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Looking Glass is lossless, so provided you can do your color calibration under Linux then it would work fine.


Indeed, AV vendors flag LG because the windows executable we host:

  1) It's not a signed executable (FOSS project, signing is a PITA without corporate sponsorship)
  2) Microsoft Defender flagged the exe for wanting admin privs
  3) Google were dumb and flagged us because MS did
  4) All other AV vendors flagged us because google flagged our website.
We had to put the exe into a password protected zip to stop Google flagging us as we couldn't convince the idiots (robots) there that it was a FOSS project with all sources available for review.

Feel free to help us out and report the false positive to your AV vendors! :)


Alright, good to know! Will send a report :)


Yup, this is a good option too, makes it easy to debug/diagnose when things go wrong with the guest VM too.

Just note that not all multi-input monitors are equal though, a small minority appear to the GPU as unplugged when the input selection is changed.


Yes, this works for many laptops but it depends on how the laptop is internally wired. We have many members that use their iGPU for Linux, and the dGPU for the VM.


I haven't tried in about 6 months but I had issues with reusing that same dGPU if I wanted to use it for Linux gaming when the VM is offline. I thought it would be easy to bind and unbind it as needed but had issues with doing so. Is this a possible/recommended setup, is there another alternative or I shouldn't bother trying?


Because some cheats use a VM environment to hide from detection as they can act on the VM from outside of it.

The solution though is not to ban VMs, but to push vendors like AMD and Intel to enable access to, and enforce usage of technologies like SEV if running inside a VM.

https://www.kernel.org/doc/html/v5.6/virt/kvm/amd-memory-enc...


I wrote this another comment, but instead of getting too much into an arms race, studios should invest more on server-side anti-cheat mechanisms.

You could correlate community feedback and some machine learning, while also picking easy-to-catch impossible actions.


Server-side solutions don't catch all cheats. They can block actions that are impossible according to the game rules but they cannot prevent clients from disclosing too much information to the player about other players, or automating actions that are technically possible, like using aimbots.


You can definitely handle some of those situations server side (the key word being "some") with enough engineering effort.

In regards to player positions: check which player locations are occluded and wouldn't be visible through the geometry, then only send the valid ones for each player. Of course, doing this on high tick servers could prove to be computationally intensive.

In regards to aimbots: the clients already send you information about where they're looking so that it can be displayed to other players. Attach some mouse movement metrics and from that you'll sometimes be able to infer the most naive aimbots instantly.


> In regards to player positions: check which player locations are occluded and wouldn't be visible through the geometry, then only send the valid ones for each player. Of course, doing this on high tick servers could prove to be computationally intensive.

What's your tolerance on this? Too low and players will complain that other players pop into view and kill them in the event of latency. Too high and cheaters still have access to the most valuable cases of information, when there's a chance for one player to get the drop on the other.

What about strategy games which rely on their lockstep simulation for performance? How would an RTS work if it's sending the locations of 100s of units in real time versus just player actions. Do you want to have to implement prediction and deal with warping in such a game?


A few approaches to consider:

  1) be fair and decide upon some value that should cover most cases, make the outliers suck it up, like some games kick those with higher pings
  2) don't be fair and base the threshold of visibility on some predictions about the movement of the entities in the following ticks, based on their probable movement speeds, as well as the ping times of the each player; the player with the higher ping value might receive the position of the other about 10 frames earlier before they round a corner - imperfect, but should still avoid ESP across the map
  3) don't be fair, base this tolerance on hidden metrics about how trustworthy each of the players is considered, based on whatever data about them you can get, a bit like hidden ELO - you can probably game or abuse this system with enough effort, but it shouldn't make a difference in the lives of most legit players, since it shouldn't matter whether a model that you're about to see was rendered 5 or 10 frames before you actually did
  4) enforce regional matchmaking by default and only show servers with acceptable ping times for your system (if any at all)
As for RTS games, that should be even simpler - most have some sort of a fog of war mechanic. Given that, you could probably come up with some data structure to represent everything that's visible to your side (like an octree) and send all of the models within it, without worrying about checking individual positions.

