• saigot@lemmy.ca
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    9 months ago

    Isn’t this the same anticheat that just caused that big Apex Hack? Seems like… poor timing

    • ILikeBoobies@lemmy.ca
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      9 months ago

      Kind of, the hack was through Apex’s implementation/calls to the anti-cheat

      It shouldn’t have an impact in this game

        • ILikeBoobies@lemmy.ca
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          9 months ago

          Not yet, EAC and EOS have stated their investigations have not found the vulnerability on their end. Respawn has yet to comment on it at all

          • c10l@lemmy.world
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            9 months ago

            Ok so it’s unknown.

            Whilst I agree that it’s unlikely that it was an RCE in EAC like it’s been floating around, nothing can be entirely discarded yet.

            I do agree that it’s likely safe to play Halo, if the hack happened due to calls made from Apex to EAC, that means EAC’s APIs made it possible (still unlikely to be an RCE though). With that in mind, bugs or malicious code in any game that interacts with the EAC APIs could cause the same issue.

            This is one of the dangers of kernel-level anti-cheat systems.

            It should be safe® on Linux though, as it has no direct access to the kernel.

    • c10l@lemmy.world
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      9 months ago

      It’s not clear (to me) if EAC was a factor in the hack.

      Regardless, on Linux it runs in Proton so it should be entirely in userspace. In Windows it runs in the kernel which makes it a lot more dangerous.

  • AutoTL;DR@lemmings.worldB
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    9 months ago

    This is the best summary I could come up with:


    Halo Infinite had an update that amongst other things added in Easy Anti-Cheat, which thankfully has been enabled so it still works on Linux Desktop and Steam Deck.

    I’ve tested it myself with Proton Experimental (Desktop) and it does work, with EAC loading just fine and online play works without issues.

    Although some of the graphics look a bit broken with textures not correctly loading in the environment and on Spartan suits (#1, #2) on Mesa 24.0.3.

    An overhauled network model, that should result in less rubberbanding movement, taking damage around corners, and other issues caused by becoming desynchronized with the multiplayer servers.

    A refresh of Squad Battles with new maps made by players using The Forge:

    The introduction of Firefight Custom, so modders can have even more fun creating things.


    The original article contains 160 words, the summary contains 128 words. Saved 20%. I’m a bot and I’m open source!