Every major multiplayer shooter now ships with a kernel-level driver installed alongside the game itself. Riot Vanguard, Easy Anti-Cheat, BattlEye, Ricochet, and Valve Anti-Cheat sit deep inside Windows, reading memory and watching for tampering before a match even starts. That arrangement protects fair play, but it also hands five different companies a privileged foothold on millions of PCs, and in September 2026 that trade-off is exactly what players, IT admins, and security researchers are arguing about.
This comparison breaks down how Vanguard, EAC, BattlEye, Ricochet, and VAC actually work under the hood, what each one demands from your hardware, how their ban systems differ, and which one carries the least security baggage for a given type of player. The goal is a straight, spec-by-spec read rather than a marketing pitch from any single publisher.
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Why Kernel-Level Anti-Cheat Became the Default
Cheating software moved into the kernel years ago, so anti-cheat vendors followed it there. A cheat that hooks into ring 0 (the same privilege level as the operating system kernel) can hide from a user-mode scanner entirely, which is why by 2026 nearly every anti-cheat system gamers run into in practice, Easy Anti-Cheat, BattlEye, Riot Vanguard, Ricochet, and Valve’s Trusted Mode component for VAC, ships with its own signed kernel driver rather than relying purely on user-space detection.
That shift changes what these tools can see. A kernel driver can inspect other drivers, intercept memory reads before a game process touches them, and flag tampering with the boot chain itself. It also means a bug or vulnerability in the anti-cheat driver runs with the same authority as the operating system, which is the security concern driving most of the debate covered in this comparison.
The Five Systems at a Glance
Before diving into specifics, here is how the five anti-cheat systems most PC gamers actually encounter stack up against each other on the traits that matter for security and day-to-day usability.
| Anti-cheat | Developer | Kernel access | Runs from boot? | Flagship games | Ban type | Cross-game ban sharing | Secure Boot / TPM required |
|---|---|---|---|---|---|---|---|
| Riot Vanguard | Riot Games | Yes | Yes, always-on since boot | Valorant, League of Legends | Hardware ID ban | Riot ecosystem only | Yes (Valorant) |
| Easy Anti-Cheat (EAC) | Epic Games | Yes | No, loads with game | Fortnite, Apex Legends, Rust | Hardware fingerprint ban | Shared across EAC-protected titles | Title-dependent |
| BattlEye | BattlEye Innovations | Yes | No, loads with game | Rainbow Six Siege, PUBG, Escape from Tarkov, ARK | Hardware fingerprint ban | Shared vendor backend, enforcement varies by title | Title-dependent |
| Ricochet | Activision | Yes | No, loads with game | Call of Duty franchise | Hardware ban plus cloud attestation | Call of Duty ecosystem | Yes, in ranked/competitive modes |
| VAC (Valve Anti-Cheat) | Valve | Partial (Trusted Mode) | No, session-based | Counter-Strike 2 | Account-level ban | Steam-wide for VAC-secured titles | No |
The standout in that table is Vanguard: it is the only one of the five that loads before Windows finishes booting and stays resident even when Valorant is not running, a design choice Riot has defended publicly as necessary to catch cheat drivers that load before the game does. Every other system on this list activates only when its game launches and unloads shortly after you quit.
Riot Vanguard: The Always-On Outlier
Riot Vanguard protects Valorant and, in a lighter client-side form, League of Legends. It is the most aggressive of the five in terms of persistence: the kernel driver installs as a Windows service that starts at boot, whether or not you plan to play that day, and it requires both Secure Boot and TPM 2.0 to be enabled in your BIOS. Riot’s own support documentation frames this as a way to catch cheat software that loads earlier in the boot sequence than a game-launch-triggered driver ever could reach.
The trade-off is obvious even to casual players: Vanguard has visibility into your system at all times, not just while you are in a match. Riot has responded to years of community pushback by publishing transparency reports and clarifying the driver’s behavior in its own FAQ, but the core architecture, an always-resident kernel component, has not changed since Vanguard’s 2020 launch. For anyone who dual-boots, runs virtualization software, or uses low-level system utilities, Vanguard is the anti-cheat most likely to trigger conflicts, because it is running even when you are not near Valorant.