As for warping: the exact same way as in any online game, probably by some interpolation. If you receive a position from the server, the entity should be visible at a certain position, if you do not, then it shouldn't be visible (or maybe send the position in which it should disappear, with an additional flag). If you don't get the data for a while, handle it however you would stale data - like ARMA 3 does with entities just standing around or other games with them running in place, which is pretty funny.


Interestingly, given it was one of the strategy games I was thinking of when I made that comment, the Paradox devs for CK3 commented on why they use a lockstep architecture and not sharing the state of the game by server decided POV in their dev diary a couple of days after: https://forum.paradoxplaza.com/forum/threads/anatomy-of-a-ga...


>Attach some mouse movement metrics and from that you'll sometimes be able to infer the most naive aimbots instantly.

see? even you do not believe that this will work


Of course I don't believe that it'll work 100% of time time, since nothing will.

Fighting against cheating in online games is going to be a constant arms race.

That's not to say that detecting most of the naive implementations isn't worthy of the effort.

It won't always work consistently but it should be pretty obvious when someone is lerping between two quaternions. Then, you can build upon that and attempt to detect small bits of random noise that'd be applied upon said interpolation and go from there.


This is what Valorant does and just does not work. People saying "yeah game dev are lazy, why not everything is done server side" this is really a naive view of game dev.

The short version is that you can't have a great experience for online games if you try to create a client as a dumb terminal.


I didn't mean to say they're lazy. I generally dislike the studios but developers there are brillant, usually.

I was thinking that studios were being cheap. Why invest in a proper server infrastructure if you can make clients install abusive software... Maybe I'm wrong but it always looked to me that way.


Don't disclose to the client anything not in their view.

I know this is sometimes impossible and/or too costly to implement but it should be possible to find a compromise that prevents most of the blatant cheaters, eventually.

Also helpers like: In any score event, for randomly selected players, analyze the last actions taken.

You just cannot trust the clients. People will find creative ways of reading the memory of their own hardware, whatever you do.


> Don't disclose to the client anything not in their view.

Either full of edges cases (how do you efficiently compute visibility, and can you prevent models from popping in as a result of latency) or computationally expensive[0]. Valorant, CSGO, League of Legends, Dota 2 are some of the games that I know about that implement server-side occluding to minimise the impact of wallhacks, but eventually a client will still need information like the position of an audio cue such as footsteps that cheats can make use of.

[0]: https://technology.riotgames.com/news/demolishing-wallhacks-...


> can you prevent models from popping in as a result of latency

Can you do that well enough on the client? The client can add some prediction on where someone is moving, but so can the server. And enemies killing you due to lag is happening already with current architectures.


> instead of getting too much into an arms race, studios should invest more on server-side anti-cheat mechanisms

End offline AAA gaming?


Offline games do not use or need "anti cheat".


The GPU is given to the guest, so the guest is driving the GPU directly making it a headless host.


Does this also work for audio?

E.g. could you run a high end DAW on the guest with the same performance?

If not, is it something that might be added later?


Likely setting the NVidia drivers to use MSI (Message Signalled Interrupts)


If you want easy, this is not for you. Setting up LG first requires setting up a VFIO Virtual Machine.

As for how viable it is, very... we have many members in our community that are using LG for productivity applications. For performance, very close to bare metal. In applications like Photoshop and Office you wouldn't be able to tell the difference.


I used to use looking glass (still sponsoring the project) but since my hardware is ancient I tried running the windows VM of a DVI to my monitor instead, and it's been so incredibly smooth along with Barrier ever since, with more horsepower I would probably go back to LG because of the convenience of being a regular window I can manage however I want.


This? https://github.com/debauchee/barrier

Is the key feature clipboard sharing? Otherwise I don't know why I wouldn't redirect events with zero additional software. As-is, I press both ctrl keys and my keyboard and mouse switch to the virtual machine. The big nuisance is that I need to switch monitor inputs. That appears to be something I can automate, but simply haven't yet.


No, it's not. evdev forces you to have your keyboard/mouse either fully captured or not, which is a pain if you're just working with a productivity suite. With LG's SPICE client input is sent to the VM via the same channel that evdev does, but also gives greater control allowing us to keep the cursor in sync with the local cursor, making the VM feel as if it's just another application on your desktop.


