit more of a hybrid thing - it's a mixture of the client immediately responding to player input, and the server only resetting player position/kicking people off the server if it determines that the player could not have performed that movement with their maximum speed.

With a lot of games this isn't actually that hard either - you just encode rules about what players can do (max movement speed, rate limit amount of chat messages per second, abilities that that player has access to etc) and kick people from the server if their client claims they're doing anything impossible.

In competitive shooters it's a bit different - you don't want to let clients send you technically legitimate "I shoot in this direction" commands that come from an aimbot instead of a mouse, so a multifaceted approach is important here. But VRChat isn't a competitive shooter.

With turn based games it's really trivial, just have clients send you their decisions for each turn, run all the game logic server side and have the client be a dumb UX that plays the animations it's told to.

===================================================

Having an authoritative client and just trying to detect cheating on the server is very difficult/impossible - but that's because it's totally the wrong way to solve the problem in the first place.

You want to have the backend doing all the important logic, and have the client be as dumb as possible (or write a deterministic game engine and have the server replay the same inputs at the same time from the same state and boot people when the outcome doesn't match what they told you happened, but this requires engineering up front - it's not an easy thing to retrofit into an existing game).

===================================================

Edit: Realised WoW is a good example for mods too - the client is moddable, but there's a clearly defined API for what mods are allowed to see/do. It works pretty well.

Doing this the right way is not impossible, it's just probably more engineering effort than the devs of VRChat are willing to put in.

Re:VRchat bans mods, embraces EAC by Nuzzerino on Monday July 25, 2022 @11:25PM (#32233900)
> Doing this the right way is not impossible, it's just probably more engineering effort than the devs of VRChat are willing to put in.

Those guys push major updates on friday evenings, introducing new bugs and causing clients to break right when the weekend parties are scheduled to happen. I doubt it's a matter of "willing" and more about competence.

Re:VRchat bans mods, embraces EAC by floatboth on Tuesday July 26, 2022 @08:19AM (#32237278)
> multifaceted approach is important here

Valve is pretty good at this, and they don't even use kernel level anti-tampering as a facet. Trust factor, VACnet (machine learning) and overwatch (community demo review) add up to a system that's pretty decent at not matching you with cheaters if you aren't one.

Re:VRchat bans mods, embraces EAC by TylerE on Monday July 25, 2022 @11:44PM (#32234012)
> Isn't this solved by basically every game with a persistent economy? If e.g. Eve online or Runescape just trusted the client they would have fallen apart years ago (not mentioning WoW until the next para because its economy is less important/more isolated to each individual player than a lot of other mmos).

These is easy when a couple seconds latency is acceptable. In an action game, as opposed to an MMO, it isn't. 100ms is likely to lead to a very subpar experience.

Thus you end up doing stuff client side, even if you sync up with the server a couple times a second.

Re:VRchat bans mods, embraces EAC by p1necone on Tuesday July 26, 2022 @12:09AM (#32234143)
A couple of seconds latency is basically unplayable in any genre (except for turn based stuff I guess). When I used to play WoW latency was generally < 100ms.

You can paper over latency by immediately showing animations and stuff clientside, and rolling back if the server decides it didn't happen - most games do do this. But there's not a multiple second gap between e.g. you activating a spell in WoW and the outcome being registered by all players involved - that would be actually unplayable as you say. There's also sub second cast times combined with spells that interrupt/stun those other spells.

Nowadays there's not much difference between a lot of MMOs and what I assume you're referring to by action games - see New World[1], Black Desert, Tera, Elder Scrolls Online for a bunch of examples of games that have fast paced combat with small cooldowns and reticle aiming while also being full fat MMOs.

Besides, this thread is about VRChat, which is definitely not an action game.

[1] https://www.youtube.com/watch?v=a8JiJN8942o

Re:VRchat bans mods, embraces EAC by devwastaken on Tuesday July 26, 2022 @03:23AM (#32235369)
Udon isn't an extension.

There are many mods, authors, and tens of thousands of hours of work put in by game devs.

It's disrespectful to be commenting about a subject you don't have experience with. It's only muddying the waters.

