protonscr

Proposal: Universal Local Anti-Cheat Runtime (ULACR) for Proton/Linux/Steam Deck Compatibility.

protonclosed
ValveSoftware/Proton#9234 · opened 2025-11-20 by Tuncor · updated 2025-11-20 · 1 comments · github
TTuncor 2025-11-20 github

Technical Proposal for Valve: Universal Local Anti-Cheat Runtime (ULACR)

1. Executive Summary

Traditional anti-cheat systems are becoming increasingly inadequate against growing cheat complexity and user privacy concerns. Kernel-level anti-cheat solutions pose serious problems regarding user security, operating system compatibility, and the Proton/Steam Deck ecosystem.

This report proposes a new approach for Valve's ecosystem:

→ An in-game mini-server anti-cheat system that runs on the player's computer, does not require kernel-level access, and is based on behavioral analysis and SQM (Statistical Query Model).

This system:

  • Eliminates the need for kernel-level anti-cheat.
  • Provides 100% compatibility with Linux/Steam Deck/Proton.
  • Offers a single security platform that all games can share.
  • Reduces anti-cheat development costs for companies.
  • Maximizes user privacy and system security.

2. Problem Definition

Current anti-cheat systems face the following challenges:

2.1. Kernel-Level Anti-Cheat Problems

  • Requires kernel drivers that threaten user security.
  • Has low compatibility on Proton and Steam Deck.
  • Risks system stability and privacy.

2.2. Server-Side Analysis Insufficiency

  • Requires high server costs for all behavioral analysis.
  • Micro-input anomalies cannot be detected due to latency.

2.3. Game-Specific Anti-Cheat Solutions are Fragmented

  • Each game uses a different anti-cheat system.
  • Integration is costly for developers.
  • Complex compatibility issues arise on the user side.

3. Proposed Solution: Universal Local Anti-Cheat Runtime (ULACR)

The proposed model is an independent mini-server running on the player's device.

3.1. Core Principles

  • No kernel access required.
  • Operates independently of the game.
  • Does not conflict with other applications.
  • All games can connect via a common API.
  • Analysis is performed locally, making it both fast and secure.

3.2. Working Structure

  • When the user starts a game, the ULACR daemon runs in the background.
  • The game engine sends all input/camera/network data to the ULACR API.
  • ULACR performs the following analyses:
    • Micro-timing jitter analysis (SQM)
    • Camera movement curve analysis
    • Detection of inhuman movements
    • Detection of excessively flawless input behavior
    • Wallhack behavior profiles
  • ULACR identifies anomalies in real-time.
  • If a critical anomaly is detected, the game session is blocked.

3.3. Advantages

  • No privacy risk as it does not use the kernel.
  • Works seamlessly with Steam Deck, Proton, and Linux.
  • Game studios do not have to write their own anti-cheats.
  • Server costs are minimal (analysis is done on the player's computer).
  • Pirated versions cannot run (Valve-signed distribution).

4. Architectural Design

4.1. Layer Model

  • ULACR Daemon (signed by Valve)
  • Behavioral Analysis Engine (closed source)
  • Game-Integration API (open source)
  • SQM-Based Micro-Analysis Layer
  • Steam/Proton Interface

5. Security Model

5.1. Parts That Should Remain Closed Source

  • Correlation algorithms
  • Cheat detection logic
  • SQM jitter profile definitions
  • Manipulation protection layer

5.2. Parts That Should Be Open Source

  • API documentation
  • Steam/Proton integration layer
  • Security protocol definitions

This way, community transparency is ensured while cheat developers cannot access the detection logic.

6. Why Is This Suitable for the Steam Ecosystem?

  • Fully compatible with Steam Deck.
  • Completely eliminates Proton compatibility issues.
  • Reduces integration costs for developers.
  • Increases trust in the Steam platform.
  • A modern anti-cheat model that respects user privacy.

7. Conclusion

This proposal offers Valve a long-term and sustainable anti-cheat solution for its ecosystem. Considering the security and compatibility issues created by kernel-level anti-cheat systems, the ULACR model is a safer, faster, privacy-friendly, and platform-expansion-friendly alternative.

This system could provide a significant transformation for players, developers, and Valve's ecosystem alike.

8. Additional Items That Can Be Prepared

  • Technical architectural diagram
  • Flowchart
  • Deployment roadmap
  • API prototype examples

If you wish, I would be happy to prepare these.
(Tuncor)
(note : ularc is a name suggestion. If you find another name, you can use it for this idea.)

Kkisak-valve maintainer 2025-11-20 github

Hello @Tuncor, this request is a non-starter. Anti-cheat in general is a third party vendored component selected by game devs. A game dev can use whatever components they what when putting their game together, regardless of OS.

Nothing extracted yet.