Yes that, I don't know how you manage the kb and mouse without it, but I only use it for that.


> If you want easy, this is not for you. Setting up LG first requires setting up a VFIO Virtual Machine.

Any quick links to how that differs from a regular QEMU/KVM setup?


You can also pass through more than just a GPU. I pass through an NVMe disk and a USB controller, effectively giving me a full second computer within my workstation. It's honestly fantastic.


Ok. And I assume that’ll all work at PCI speeds making it much more performant than using virtio-based forwarding. Sounds neat.

Do I need to do anything besides UEFI boot my virt-manager (QEMU) VM to make use of things like this?


I generally followed this guide, despite working from another distro: https://wiki.archlinux.org/title/PCI_passthrough_via_OVMF

The biggest pain every time I've done this is making sure that I can bind the device to the vfio driver.



Thanks.

So if I’m already UEFI booting my VMs with dedicated volumes, the key difference is how GPU pass-through is done?


Pretty much, lots of factors that are hardware dependent, such as how your motherboard assigns IOMMU groups come into play.


Yes, unfortunately Valorant is one that blocks VM usage... not that it has helped them any.


Anti-cheat measures end up blocking mostly the well-meaning players.

I know it's sometimes too costly, but game studios should invest more on server-side security measures and mostly distrust the clients.


But distrusting the client doesn’t solve the problem. If a user can see through a wall locally how can ‘distrusting’ anything fix that? What is there to distrust? All inputs are genuine.


> If a user can see through a wall locally how can ‘distrusting’ anything fix that?

The fact that the client can remove the wall and see something behind it is due to the fact that the client is trusted to do the hiding. An untrusted client would not receive the enemy position until the enemy is visible. This, however, comes with the drawback that the server needs to do the culling - That's why pretty much nobody does it right now.

Aimhacks would still be possible, of course, but client-side anti-cheat can't prevent those either.


Valorant specifically actually does this to a degree, and there was a quick article written by one of their anti-cheat developers that roughly explains their approach.

https://technology.riotgames.com/news/demolishing-wallhacks-...


Right it’s not a realistic suggestion as not even the client does it in software!


Why do you think that? The server needs to at the very least trace a line for a shot. There is nothing difficult or slow about that. Before you say that it is done with a z-buffer or something similar, think about third person camera angles or how older games did the same thing. You might want to pull back on being so certain if you don't have experience with game engines or graphics.


> Why do you think that? The server needs to at the very least trace a line for a shot. There is nothing difficult or slow about that. Before you say that it is done with a z-buffer or something similar, think about third person camera angles or how older games did the same thing. You might want to pull back on being so certain if you don't have experience with game engines or graphics.

But... it is done with a z-buffer.

If an opponent is obscured behind a nearby pillar or something, that's not going to be culled in software - that's done by the hardware z-buffer as part of the render process.

You can see this for yourself if you look at a game being run with wireframe rendering. You'll see it's in the same render node so it's still rendered - it's just obscured by closer geometry. And it's how some cheats actually work - they basically turn the wireframe back on!

'Tracing a shot' is casting one single ray.

For example read this article someone else linked https://technology.riotgames.com/news/demolishing-wallhacks-... and look at the last animation.


You are conflating needing information about player position with visibility of individual polygons.

Also you are forgetting that you just said that line of sight was done in hardware and you didn't explain how that would work for a server testing if shots actually hit.

> You can see this for yourself if you look at a game being run with wireframe rendering. You'll see it's in the same render node so it's still rendered

What does this even mean? What is "it" here and what is a "render node" ? There are hierarchies of transforms and players are going to be separate from the environment. This doesn't actually mean anything.

> it's just obscured by closer geometry. And it's how some cheats actually work - they basically turn the wireframe back on!

Yes, you are restating the context of what people are talking about, not what is actually being talked about, which is the timing of when the server should send visibility information, which is what your link is actually about.

Your link is actually directly contradicts what you are saying since it uses both an expanded bounding box based motion extrapolation and precomputed visibility, neither of which has anything to do with a z-buffer.


