12 comments

  • bri3d 3 hours ago

    This is a great writeup.

    It looks like this driver is being actively used in malware, too: https://www.fortinet.com/blog/threat-research/interlock-rans...

    • svespalec 3 hours ago

      Thanks! I had no idea it was already being used in the wild. It's a good case study for why shipping signed drivers with exposed IOCTLs and weak authentication is such a liability, even if (especially if) the developer never bothers to even load them.

  • galkk 22 minutes ago

    Some of games are releasing versions without copy protection and/or anti cheats when they are reaching end of their useful life for developers.

    I don’t know about that particular game, but it could be the case that the devs intentionally ripped off the driver from it.

  • supersing 2 hours ago

    Anti-cheat drivers have indeed turned out to be major security risks on Windows. But I think the blame should not be on game developers because kernel-mode anti-cheat is still one of the only methods that’s reasonably effective — and realistically, you can’t expect every game studio to have the expertise to write secure, reliable kernel drivers.

    If Microsoft wants Windows to be more stable and secure, they should provide built-in anti-cheat support in the OS. That would reduce the need for third-party kernel drivers in the first place.

    • b1temy an hour ago

      > they should provide built-in anti-cheat support in the OS.

      As much as I dislike anti-cheat in general (why incorporate it instead of just having proper moderation and/or private servers? Do you need a sketchy third-party kernel level driver to police you to make sure you're "browsing the internet properly in a way that is compliant with company XYZ's policies", or even when running other software like a photo editor, word processor, or anything else? It's _your_ software that you bought.) something similar is already happening with, e.g, Widevine bundled in browsers for DRM-ed video streaming.

      I agree that having some first-party or reputable anti-cheat driver or system, is probably preferable than having different studios roll out their own anticheat drivers. (I am aware there are studio-level or common third party common anti-cheat solutions already, such as Denuvo or Vanguard. But I would prefer something better)

      • ronsor an hour ago

        > I agree that having some first-party or reputable anti-cheat driver or system, is probably preferable than having different studios roll out their own anticheat drivers. (I am aware there are studio-level or common third party common anti-cheat solutions already, such as Denuvo or Vanguard. But I would prefer something better)

        Only Apple really has enough platform lockdown to achieve that. Whatever Microsoft ships would have more holes than swiss cheese (not that I'm opposed to that or anything).

      • stackghost an hour ago

        >why incorporate it instead of just having proper moderation and/or private servers?

        Because game studios these days are all about global matchmaking. Private servers aren't really a thing any more except in more niche games. Instead you (optionally with a party) queue for matchmaking. Every game has to have a ranked ladder these days, it seems.

        I miss the days of Tribes 2 or CS1.6 when games had server browsers

        • b1temy 29 minutes ago

          > Because game studios these days are all about global matchmaking

          Why not have moderation then? When participating in an online forum, you are essentially "matchmaking" to a topic or corner of the internet with similar interests. Have some moderators (be it members of the community, or staff) ban players on obvious hacking/cheating or rule-breaking behaviour, and allow members to report any instances of this (I believe this is already a thing in modern video games, I have seen videos of "influencers" getting enraged when losing and reporting players for "stream sniping").

          Sure, this might cause the usual issues of creating an echo chamber where mods and admins might unfairly ban members of the community. But you could always just join a different server in that case.

          I believe Minecraft has a system similar to what I described; you enter the URL of a server to join, each hosted on its own independent instance (not necessarily hosted by Mojang, the studio behind Minecraft) each with their own unique sets of rules and culture, and being banned in one server does not ban you from every other server. Incidentally, Minecraft also does not have kernel level anticheat, and still very successfully manages to be one of the most popular games around (By some accounts, the top-selling game of all time).

          > I miss the days of Tribes 2 or CS1.6 when games had server browsers

          I do too.

    • bri3d an hour ago

      > you can’t expect every game studio to have the expertise to write secure, reliable kernel drivers.

      If someone wants to sell something that comes with a driver, the driver needs a modicum of care applied to it. This is of course also on Microsoft for signing these things, although that ship sailed ages ago.

      Yes, I wouldn't expect every studio to need their own team - game studios can buy anti-cheat middleware, and the middleware can compete on not being total junk (which is how the industry already works, with a side helping of these more obscure awful drivers and a few big studios with their own).

      > If Microsoft wants Windows to be more stable and secure, they should provide built-in anti-cheat support in the OS.

      I guess they could have users approve a set of signed applications that would get some "authenticated" way to read address space and have an attestation stapled to it? It's actually kind of an interesting idea. The hardest part here would be that each anti-cheat tries to differentiate with some Weird Trick or another, so homogenizing the process probably isn't appealing to game developers really.

      Anti-cheat could go the opposite direction, with basically a "fast reboot" into an attested single process VM sandbox, but this has issues with streaming/overlays and task switching which are a bit thorny. I've always thought that this might be the way to go, though - instead of trying to use all kinds of goofy heuristics and scanning to determine whether the game's address space has been tampered with or there's a certain PCIe driver indicating a malicious DMA device or whatever, just run the game in a separate hypervisor partition with a stripped down kernel+OS, IOMMU-protected memory, and no ability to load any other user code, like a game console lite.

    • hsbauauvhabzb 2 hours ago

      If a surgeon does not have the expertise to perform a surgery, they probably shouldn’t cut into you.

      If the company lacks the competency to write secure driers, they should outsource the work or have it validated externally.

      These things could be solved by spending money. Stop excusing dangerous actions performed in the name of greed.

      • supersing an hour ago

        It is not realistic to expect every game developer to invest a lot of money into security. It's like asking every apartment building to run its own fire department.

        The responsibility of securing a platform should not fall on application developers anyway.

        • ronsor an hour ago

          The problem is that general purpose computing platforms are not supposed to be secured against the user. That's a WONTFIX.