Re:VRchat bans mods, embraces EAC by __alexs on Tuesday July 26, 2022 @06:37AM (#32236506)
> never seen that work in practice

it often doesn't work out even if you do ban modified clients. there's an impressive array of hacked clients for many games out there.

Re:VRchat bans mods, embraces EAC by AinderS on Monday July 25, 2022 @10:02PM (#32233410)
> never seen that work in practice.

Except in every competitive online game that predates EAC. Rule #1 in networked games is "don't trust the client".

Re:VRchat bans mods, embraces EAC by hinkley on Tuesday July 26, 2022 @12:32AM (#32234264)
I’d also invite anyone interested in this space to look at both the rule for World of Warcraft addons and their evolution over time. Many actions are doubly rate limited. Not only can you not spam a single action, you can typically only call one rate limited API action per event handler. So you can make a button that can do one of three actions depending on state, but if a second fires it generates an error.
Re:VRchat bans mods, embraces EAC by hgazx on Tuesday July 26, 2022 @04:01AM (#32235575)
Until you get a Lua unlocker. Because those limits are enforced by the client, not the server.

I’m not arguing that there’s no rate limiting going on in the server, but some things such as not being able to call several api commands with only one hardware event are enforced client side because by definition the server has no idea about whether a hardware event happened.

Re:VRchat bans mods, embraces EAC by hinkley on Tuesday July 26, 2022 @01:29PM (#32241203)
Yes and no. The rate limiting can still be done server side. Reacting to events is simplest on the client, but if you were being a hard ass about it you could do something with correlationIDs. I think it depends on how much state history you want to retain on the server to map actions to outcomes.
Re:VRchat bans mods, embraces EAC by j16sdiz on Monday July 25, 2022 @10:13PM (#32233470)
That’s an endless arm race. They are complaining how much time they wasted on mods
Re:VRchat bans mods, embraces EAC by falcolas on Monday July 25, 2022 @11:05PM (#32233796)
Even if it is an arms race, adding anti-cheat software will not make the client trustable. The arms race, as you say, will continue.

Even Ring-0 anti-cheat software hasn’t kept Valorent cheat and abuse free.

The server is the only software not in “malicious” hands; it’s the only place anti-abuse checks are viable.

Re:VRchat bans mods, embraces EAC by Hikikomori on Tuesday July 26, 2022 @03:57AM (#32235550)
Pretty much all AC focused on protecting the client and game memory was already ring 0 before Valorant even came out.
Re:VRchat bans mods, embraces EAC by AinderS on Monday July 25, 2022 @10:38PM (#32233634)
How is "don't trust the client" an arms race? But now we're moving past the simple empirical fact that for countless games it worked, and still works.

> They are complaining how much time they wasted on mods

You mean their complaint that they wasted time on bug reports coming from modded clients? And instead of using the obvious, dead simple solution of appending a client ID to the bug report to filter out modded clients, they prefer to use this as an excuse to add DRM?

Guild Wars had a similar issue of getting bug reports from clients due to hardware errors. Did they ban all PCs not built by an authorized OEM? No - they simply added a hardware health check to their game, and ignored bug reports by clients that failed it.

Re:VRchat bans mods, embraces EAC by p1necone on Monday July 25, 2022 @11:04PM (#32233788)
> How is "don't trust the client" an arms race?

Exactly. You write the game logic, you know what the client is and isn't allowed to do. Just ban/kick if the client tries to do something it isn't supposed to do.

The only thing stuff like EAC should be needed for is stopping people from delegating making their game logic legal inputs via an aimbot or some external script instead of their actual fingers, which doesn't seem relevant for VRChat.

Re:VRchat bans mods, embraces EAC by alpaca128 on Tuesday July 26, 2022 @04:06AM (#32235610)
Another reason for EAC would be a kind of cheat people built for a recent Battlefield game: a modded graphics driver that changed colors to make other players more visible. There's just no way to detect this server side.
Re:VRchat bans mods, embraces EAC by yellowapple on Tuesday July 26, 2022 @05:02AM (#32235928)
That doesn't seem very relevant for VRChat, either.
Re:VRchat bans mods, embraces EAC by pixl97 on Tuesday July 26, 2022 @12:03PM (#32240103)
>Just ban/kick if the client tries to do something it isn't supposed to do.