Look at the last illustration in that article.

Can you see how the red outline of the opponent appears while they're obscured behind the pillar?

When that red outline appears it's showing that the opponent is now being rendered, and that the z-buffer is being used to obscure them from behind the pillar.

This discussion is about how to make the red outline not appear until the opponent is actually visible.

The article goes into lots of ways to make the red outline appear later, but it still appears before the opponent is actually visible on screen.

That's the issue that people want to solve.

Consider an example of an opponent with just one pixel of their gun visible around a corner. How do you send that information to the client without telling them there's an opponent there, so that the user has to actually see the pixel? You'd have to just send that one pixel, right? Now we're talking about rendering server-side!


" When that red outline appears it's showing that the opponent is now being rendered, and that the z-buffer is being used to obscure them from behind the pillar."

Yeah, that's game rendering in the engine. That's visualizing something, not illustrating how the server is doing it. Did you actually read and understand your own link?

"That's the issue that people want to solve."

No it isn't, you misunderstood your own link to the point that you have it backwards.

The server not rendering the entire game from each person's perspective every for every player every frame.

The problem is being able to see every player walking around all the time.

Think for a moment what would happen if the server actually had perfect visibility - by the time you can see them it is already too late. You should be able to see them and then the server starts sending you a position. By the time you know you should see them, you should have already seen them and the other player pops into frame.

That isn't even buried in your own link, it's at the very top.

"Consider an example of an opponent with just one pixel of their gun visible around a corner. How do you send that information to the client without telling them there's an opponent there, so that the user has to actually see the pixel? You'd have to just send that one pixel, right? Now we're talking about rendering server-side!"

This is gibberish and is a lot like Frank Abignail trying to BS pilots. Once again your own link explains why this is nonsense from a lot of different angles, did you even read what you linked or did you just look at the pictures? It explains everything clearly.


> This is gibberish and is a lot like Frank Abignail trying to BS pilots

Why are you so abusive in your replies? What causes you to talk to people like this?

> You should be able to see them and then the server starts sending you a position.

Yes that's what I'm saying you'd need for an untrustworthy client. But even that's not quite good enough - if you can 'see' them but it's just one pixel that the user might miss - should the client really get the full location information? It could highlight the enemy from that when a player would likely miss it otherwise.

> The problem is being able to see every player walking around all the time.

No that's a weaker version of the overall problem. If you give the player's location to the client when the player may not actually be able to see them then you're relying on a trustworthy client.


I can see we are at the "you're being mean to me" stage in the discussion instead of the "I should not spread misinformation then doubled down on it" stage. No one is abusing you and you aren't a victim when someone wonders why you're misinforming people. If what you are saying doesn't add up (temporal chicken and egg, partial location information etc), focus on that instead of attacking people that are giving you the feedback that what you are saying doesn't add up.

You originally said that a server would have to render the game and use the z-buffer to do any occlusion culling, but this is not only not correct, it is contradicted by something you yourself linked. Why not just admit that this was a guess and not from experience or research into how game engines work?

"But even that's not quite good enough "

You are the only one saying that. Going from seeing every player on the map all the time to only seeing players a few frames before you would have seen them anyway is a huge leap, which is again, what people are talking about and exactly what you linked.

"should the client really get the full location information? "

What partial location information are you envisioning here?

Again, focus on backing up what you originally said first instead of trying to shift the goalposts from how servers would "have to" do occlusion culling.


I don't agree - but I think you're really just trying to get a reaction by being as aggressive and contrary as possible rather than actually going on what I've written, so I'm going to leave you to it from here.


Parent: "An untrusted client would not receive the enemy position until the enemy is visible. This, however, comes with the drawback that the server needs to do the culling - That's why pretty much nobody does it right now."

You: "But... it is done with a z-buffer. If an opponent is obscured behind a nearby pillar or something, that's not going to be culled in software - that's done by the hardware z-buffer as part of the render process."

Then I explained why this doesn't make sense on the server as a generalization and isn't necessary from a technical angle.

Then you ignored that you were both snarky and wrong, provided your own source which directly contradicts what you originally said and ultimatly called yourself a victim of aggression when I pointed this out.


