this post was submitted on 03 Jul 2025
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Those are valid concerns, but I don't see any reason to believe that a hybrid approach for handling the two ecosystem couldn't be possible. As mentioned by their discord posts, their patches to the game are directly parsed by CodeWeavers, and options for server-sided anticheat or a Valve-style "Trust Factor" are both on the table.
I could also see this being beneficial regardless of the eventualities because of the barrier of entry - novice or less tech savvy users who wish to remain on the Windows platform and desire to cheat could be more deterred (or caught) by the kernel level anticheat. On the other side of the aisle, linux users could be targeted with a Trust Factor or higher level of User-space scrutiny, given a lower likelihood for running an excessive amount of background processes (compared to Windows).
I think the real answer is going to be an evolving server side anti-cheat. If you do it client side, they will always find a way round it.
But that idea puts their servers at risk if the code is bad.
Somehow ... not an issue for client-side ...
Yes. But this is precisely the reason I won't play games that need kernel level anti-cheat. I barely trust game devs to run usermode code on my machine. I sure don't want to let them near kernel mode.