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by Cieric 652 days ago
2 different ways.

1) We're dependent on external tools for capturing and debugging shaders, most of which are detected as debuggers by anti-cheat and will kill the process before we even have a chance of reproducing the issue.

2) The other thing is driver signing, our solution use to be just production sign drivers and test with those, but Microsoft didn't like that we could sign as many drivers/dll as we wanted every single day. So they limited us to X per day and told us to use Test Signing which anti-cheat still detects and blocks. We have other methods too, but they're all slowly being detected by anti-cheats.