Hacker Newsnew | past | comments | ask | show | jobs | submit | emsixteen's commentslogin

I think it would be very beneficial if the browser vendors, together with screenreader vendors and those who use them, were able to come together to actually unify the approach to how elements/these attributes/etc. are communicated to the end user.

They're working on it in the "Core Accessibility API Mappings" spec

https://www.w3.org/TR/core-aam-1.2/


this part is covered. the issue are the web devs who need or decide that they need to repurpose a set of elements into another set of elements and skip informing the non visual user about that.

I have it pointed at my domains just for basic stuff and luckily that seems to be working at least.


Railgun trail to match the reload time, always!

Will hop over to one of these the day that the AAA multiplayer titles I want to play are supported. I know it's down to the anticheat, but I still wanna play 'em. Hopefully Valve are able to push that forward.

Personally, I hope that corporate rootkits will never be permitted on Linux in any form. Game studios need to learn that anticheat needs to live on the server side where it belongs.

Easier said than done for some genres, unfortunately. To catch things like aim assistance from the server-side you'd have to resort to handwavy statistical analysis and somehow thread the needle between catching well-crafted aimbots, but without accidentally banning legitimate players under any circumstances, even if they're extremely skilled and/or lucky.

It's been tried but I don't think it's ever been very successful. The Battlefield series used to use Fairfight, which is based on server-side heuristics, but they ultimately gave up on it and switched back to client-side detection for the more recent games.


Cheating creates two problems. Obvious cheats aiming to upset other players and subtle cheats that don't want to be noticed as such. Now, I'm not saying it doesn't matter if people cheat as long as nobody notices or that competitive integrity is not important, but the first category is a much more immediate threat for most games and easy to detect. On a server analyzing locally recorded sampled demos.

I used to co-run an online gaming ladder back in the Quake 3 days.

There were aim bots and other client side hacks back then but we requested that folks record and upload demos of themselves for competitive matches. This allowed anyone to replay the game from your exact POV in-game, complete with hearing and seeing exactly what the real player saw at the time.

We all survived back then without kernel level anti-cheat tools with a very high certainty that no one was cheating.

Even if you tried to hide it, it was pretty obvious when someone was cheating. I don't recall a single unsolved case where someone was cheating and got away with it while the community really thought otherwise. This was with over 10,000 registered players and tons of active teams playing every day. No where near the scale of gaming today of course, but it's a big enough sample that the method does work for online competitive play.

Nowadays it would be even easier to detect foul play because with live streaming and human announcers, you're under a lot more analysis by the public in real-time.


That statistical analysis with post-facto game recordings could be pretty accurate, and needn't result in bans. In fact, I think banning cheaters is dumb. Instead, we should weight matchmaking algorithms to put cheaters all on the same servers. If they want to cheat, why not let them cheat against each other?

Mistakenly hellbanning legitimate players wouldn't be much better than banning them outright. Either way you've got a justifiably angry customer.

If your definition of "AAA" includes Arc Raiders and Marvel Rivals, then good news, they work.

But if your definition specifically refers to shooters like Fortnite or BF6, then yeah, they're not going to work. Except CS of course, but not sure if CS counts as "AAA" in your books.


We can only hope Valve‘s new „console“ will hit the market strong so they have another levarage to push the studios to implement appropiate, linux compatible anti-cheat.

Anticheat doesn't need to be Linux compatible, it needs to move server-side.

It has been. It's been server-side for decades. It's common industry knowledge that the client can't have authority. But server-side anti cheat can't stop aimbots or wall hacks. Client side anti cheat isn't about stopping you from issuing "teleport me to here plz server" commands, it's about stopping people from reading and writing the game's memory/address space.

If you wanted to teleport (and the server was poorly implemented enough to let you) you could just intercept your network packets and add a "teleport plz" message. Real cheats in the wild used to work this way. However a wallhack will need to read the game's memory to know where players are.

What modern anti cheat software does is make it difficult for casual cheats to read/write the game's memory, and force more sophisticated cheats down detectable exploit paths. It's impossible to prevent someone from reading the memory on untrusted hardware, but you can make it difficult and detectable so you can minimize the number of cheaters and maximize the number you detect and ban.