Of course couple this with a deep understanding of what your client actually can do. Oh, and keep track of updates you'll have a lot of banned users.

Re:VRchat bans mods, embraces EAC by etchalon on Monday July 25, 2022 @11:31PM (#32233937)
The "dead simple solution of appending a client ID" would completely fail if the modified client sent the Client ID of a supported client.
Re:VRchat bans mods, embraces EAC by nightpool on Tuesday July 26, 2022 @01:05AM (#32234461)
Correct. The problem is users not mentioning they have modified clients when reporting e.g. avatar rendering issues to individual modders. The users aren't being deceptive, they're just non-technical
Re:VRchat bans mods, embraces EAC by salawat on Tuesday July 26, 2022 @09:32AM (#32238047)
Welcome to the fruits of a computing industry that hasn't focused on making computing more accessible cognitive load wise in decades.

Specs locked behind paywalls/licensewalls. Closed source API:s, lock in via cryptography... It all comes together to create just what large software platforms want, but what people like Engelbart were trying to avoid.

A technically ignorant/illeterate user populace.

Re:VRchat bans mods, embraces EAC by potatolicious on Monday July 25, 2022 @10:35PM (#32233614)
Cheating was rampant in those games? Even nowadays the most liberal modding policy for multiplayer games is "modded copies cannot play with unmodded copies" to try and cordon of modded users from being able to scam/grief/etc the general player base.

Is there any online game that has permitted modded clients playing with unmodded clients and had it go well?

Re:VRchat bans mods, embraces EAC by Karrot_Kream on Monday July 25, 2022 @11:34PM (#32233953)
In a game this makes sense, cheaters ruin the competitive aspect of the gameplay. But here people are objecting because there's no competition. VRChat's claims are that modded clients result in security exploits for unsuspecting users and can cause instability for non-modded users. So the question arises, can VRChat plug these problems without resorting to anti-cheat? Was anti-cheat just the lazy option, or are there inherent aspects of the client which make it hard to plug these security exploits or the instability?
Re:VRchat bans mods, embraces EAC by falcolas on Monday July 25, 2022 @11:07PM (#32233807)
Minecraft. World of Warcraft. FFXIV. Just to name 3 off the top of my head.
Re:VRchat bans mods, embraces EAC by atraac on Tuesday July 26, 2022 @03:26AM (#32235386)
It's worth noting that WoW addons also backfired at certain points but for different reasons. Example being AVR that drew shapes over the 3d world marking boss mechanics, essentially trivializing them and leading to Blizzard locking out that API entirely from addons. It didn't affect other users, though gave a competitive advantage to some.
Re:VRchat bans mods, embraces EAC by asojfdowgh on Tuesday July 26, 2022 @06:34PM (#32244942)
And there is a hell lot of complaints about cheaters on hypixel, no?
Re:VRchat bans mods, embraces EAC by anonymoushn on Tuesday July 26, 2022 @01:49AM (#32234739)
Does squeenix explicitly allow FFXIV mods now?
Re:VRchat bans mods, embraces EAC by madamelic on Tuesday July 26, 2022 @06:46AM (#32236561)
Ehhh. I'd say they tolerate it.

Their policy is basically "Don't Ask, Don't Tell". So as long as you aren't yelling at people about DPS meters or streaming with obvious mods, they'll leave you alone.

Re:VRchat bans mods, embraces EAC by AinderS on Monday July 25, 2022 @10:41PM (#32233645)
> Cheating was rampant in those games?

But what kind of cheats? Aimbotting and seeing through walls don't apply to VR chat. And no matter how modded your client was, you couldn't spam endless grenades in Counter Strike - the server knows how many grenades you have, and where you can throw them.

Re:VRchat bans mods, embraces EAC by asojfdowgh on Tuesday July 26, 2022 @06:30PM (#32244916)
Aimbotting/wallhacks are relevant, as there are games within VRChat where those are relevant.

Due to starcraft 2's design, defogging hacks were plentiful.

Anyone who has played TF2 for a significant amount of time has run into hackers landing impossible shots, e.g. through walls

before EAC, there has been VAC (along with two separate community-ran anti-cheat services for source games), Battleye, Warden, etc. It seems universal amongst those involved, that client-side anti cheat helps way more than you expect.