If gamers are willing to give up some privacy to avoid using Windows, could a kernel module provide effective anti-cheat on Linux? Is the main obstacle technical feasibility, user trust, or the variety of Linux systems and configurations?
5 Answers
Kernel-level anti-cheat is possible, but it’s a poor trade-off for most people. Developers may get better results from game-integrity checks, server-side detection, and a standardized compatibility layer rather than installing spyware-like software with unrestricted kernel access.
Linux makes this harder to standardize because users run different kernels, distributions, security policies, and customized setups. Giving a program administrator access doesn’t guarantee the same level of control everywhere, especially on systems using stronger protections such as SELinux.
An anti-cheat system could be deployed, but users generally have enough control to modify or remove it. A specially locked-down operating system might work for controlled tournaments or dedicated gaming devices, but expecting ordinary desktop users to install one is unrealistic.
Yes, it’s technically possible. A privileged module could monitor processes and system activity much like a rootkit, but that level of access would be extremely invasive and could compromise the entire machine if it were malicious or exploited.
The bigger problem is trust. A proprietary binary kernel module would taint the kernel and give a game company deep access to the system, so many Linux users simply wouldn’t install it. If the code were open, cheaters could study it and remove or bypass the checks while faking normal telemetry.

That seems to be the practical compromise: improve detection on the server and verify the game environment without demanding total control over the user’s operating system.