| There isn't. When it comes to anti-cheat on Linux, it's basically an elephant in the room that nobody wants to address. Anti-cheat on Linux would need root access to have any effectiveness. Alternatively, you'd need to be running a custom kernel with anti-cheat built into it. This is the part of the conversation where someone says anti-cheat needs to be server-side, but that's an incredibly naive and poorly thought out idea. You can't prevent aim-bots server-side. You can't even detect aim-bots server-side. At best, you could come up with heuristics to determine if someone's possibly cheating, but you'd probably have a very hard time distinguishing between a cheater and a highly skilled player. Something I think the anti-anti-cheat people fail to recognize is that cheaters don't care about their cheats requiring root/admin, which makes it trivial to evade anti-cheat that only runs with user-level permissions. When it comes to cheating in games, there are two options: 1. Anti-cheat runs as admin/root/rootkit/SYSTEM/etc. 2. The games you play have tons of cheaters. You can't have it both ways: No cheaters and anti-cheat runs with user-level permissions. |
On dedicated servers we had a self-policing community with a smaller pool of more regular players and cheaters were less of an issue. Sure, some innocents got banned and less blatant cheaters slipped through but the main issue of cheaters is when they destroy fun for everyone else.
So, for example, with the modern matchmaking systems they could do person verification instead of machine verification. Such as how some South Korean games require a resident registration number to play.
Then when people get banned (or probably better, shadowbanned/low priority queued) by player reports or weaker anti-cheat they can't easily ban evade. But of course then there is the issue of incentivizing identity theft.
And I don't think giving a gaming company my PII is any better than giving them root on my machine. But that seems more like an implementation issue.