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Visual Studio and Visual Studio Code are different beasts.

I’m interested in finding out how attack-defense style CTFs are affected by slopping. ENOWARS skorbor will probably significantly differ from the last time around.

Games very much are using server-side statistics analysis for cheat detection. Valve made a presentation about it and Epic has an API for feeding game state data to ML anticheat for aimbot detection (game-specific and in addition to their existing anticheat measures)

It’s just that it doesn’t work.


But why doesn't it work?

Either everyone on Earth who’s working on this has a skill issue (which is probably hubris?) or there’s not enough differing humanized enough aimbot from human aim (note: Valve manages to screw up even here, with cheaters in Premier basically rage aimbotting these days IIRC)

In addition, there’s not much these things can do against subtler stuff like ESP.


Aren’t most DMA cards just PCI-E FPGA things? In any case, DMA doesn’t magically make your shit UD - you can look at Unknowncheats and see.

Does Wine have any debugging tools with equivalent developer experience to Visual Studio’s debugger?

You could also do a trick some Windows stuff does - parse syscall indices from said dylib.


I’m interested in how LLMs handle obfuscated code. Throw LLM with IDA MCP at EasyAntiCheat_EOS.sys or the like (as the most common examples of heavily obfuscated software) and see how far they can get.


Anticheats will still have obfuscated code for obvious reasons (they don’t want to be reversed). Not sure they don’t induce some performance drop too - though maybe smaller compared to bad Denuvo implementation.


>written by non-kernel-devs

What exactly separates a kernel dev from a non-kernel dev?


One has experience writing secure, stable code for drivers, memory management, etc that is subject to broad review by other experienced devs. The other is looking at those things adversarially and pushes out whatever they think is good enough. Crowdstrike served as a useful reminder for who should be allowed in kernel space, and video game anti-cheat has far less justification to be there.


Do the cracks still need you to disable Hyper-V (which leads to disabling WSL and whatever else)?

In addition, I’m not sure why they’re enabling test signing instead of using kdmapper or the like. Sure, anticheats will get way more mad at you having a manual mapped driver, but one imagines rebooting once (after playing your cracked video game) beats rebooting twice (to enable test signing, then after playing the game).

The funny thing is I remember reading about using hypervisor crap to bypass Denuvo in ~2020 (actually the post is from 2019, https://www.unknowncheats.me/forum/2410412-post14.html)


“A friend of mine” told me that disabling hyper V and all that stuff is needed to play Crimson Desert cracked version.


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