Then the server should never send them information on what's behind the wall.


In Counter-strike there are footstep sounds with spatial audio. How can the server not send that info to me in a way that won't reveal the player's direction? hearing players coming before you see them is a huge part of the game.


You want to render all graphics on the server? I’m not sure that’s really a tractable suggestion.


Why would that be necessary? You realize the server already has to do a line of sight calculation to determine if a shot hits right?


Think about many times a second you have to trace a shot.

Now think about how many times a second you'd need to trace from every pixel on the screen to every part of the geometry on every opponent in order to check if it was visible or not to see if a player was legitimately able to view any part of their opponent.

For example read this article someone else linked https://technology.riotgames.com/news/demolishing-wallhacks-... and look at the last animation.


If you actually understood your own link you would see that there is no reason to trace every pixel on the screen when you can make a bounding box that covers motion and trace the vertices.

Anyone familiar with game engine programming would never consider what you are saying. That link is a more in depth version of what I just said, ray casts are being done on the server for visibility and have nothing to do with rendering the game to do it. It is literally demonstrating that they are already doing what people were wondering about.


A bounding-box is something we'd call an over approximation.

Using an over-approximation causes the opponent's location to be revealed to the client even when the opponent isn't quite on screen yet, requiring the client to be trusted to not show this information early, which is what people in this thread want to avoid.

That's the whole point of the discussion.

This is what the article is showing - can you see how the red outline of opponents appears early, and how the client is being relied upon to hide them until they're actually visible? That's what people don't want.


lol, who is "we" in this sentence?

You for some reason are ignoring what you originally said to focus on something else you are seem to misunderstand the context of.

What you originally were saying was that you would have to render polygons in hardware for the server to have any idea about occlusion, which the link that you gave not only disproves, but assumes that no one would think in the first place.

The whole point is that wall hacks let you see people running around the whole level and it is just a matter of work for the server to only send positions a few frames before you are going to see a player.

Everyone else is on the same page, but you think the player position being sent right before they appear is a problem? That's the solution in your own link.


> The whole point is that wall hacks let you see people running around the whole level and it is just a matter of work for the server to only send positions a few frames before you are going to see a player.

...and when an untrustworthy client gets that info it can highlight the opponent just before they come into frame, or highlight them fully even when they're mostly concealed, giving you an advantage.

That's the point of the thread. That's what people want to avoid. That's what the link wants to avoid, and says it doesn't manage to quite do and explains why it's hard.


Question, why can users see through walls locally, seems like there should be some sort of occlusion? I guess it's too slow to calculate and causes too much server-side processing?


> I guess it's too slow to calculate and causes too much server-side processing?

Bingo, game servers need to be as lightweight as possible because whatever calculations they have to run need to run per player per tick. Detailed occlusion calculations would be impractical, so at best it's very rough. And of course you don't want a situation where an opposing player isn't even seen until they've already shot you, so it needs to err on the side of visibility.

Every latency-sensitive online game has to make a bunch of tradeoffs between performance and security, and performance is generally more important.


The anti-cheat systems end up really just being more menance than use. Tons of money burned on something that cheaters will get around anyways.


It's one of those 'keeping honest people honest' things, of it were even easier I think even more people would do it?


They keep honest people from playing the game, unless you have clean install of windows with no blacklisted drivers or software installed. Not to mention how these things basically hook themselves to critical system APIs, acting more like a malware. Valorant is probably worst example of this. Community run servers are the best form of "anti-cheat".

The problem is that developers treat PC like a locked console. This is just a completely fruitless uphill battle. PC gives power to its users, while consoles give power to the developers. PCs are designed to not sandbox or lock you, you can do anything with them without having to break its sandbox first. The mindset with the developers that deploy intrusive anti-cheat is to have the users locked in so they can ship their centralized server model and hope they can deal with the hopefully lesser amount of cheaters themselves, instead of giving the moderation power to the users themselves.


You mean what's with the Holo display maker having the same name as us?

We were using and had the name before they announced their product. If you want to get really finicky, you can ask why we are using the same name as Sun's Looking Glass desktop environment.


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