Linux is incompatible with client anti-cheat because there is no security boundary that can't be sidestepped with a custom compiled kernel. Windows is Windows, with known APIs and ways to read process memory that can be monitored. Secure boot means only Microsoft's own built kernels can boot and you now have a meaningful security boundary. Monitor what kernel drivers are loaded and you can make it harder for cheaters to find ways in. Sure you can run in a VM, but you can also detect when it happens.

Sure we can just run with no client side anticheat at all (functionally what Linux always is unless you only run approved, signed kernels and distros with secure boot) but wallhacks and aimbots become trivial to implement. These can only really be detected server side with statistical analysis. I hope you don't ban too many innocent people trying to find all the cheaters that way.


> Linux is incompatible with client anti-cheat because there is no security boundary that can't be sidestepped with a custom compiled kernel. Windows is Windows, with known APIs and ways to read process memory that can be monitored. Secure boot means only Microsoft's own built kernels can boot and you now have a meaningful security boundary. Monitor what kernel drivers are loaded and you can make it harder for cheaters to find ways in. Sure you can run in a VM, but you can also detect when it happens.

OK I'll just compile a custom ReactOS build that lets me sidestep that boundary.


Honest question: given all the companies and people working on anti-cheat systems for the last 20+ years of multiplayer video games, don't you think it would all be server-side if it could be, by now?

No, game companies are simply unwilling to pay for the talent and man hours that it takes to police their games for cheaters. Even when they are scanning your memory and filesystem they don't catch people running the latest rented cheat software.

Cheating is a social problem, not a technical issue. Just give the community dedicated server possibility (remember how back in the days games used to ship with dedicated server binaries?) and the community can police for free! Wow!

Yes, I would also prefer that servers were community run as in the hl2 days.

I would still argue that there are technical issues leading to some amount of cheating. In extraction shooters like Hunt Showdown, Escape From Tarkov and a few others, people can run pcie devices that rip player location and other information from the machines memory in order to inject it into an overlay with a 2nd computer, and they do go to these lengths to cheat, giving them a huge advantage. It wouldn't be possible to rip that info from memory for these "ESP cheats" if the server didn't needlessly transmit position information for players that aren't actually visible. IMO this is a technical failure. There are other steps that could be taken as well, which just aren't because they're hard.


Yes, because players want to spend time moderating other players instead of playing the game. Sounds fun!

Community servers literally invented anti-cheat. All current big name anti-cheats started as anti-cheats for community servers. And admins would choose to use them. Game developers would see that and integrate it. Quake 3 Arena even added Punkbuster in a patch.

Modern community servers like FiveM for GTAV, or Face-It and ESEA for CS2 have more anti-cheats, not less.


This is a misunderstanding of what community is, said by someone who doesn't know.

No, because most companies will make decisions based on time/effort/profitability, and because client-side anticheat is stupid simple and cheap, that's what they go with. Why waste their own server resources, when they can waste the user's?

Alright then, sounds like you've got it all figured out.

So it is the company prioritising their bottom line at the expense of their customer's computers. More simply, they move cost from their balance sheet and convert it into risk on the customer's end.

Which is actively customer-abusive behavior and customers should treat it with the contempt it deserves. The fact that customers don't, is what enables such abuse.


This is such a weird take. In an online multiplayer game the cheaters are the risk to the company's bottom line.

If a game is rampant with cheaters, honest paying players stop showing up, and less new players sign up. The relatively small percentage of cheaters cost the company tons of sales and revenue.

It is actively in a company's best interest to do everything they possibly can to prevent cheating, so the idea that intentionally building sub-par anti-cheat is about "prioritising their bottom line" seems totally absurd to me.

Not to mention these abstract "the company" positions completely ignore all the passionate people who actually make video games, and how much most of them care about fair play and providing a good experience to their customers. No one hates cheaters more than game developers.


I'll quote what the person I responded to said:

> because most companies will make decisions based on time/effort/profitability, and because client-side anticheat is stupid simple and cheap, that's what they go with. Why waste their own server resources, when they can waste the user's?

