EA Launching Kernel-Level Anti-Cheat

Electronic Arts offers "A Deep Dive on EA AntiCheat for PC." This announces that EA is launching its own kernel-level anti-cheat/anti-tamper solution as part of the launch of FIFA 23 this (northern) autumn. This approach can be effective at enhancing security, but the fight fire with fire approach leaves many gamers uncomfortable, since such drivers are so intrusive. EA explains that creating its own in-house approach has a number of advantage over third-party solutions. Here's the plan:
EAAC is a kernel-mode anti-cheat and anti-tamper solution developed in-house at Electronic Arts. PC cheat developers have increasingly moved into the kernel, so we need to have kernel-mode protections to ensure fair play and tackle PC cheat developers on an even playing field.

As tech-inclined video gamers ourselves, it is important to us to make sure that any kernel anti-cheat included in our games acts with a strong focus on the privacy and security of our gamers that use a PC.

Third party anti-cheat solutions are often opaque to our teams, and prevent us from implementing additional privacy controls or customizations that provide greater accuracy and granularity for EA-specific game modes. With EAAC we have full stack ownership of the security & privacy posture, so we can fix security issues as soon as they may arise.
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Re: EA Launching Kernel-Level Anti-Cheat
Sep 14, 2022, 15:00
30.
Re: EA Launching Kernel-Level Anti-Cheat Sep 14, 2022, 15:00
Sep 14, 2022, 15:00
 
jdreyer wrote on Sep 14, 2022, 11:18:
thestryker wrote on Sep 14, 2022, 01:17:
Riot's anticheat they use for Valorant paved the way for this type of system. I have my doubts regarding EA's competence with regards to getting it right, but if they do it's clearly superior to third party anticheat systems.

I'd prefer that they just use a VM, Sandbox or UWP for the MP portion of their games as this would be infinitely less invasive for users. This would undoubtedly cost more money to develop and maintain so they're going the cheap/easy route.
Wouldn't that affect performance?
UWP has zero impact on performance, but is easily the most problematic/controversial because it locks you into Windows 10/11 and requires a lot of understanding how it works. I may be wrong, but I don't believe any of the MS store exclusive PC games were so much as pirated successfully until they left the store (UWP was mandatory originally for the MS store).

Any form of sandboxing would certainly add in overhead, but I think that's certainly a much better tradeoff than kernal level access. It's one of those things: would you prefer a game to have higher system requirements or an anti cheat which requires you to trust a gaming company to do due diligence with coding and has to be enabled on boot so any time you didn't want it running you'd have to reboot and do the same for when you wanted it running.

While I'm not opposed to what they're doing in theory I'm also thrilled they're rolling it out in a game I'd never play. I'm all too happy for someone else to deal with their teething issues first because it's pretty much guaranteed to come to every other competitive multi-player game they sell.
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