Easy Anti-Cheat: The Widest Footprint
Easy Anti-Cheat, owned by Epic Games since the 2018 Kamu acquisition, protects the largest number of individual titles of any system in this comparison, including Fortnite, Apex Legends, Rust, Dead by Daylight, and dozens of smaller releases. Unlike Vanguard, EAC’s kernel driver only loads when a protected game launches and unloads when you close it, which keeps its background footprint smaller. Epic’s own Easy Anti-Cheat site positions the tool as a service licensed to any studio rather than a Fortnite-only component.
The notable security wrinkle with EAC is cross-game ban sharing. Because EAC operates as a shared service across publishers, a hardware ban issued for cheating in one EAC-protected title can carry over and block access to other, unrelated EAC-protected games on the same machine. That is efficient anti-cheat design from Epic’s side, but it means a single violation has consequences well beyond the game where it happened. EAC also ships a standalone repair tool that resolves the majority of driver-conflict launch errors, which support forums frequently cite as the fastest fix when a protected game refuses to start.
BattlEye: The Most Widely Licensed System
BattlEye has the longest track record of the five, dating back to Arma 2 in 2009, and by 2026 it is licensed across an unusually broad and unrelated set of publishers: Rainbow Six Siege, PUBG, Escape from Tarkov, Destiny 2, and ARK: Survival Ascended all run it, according to BattlEye’s own site. That breadth is BattlEye’s calling card, it is effectively the anti-cheat-as-a-service option that any studio can license rather than build in-house.
Functionally, BattlEye behaves similarly to EAC: kernel-level access, loads with the game, unloads on exit. Where it differs is enforcement consistency. Because BattlEye serves so many unrelated publishers, ban policy and appeal processes vary by title rather than following one unified Valve- or Epic-style system. A ban in Tarkov does not automatically mean anything for Rainbow Six Siege, since each publisher administers its own BattlEye-backed ban list even though the underlying driver is identical.
Ricochet: Cloud Attestation for Call of Duty
Activision’s Ricochet is the newest of the five major systems and the one most tightly bound to a single franchise. It runs at kernel level for Call of Duty titles and layers in cloud-side attestation, meaning ranked and competitive playlists cross-check the client’s reported state against server-side signals before allowing a match to start. Ricochet also requires Secure Boot and TPM 2.0 in competitive modes, matching Vanguard’s hardware bar but only for the subset of players entering ranked queues, per Activision’s anti-cheat support page.
Activision has periodically published aggregate ban figures for Ricochet as a transparency measure, tying the tool’s legitimacy to visible enforcement numbers rather than architecture alone. Because Ricochet’s kernel driver is scoped to Call of Duty rather than an entire publisher ecosystem, its cross-title blast radius is the narrowest of the systems here that require full hardware attestation.
VAC: The Odd One Out
Valve’s own anti-cheat, VAC, is architecturally the lightest touch of the five. It runs primarily in user mode, scanning for known cheat signatures without a persistent kernel driver for most Steam titles. Counter-Strike 2 is the exception: it layers in a component Valve calls Trusted Mode, which does reach into the kernel for a narrower set of anti-tamper checks, but VAC as a whole was never rebuilt around the always-on kernel model that Vanguard represents.
VAC bans are also handled differently: they are tied to the Steam account itself rather than to a hardware fingerprint, and Valve’s own support documentation on VAC explicitly notes that a ban is permanent and non-negotiable, with no appeals process, a stricter policy stance than most of the hardware-ban systems on this list, which typically at least entertain an appeal ticket. A common source of confusion, documented on Valve’s help pages, is that “Unable to verify your game session” errors on CS2 are usually a Steam session or connectivity issue rather than a ban notice, something players frequently misread as enforcement action.
How the Five Systems Handle Console and Crossplay
All five of these anti-cheat systems started life as PC-only tools, but crossplay has forced each vendor to figure out how to keep console players in the same match as a PC lobby running a kernel driver the console version simply cannot install. PlayStation and Xbox do not permit third-party kernel drivers at all, so Vanguard, EAC, BattlEye, and Ricochet all fall back to platform-level protections on console: closed hardware, locked-down OS builds, and each platform holder’s own account-ban enforcement instead of a client-side driver.
That split matters for PC players specifically, because it means the kernel-level protections discussed throughout this comparison only ever apply to the Windows client. A cheater on console is caught, if at all, through server-side statistical detection and manual review, not through anything resembling Vanguard’s boot-time scanning. Ricochet leans hardest into bridging that gap, since Activision’s cloud attestation layer checks server-side signals regardless of which platform a player connects from, giving Call of Duty a more uniform detection standard across PC and console than Vanguard, EAC, or BattlEye currently offer for their respective crossplay titles.
What Happens When Anti-Cheat Conflicts With Other Software
Kernel-level anti-cheat does not just watch for cheat software, it also has to coexist with every other driver already running on a player’s PC, and that is where a lot of real-world support tickets originate. Overlay software, macro tools, and even some peripheral utilities that hook into input devices at a low level can trigger a false positive from Vanguard, EAC, or BattlEye, since all three watch for any process reading or writing memory in ways that resemble a cheat’s behavior.
Streaming and capture software is the most common source of these conflicts. Most modern capture tools are now allowlisted by the major anti-cheat vendors specifically because so many players record or stream their sessions, but lesser-known or open-source overlay tools frequently are not, and can cause a game to refuse to launch entirely rather than silently fail. BattlEye and EAC both publish compatibility notes for common conflicts, while Vanguard’s persistent background presence means conflicts can surface even when Valorant is not the active window, since the driver is evaluating system state continuously rather than only during a play session.
Detailed Specs Comparison
The table below expands the comparison to the technical and policy details that matter most when deciding which anti-cheat ecosystem you are comfortable installing.
| Attribute | Vanguard | EAC | BattlEye | Ricochet | VAC |
|---|---|---|---|---|---|
| Driver persistence | Boot to shutdown | Game session only | Game session only | Game session only | Game session only (Trusted Mode: CS2 only) |
| Detection method | Kernel memory/driver scanning | Signature + driver scanning | Memory scanning + behavioral | Kernel scanning + server-side attestation | Signature scanning, mostly user-mode |
| Publisher scope | Riot titles only | Multi-publisher (17+ titles) | Multi-publisher, widest licensing base | Activision/Call of Duty only | Valve/Steam titles |
| Ban appeal process | Available via Riot support | Available, publisher-dependent | Available, publisher-dependent | Available via Activision support | None — permanent, no appeal |
| Hardware requirement | Secure Boot + TPM 2.0 | None baseline | None baseline | Secure Boot + TPM 2.0 (ranked only) | None |
| Known friction point | Conflicts with virtualization, dual-boot setups | Cross-title ban propagation | Inconsistent ban policy across licensees | Ranked-only hardware gate confuses casual players | No appeals, permanent bans |
| Open transparency reporting | Periodic dev blog updates | Limited | Limited | Periodic aggregate ban stats | Minimal |
| Primary risk model | Persistent kernel exposure | Shared-service blast radius | Multi-vendor enforcement inconsistency | Server dependency for ranked integrity | Weakest technical detection depth |
| Uninstall difficulty | Requires manual service removal in some cases | Clean uninstall via repair tool | Clean uninstall | Bundled with game uninstall | No separate driver to remove (CS2 exception) |
| Best suited for | Players fully committed to the Riot ecosystem | Players across many EAC-backed titles | Players who move between many different studios’ games | Competitive Call of Duty ranked players | Players who want the lightest kernel footprint |
Benchmarks and Independent Testing Data
Direct, apples-to-apples performance benchmarks across all five anti-cheat systems are hard to come by because none of the vendors publish standardized detection-rate figures, and independent labs rarely get sanctioned access to run controlled cheat-detection trials against production anti-cheat drivers. That said, three types of third-party data consistently show up across comparison and ranking sites tracked in 2026.
First, integration-depth rankings from sites like Gitnux and ZipDo score anti-cheat and adjacent bot-mitigation tools on a 10-point scale covering client/server hook depth, telemetry handling, and evidence logging, with dedicated bot-mitigation platforms like Akamai Bot Manager scoring around 9.0 to 9.2 out of 10 on those metrics, well ahead of most game-specific anti-cheat integrations tracked in the same rankings. Second, community-sourced compatibility trackers (the kind gamers consult before installing a new title) consistently flag Vanguard as the system most likely to conflict with virtual machines, Hyper-V, and dual-boot Linux setups, because its boot-time kernel driver actively checks for virtualization signatures. Third, driver-behavior audits published on hardware-ID and system-utility community sites (which specialize in documenting how anti-cheat drivers interact with the OS) have independently tracked which of the five drivers persist after game close, confirming Vanguard as boot-time and always-on while the other four were confirmed as session-scoped, unloading shortly after the game process ends.
The practical takeaway from these three data sources lines up: Vanguard has the deepest and most persistent system access of the five, EAC and BattlEye sit in the middle with comparable session-based kernel footprints, and VAC has the shallowest technical detection depth but also the smallest attack surface, since most of it runs outside the kernel entirely.
Pricing and Licensing Structure
None of these five systems charge players directly, they are licensed to game studios and bundled into the price of the game itself, but the licensing model behind each one shapes how widely it spreads and how much leverage a single vendor has over the broader PC gaming ecosystem.
| Anti-cheat | Licensing model | Cost to player | Cost structure for studios | Adoption scope |
|---|---|---|---|---|
| Riot Vanguard | In-house, Riot-only | Free (bundled) | Internal R&D cost, not licensed externally | 2 Riot titles |
| Easy Anti-Cheat | Licensed by Epic Games to third-party studios | Free (bundled) | Free to license for most studios since 2021 Epic policy change | 17+ titles across multiple publishers |
| BattlEye | Licensed by BattlEye Innovations, paid contracts | Free (bundled) | Per-title licensing fee, negotiated privately | Widest publisher base of the five |
| Ricochet | In-house, Activision-only | Free (bundled) | Internal R&D cost, not licensed externally | Call of Duty franchise only |
| VAC | In-house, Valve/Steam-only | Free (bundled) | Internal, tied to Steamworks SDK | All VAC-secured Steam titles |
The one meaningful shift in this space came when Epic made EAC free to license for external studios, which is a large part of why its adoption footprint outpaces Vanguard and Ricochet, both of which remain locked to their parent company’s own titles. BattlEye, by contrast, still runs on paid per-title contracts and has nonetheless become the most widely licensed option, suggesting studios are choosing it on technical merit and support quality rather than price alone.
Real-World Examples: How Each System Plays Out
Specs only tell part of the story. Here are five concrete scenarios that show how these anti-cheat systems behave once real players and real hardware are involved.
1. The dual-boot Linux gamer. A Valorant player who dual-boots Linux and Windows for work reports Vanguard repeatedly flagging their setup because the driver actively checks for signs of a non-standard boot chain, forcing them to keep a completely separate Windows installation dedicated to Valorant. The same player runs Counter-Strike 2 without incident, since VAC does not perform equivalent boot-chain verification.
2. The cross-title EAC ban. A player banned for cheating in Rust discovers the hardware ban also blocks their access to Fortnite on the same PC, because both titles share Epic’s EAC hardware-ban backend. Switching games did not reset the slate, since EAC’s ban propagation is explicitly designed to follow the hardware, not the individual title.
3. The multi-publisher BattlEye user. A player who splits time between Escape from Tarkov, Rainbow Six Siege, and ARK: Survival Ascended runs the same BattlEye kernel driver for all three, but a ban in one title has no bearing on the others, since each publisher independently administers its BattlEye ban list rather than sharing a unified backend the way EAC does.
4. The competitive Call of Duty player without a TPM chip. A player on an older, custom-built PC without a TPM 2.0 module can still play Call of Duty’s campaign and casual modes, but is locked out of ranked play until they either enable TPM in BIOS or add a compatible module, since Ricochet’s hardware attestation requirement only gates the competitive queues rather than the whole game.
5. The permanently banned CS2 account. A player who receives a VAC ban on their primary Steam account learns from Valve’s own support documentation that the ban is final, with no appeals process and no path to reinstatement on that account, a sharper outcome than the appeal-eligible hardware bans typical of EAC, BattlEye, and Ricochet.
6. The streamer with a false-positive flag. A content creator running a lesser-known overlay tool alongside Rainbow Six Siege finds BattlEye refuses to let the game launch, since the overlay hooks into memory in a way BattlEye’s behavioral scanning treats as suspicious. Switching to an allowlisted capture tool resolves the conflict without any need to contact support.
7. The crossplay console player facing a PC cheater. An Xbox player in a Call of Duty crossplay lobby reports a suspected cheater who turns out to be on PC. Because Ricochet’s cloud attestation checks server-side signals independent of platform, Activision can still act on the report even though the console side of the match has no local kernel driver of its own to inspect.
Pros and Cons of Each System
Riot Vanguard — Pros: deep, boot-time detection catches cheats that load before the game does; consistent single-vendor policy across both Riot titles. Cons: persistent kernel exposure even when not gaming; frequent conflicts with virtualization and dual-boot setups; requires Secure Boot and TPM 2.0.
Easy Anti-Cheat — Pros: free licensing drove the widest multi-publisher adoption of the five; built-in repair tool resolves most launch conflicts quickly. Cons: cross-title ban propagation can cost you access to unrelated games; detection quality varies by how well each licensee configures it.
BattlEye — Pros: longest track record of any system here (since 2009); most widely licensed across unrelated studios. Cons: enforcement and appeal policy is inconsistent because each publisher runs its own ban list; no unified transparency reporting.
That inconsistency is not necessarily a flaw in BattlEye’s engineering, it is a byproduct of the licensing model itself: BattlEye Innovations supplies the driver and detection engine, but each publisher configures thresholds, decides how aggressively to act on flagged accounts, and runs its own appeals desk. A studio with a small trust-and-safety team may lean on BattlEye’s default settings almost entirely, while a larger publisher with dedicated anti-cheat staff will tune detection sensitivity and manual review processes well beyond what ships out of the box.
Ricochet — Pros: server-side cloud attestation adds a layer beyond local kernel scanning; hardware gate limited to ranked modes only, sparing casual players. Cons: single-franchise scope means no cross-game benefit; TPM/Secure Boot requirement can lock out older hardware from ranked play.
VAC — Pros: smallest kernel footprint of the five, mostly user-mode; no Secure Boot or TPM requirement. Cons: weakest technical detection depth per independent driver audits; bans are permanent with no appeals process.
Migration Guide: Switching Between Anti-Cheat Ecosystems
Players moving between games with different anti-cheat systems, or troubleshooting conflicts, typically go through a similar sequence. Here is the practical path.
- Uninstall the previous game fully rather than just deleting the folder, since most anti-cheat drivers deregister themselves as part of the official uninstaller, not a manual delete.
- Check Windows Services (services.msc) for any leftover anti-cheat entries, particularly if you previously ran Vanguard, since its persistence model occasionally leaves a stale service registered.
- Confirm your BIOS settings for Secure Boot and TPM 2.0 before installing a game that requires them (Valorant or Call of Duty ranked), since both need to be enabled prior to first launch, not after.
- Disable third-party virtualization software (VMware, VirtualBox, Hyper-V) temporarily during Vanguard’s first install, as this is the single most common cause of installation failures reported by players.
- Run the EAC or BattlEye repair tool proactively if you are reinstalling a game after a long gap, since driver version mismatches are a frequent source of launch errors.
- Check for hardware ban status before assuming a fresh install will fix an access problem, since EAC and BattlEye bans are tied to hardware fingerprints, not the local game install.
- Back up your Steam account recovery details before playing any VAC-secured title, given that VAC bans carry no appeal path.
- Review each publisher’s specific anti-cheat FAQ (Riot, Epic, Valve, Activision each maintain their own) before contacting support, since ban and installation issues are handled per-publisher, not through a shared help desk.
Use-Case Recommendations
If you play primarily one franchise: Vanguard or Ricochet are fine trade-offs, since the persistent access issue is scoped to a single ecosystem you have already decided to commit to.
If you play many different multiplayer titles across studios: BattlEye’s broad licensing base means you likely already have it installed for at least one game, so consolidating around titles that share it reduces the number of separate kernel drivers running on your machine.
If you dual-boot or run virtualization software for work: avoid Vanguard-protected titles as your primary game, or maintain a dedicated Windows install free of virtualization tools specifically for Valorant.
If you are on older hardware without TPM 2.0: VAC-secured titles like Counter-Strike 2 remain fully accessible, while Vanguard and ranked Call of Duty will require a hardware upgrade first.
If you are security-conscious about background processes: favor session-scoped systems (EAC, BattlEye, Ricochet, VAC) over Vanguard, since none of the other four persist on your system once you close the game.
If you are an IT admin managing shared or work-adjacent PCs: treat any Vanguard install as a standing service that needs to be accounted for in your security baseline, not a temporary game process, since it behaves more like persistent endpoint software than a typical game launcher component.
Account Security Beyond Anti-Cheat
Anti-cheat protects the integrity of a match, but it does not protect your account from being taken over in the first place. Gaming account security guidance circulating in 2026 consistently recommends layering unique passwords managed through a password manager, enabling two-factor authentication on every platform account, and treating any linked payment method with the same caution as a banking login, since a compromised gaming account with saved payment details is a direct financial target, not just a nuisance. None of the five anti-cheat systems in this comparison substitute for that basic account hygiene, they operate purely at the client-integrity layer, not the account-authentication layer.
How Detection Actually Works: Signatures vs. Behavior
It helps to separate two different detection philosophies these five systems blend in different ratios. Signature-based detection compares running processes and loaded modules against a known-cheat database, catching anything that matches a fingerprint security researchers have already logged. Behavioral detection instead watches for suspicious patterns, unusual memory reads, injected code, a driver loading from an unsigned source, regardless of whether that specific cheat has ever been seen before.
EAC leans heavily on signature and driver scanning, which is fast and low-overhead but structurally behind on brand-new, previously unseen cheats until a signature is added. BattlEye blends memory scanning with behavioral heuristics, giving it a better shot at catching novel cheats at the cost of a marginally higher false-positive rate. Vanguard’s boot-time positioning lets it apply behavioral checks earlier in the system’s lifecycle than any of the session-based tools can manage, which is the technical justification Riot gives for the always-on design, even though it is also the design choice players push back on hardest. Ricochet’s addition of server-side cloud attestation is effectively a third detection layer stacked on top of local kernel scanning, cross-referencing what the client reports against what the server independently observes about match statistics and player behavior.
The Kernel-Access Security Debate
The security community’s objection to kernel-level anti-cheat is not that it is ineffective, it is that a bug in a kernel driver has no ceiling. A vulnerability in a user-mode application is contained to that application’s permissions; a vulnerability in a kernel driver installed by an anti-cheat system runs with system-level authority, meaning it could theoretically be exploited by a totally unrelated piece of malware if a flaw were ever found and not patched quickly. Microsoft’s own guidance on Secure Boot and TPM 2.0 exists precisely to raise the bar on what can load at the kernel level in the first place, which is why Vanguard and Ricochet’s ranked-mode requirements both lean on those same platform protections rather than inventing their own verification layer from scratch.
No public, verified large-scale exploit of any of these five specific anti-cheat drivers has been confirmed as of September 2026, but the theoretical risk is why security researchers keep pushing for smaller kernel footprints and shorter driver lifespans (loading only during active gameplay, as EAC, BattlEye, Ricochet, and most of VAC already do) over the always-on model Vanguard uses. That is the central engineering trade-off this entire comparison keeps circling back to: more persistent access catches more cheats earlier, but it also means a larger portion of your system is exposed to that single vendor at all times.
What Studios Weigh When Choosing an Anti-Cheat Vendor
From a studio’s perspective, the choice between building an in-house system like Vanguard or Ricochet versus licensing a third-party option like EAC or BattlEye comes down to a handful of practical factors that rarely make it into player-facing marketing. Engineering cost is the first: an in-house kernel driver requires a dedicated security team maintaining Windows compatibility across every OS update, which only large publishers with sustained live-service revenue, Riot and Activision among them, have historically been willing to fund indefinitely.
Licensed options shift that maintenance burden onto BattlEye Innovations or Epic, which is precisely why smaller and mid-size studios gravitate toward them even when a licensing fee is attached, as is the case with BattlEye. Update cadence is the second factor: a shared vendor like BattlEye or EAC pushes driver updates across every licensed title simultaneously when a new detection method ships, while an in-house system’s improvements are scoped to whichever franchise built it. The third factor, and increasingly the deciding one in 2026, is crossplay compatibility, since a studio shipping on PC, PlayStation, and Xbox simultaneously needs an anti-cheat partner with existing experience bridging kernel-level PC protections against console platforms that permit no equivalent driver at all.
The Verdict
There is no single best anti-cheat system across all five, the right one depends entirely on which trade-off you are willing to accept. Based on the comparison data above:
- Riot Vanguard has the deepest detection capability of the five but also the largest standing security footprint, since it is the only one that runs before and after your gaming session, not just during it.
- Easy Anti-Cheat offers the broadest game compatibility thanks to Epic’s free licensing model, but its cross-title ban sharing means a single violation can cost you access to several unrelated games at once.
- BattlEye is the safest bet if you play across many different studios’ titles, given its wide licensing base, though its enforcement consistency varies by publisher.
- Ricochet’s cloud-attestation layer is a smart addition for competitive integrity, but its hardware gate is scoped narrowly enough that only ranked players need to worry about it.
- VAC has the shallowest kernel footprint of the five, making it the lightest-touch option for privacy-conscious players, at the cost of the harshest and least forgiving ban policy of the group.
For most players, the anti-cheat system is not actually a choice, it comes bundled with whichever game you want to play. But understanding what each one is doing on your machine, and why, turns an opaque background process into an informed trade-off you can plan your hardware and habits around.
Frequently Asked Questions
Is Riot Vanguard a security risk on its own?
Vanguard is a signed kernel driver with the same system-level access as any other kernel component. Its risk profile comes from persistence (it runs from boot, not just during Valorant sessions) rather than from any confirmed exploit, and Riot maintains public documentation on its behavior.
Can an EAC ban in one game affect another game?
Yes, if both games use EAC and share Epic’s hardware-ban backend, a ban can propagate across titles, since the ban is tied to the hardware fingerprint rather than a single game’s account.
Does BattlEye behave the same way across every game that uses it?
The underlying kernel driver is the same, but ban policy, appeal processes, and enforcement decisions are set independently by each publisher licensing BattlEye, so a ban in one BattlEye-protected title does not carry over to another.
Why does Call of Duty only require TPM 2.0 in ranked modes?
Ricochet’s Secure Boot and TPM requirement is scoped to competitive integrity, so Activision applies it to ranked queues where cheating has the highest stakes, while casual and campaign modes remain accessible without that hardware bar.
Is a VAC ban ever reversible?
According to Valve’s own support documentation, VAC bans are permanent and have no appeals process, which is stricter than the appeal-eligible hardware bans used by EAC, BattlEye, and Ricochet.
Why does my game say “Unable to verify game session” on Counter-Strike 2?
Valve’s support pages note this error is typically a Steam session or connectivity issue, not a ban notification, and usually resolves after restarting Steam or checking your network connection.
Do any of these anti-cheat systems protect my account from being hacked?
No. All five operate at the client-integrity layer to detect cheating during a match. Account security (unique passwords, two-factor authentication) is a separate layer these tools do not cover.
Which of the five has the smallest background footprint?
VAC, since most of it runs in user mode rather than the kernel, and it does not persist after you close the game, apart from the Trusted Mode component specific to Counter-Strike 2.