And my comment was a response to that statement. In context of that statement, companies are indeed choosing to prioritise their commercial interests in a way that increases the risk to the computers of their customers.

> Not to mention these abstract "the company" positions completely ignore all the passionate people who actually make video games

Irrelevant. Companies and their employees are two different distinct entities and a statement made about one does not automatically implicate the other. Claiming, for example, that Ubisoft enables a consistent culture of sexual harassment does not mean random employees of that company are automatically labeled as harassers.

Coming to anti-cheat, go ahead and fight them all you want. That's not a problem. Demanding the right to introduce a security backdoor into your customer's machines in order to do that, is the problem.


Agree 100%, client side anti cheat was never going to work.

To the downvoters: client-side anticheat simply cannot stop all the cheaters. Why? Because it's running on hardware that the cheater has full control over.

It has been (and continues to be) an enormous amount of effort, and some cheaters are absolutely going to get through anyway.


Right, you cannot control hardware you do not own and have in your possession. A cheat that uses another computer and a camera to watch the screen and emulate a mouse is an effective aimbot that no client side method will ever detect. The future must be server authoritative net code and behavior-based server-side cheat detection.

> The future must be server authoritative net code and behavior-based server-side cheat detection.

If they actually cared about stopping cheaters (rather than pouring tons of investor money into the appearance of anti-cheat), then yes, the future must be that.

But. I'm a USian and I notice that the TSA is still strip-searching people at airports and -worse- wasting assloads of everyone's time, effort, and tax money. I have zero faith that a sudden attack of common sense will redirect efforts (whether they be in the arena of airport security or eviction of match-damaging video game cheaters) in a more sensible direction within what's left of my lifetime.


Day Z’s authoritative server‑side detection performed so flawlessly, it let me breach the network bubble and force other players to defecate themselves. 10/10, would recommend.

I'm on the hunt for ways (system instructions/first message prompts/settings/whatever) to do away with all of the fluffy nonsense in how LLMs 'speak' to you, and instead just make them be concise and matter-of-fact.

fwiw as a regular user I typically interact with LLMs through either:

- aistudio site (adjusting temperature, top-P, system instructions)

- Gemini site/app

- Copilot (workplace)

Any and all advice welcome.


CLI tools are better about this IME. I use one called opencode which is very transparent about their prompts. They vendor the Anthropic prompts from CC; you can just snag them and tweak to your liking.

Unfortunately the “user instructions” a lot of online chat interfaces provide is often deemphasized in the system prompt


ChatGPT nowdays gives the option of choosing your preferred style. I have choosen "robotic" and all the ass kissing instantly stopped. Before that, I always inserted a "be conciseand direct" into the prompt.


i found robotic consistenly underperformed in tasks and it also drastically reduced the temperature, so connecting suggestions and ideas basically disappeared. I just wanted it to not kiss my ass the whole time


Did you made a comparison?

I got did not and also had the impression it performed lower, but it still solved the things I told it to do and I just switched very recently.


If the system prompt is baked in like in Copilot you are just making it more prone to mistakes.


… and then the return argument is that those who actually want to do this nefariously are already going to be able to hide device modifications/rooting.


Insanely ignorant.


Source was the game that never really grabbed the 1.6 playerbase, moreso than 1.6.


For us the combination of WoW and WC3, then later LoL, are what ruined the thriving LAN centre scene across Ireland. There were 12 or so actual GAMETHEWORLD centres, then other wee franchised ones. WoW especially just didn't lend itself to LAN gaming, absolutely sucked the life out of the centres.


The issue that was noted at larger LANs I used to go to was that matches of DotA could lock in around 12 people for around 45m per game which would make getting participants for other games more difficult. There would be constantly running CS/UT servers where people would drop into to kill time, but trying to get a large game running or something like battlefield required advance planning


This site makes my (more than good) computer's browser crawl to a halt.


Thank you for the report! I was thinking of redoing the landing page for a while anyway. Are you using a niche browser or something like that? I haven't had anyone experience this issue nor was I able to reproduce it.


Firefox Dev Edition, nothing odd imo.


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: