EAC and BattlEye are the broadest third-party anti-cheats in this comparison, covering 17 and 13 titles tracked on this site, while Vanguard and RICOCHET operate inside narrower publisher ecosystems and load earlier in Windows. All can support hardware enforcement, but the practical difference is the identifier set they read, when their privileged component starts, and how far each publisher applies the resulting sanction.
That makes “which anti-cheat is hardest?” the wrong single-axis question. A technically deep engine with one tracked title can have a smaller reach than a shared engine whose fingerprint appears across many separately administered games.
The anti-cheat comparison table
The counts below mean games covered by this site, not each engine’s total install base. The propagation column describes the enforcement boundary documented for the engine or publisher; it does not mean every flag automatically becomes a ban in every game using the same technology.
Anti-cheat | Developer | Kernel-level? | Ban type | Cross-game propagation | Games tracked |
|---|---|---|---|---|---|
Epic Games | Yes | Hardware fingerprint ban | Shared service; publishers administer ban lists | 17 | |
BattlEye Innovations | Yes | Hardware fingerprint ban | Shared vendor backend; title enforcement varies | 13 | |
Tencent | Yes ( | Device and hardware ban | Per deployment, not portfolio-wide | 4 | |
Activision | Yes | Hardware and account sanction | Call of Duty franchise scope | 3 | |
Electronic Arts | Yes ( | Device and account sanction | EA account and service scope | 3 | |
INCA Internet | Yes | Hardware fingerprint ban | Publisher deployment scope | 3 | |
Wellbia | Yes ( | Hardware fingerprint ban | Publisher deployment scope | 2 | |
Riot Games | Yes ( | Hardware and account ban | Riot account ecosystem | 2 | |
Byfron Technologies | Yes | Device and account enforcement | Roblox platform only | 1 | |
Blizzard Entertainment | Yes | Hardware and account enforcement | Battle.net scope; title details vary | 1 | |
IRONMACE | Yes | Hardware fingerprint ban | Dark and Darker only | 1 | |
Bad Guitar Studio | Yes ( | Hardware fingerprint ban | FragPunk only | 1 |
Three patterns stand out. EAC and BattlEye account for 30 of the 59 tracked titles, kernel access is common enough that it no longer separates the field, and the cross-game boundary changes sharply between shared middleware, publisher-owned systems, and single-title engines.
Load timing is the more useful architectural divider. Vanguard starts its named driver during Windows boot, RICOCHET establishes its privileged component early, and EAC or BattlEye usually initialize around the protected game session. Earlier access lets an engine observe system state before most ordinary applications have started, but timing alone says nothing about which publisher will apply a sanction.
The table also separates engine reach from market reach. Seventeen means this index can route you to 17 EAC-protected game pages; it does not claim EAC protects only 17 games worldwide. That narrower, auditable count is more useful than an unsupported “hundreds of games” claim because every number maps back to a named title and a named engine in the site’s own catalog.
What all twelve have in common
Each engine combines account evidence with a machine profile. Its privileged component can perform signature scanning, memory scanning, driver verification, and low-level device queries; the service then compares several identifiers rather than trusting one serial. The shorter explanation of what a kernel-mode driver can actually see covers Ring 0 without turning this comparison into a driver primer.
The hardware side is usually a weighted composite. A motherboard match may carry more value than a changed network adapter, and multiple surviving matches can identify the same PC after one component changes. The separate guide to how these engines build a hardware fingerprint owns that pipeline; here, the important point is that every row evaluates a collection of signals, not a magic universal HWID.
Detection and hardware enforcement are separate events. Signature scanning finds known code or driver artifacts, memory scanning looks for unauthorized changes, and behavioral analysis evaluates session telemetry. None of those methods is the hardware ban itself.
Once a publisher’s evidence threshold is met, the stored composite fingerprint is what can identify a later account on the same PC. Comparing live detection depth with the later ban radius mixes two stages of the pipeline.
The three engines behind most hardware-ban searches
Easy Anti-Cheat (Epic Games)
Easy Anti-Cheat is the largest roster here: 17 tracked integrations including Fortnite, Apex Legends, Rust, Dead by Daylight, and The Finals. It is licensed middleware, so Epic supplies the collection and matching technology while each game publisher administers its own enforcement. The same machine can therefore present the same fingerprint across the EAC network without a ban in one title automatically banning every other EAC title.
That distinction matters. Shared fingerprint exposure raises the chance that unchanged hardware is recognized when you move between EAC games, yet account rules, evidence thresholds, and the final sanction remain game-specific. Any comparison that turns “shared technology” into “one universal ban list” skips the publisher layer.
BattlEye (BattlEye Innovations)
BattlEye covers 13 tracked titles, led by PUBG, Rainbow Six Siege, Destiny 2, DayZ, and Arma 3. Its useful differentiator is redundancy: repository documentation describes both kernel-driver reads and Windows Management Instrumentation queries. It can also include monitor EDID, a display identifier outside the motherboard-drive-network set that basic hardware tools tend to focus on.
Its vendor backend can recognize the same fingerprint across licensed titles, but the protected game still owns the player-facing enforcement decision. BattlEye’s two read paths are the practical concern: changing what WMI reports while leaving the controller or firmware response intact creates disagreement rather than a clean identity.
Vanguard (Riot Games)
Vanguard protects Valorant and League of Legends in this index. vgk.sys is a boot-start driver, so its timing differs from session-start systems: it is present before you open the Riot client. Riot also uses TPM 2.0 and Secure Boot requirements in supported Windows configurations, turning platform trust into a launch gate as well as a source of device evidence.
Its numerical roster is small, yet both tracked games sit in Riot’s account ecosystem. That makes account scope and boot timing more relevant than the raw count of titles.
Publisher-owned engines narrow the policy boundary
RICOCHET belongs to Activision and the three Call of Duty titles tracked here: Warzone 3, Modern Warfare 3, and Black Ops 7. Its privileged component initializes during the boot sequence, and Activision’s enforcement language can cover past, present, or future Call of Duty titles. That is a defined franchise boundary, not a claim about unrelated games.
EA AntiCheat, also presented as Javelin in current Battlefield material, loads eaanticheat.sys for FC 26, Battlefield 2042, and Battlefield 6. It combines device evidence with EA account enforcement. Some deployments require Secure Boot, TPM 2.0, or other boot-integrity conditions before launch; the TPM 2.0 and Secure Boot requirements now gating launch deserve their own treatment because a failed platform check is not the same event as a hardware ban.
Tencent’s ACE uses the kernel driver ACE-BASE.sys across Delta Force, Arena Breakout: Infinite, Wuthering Waves, and Strinova. ACE performs repeated session checks and reaches beyond the common identifier set to GPU serial and PCI device ID. Its device-ban scope is deployment-specific rather than one confirmed portfolio-wide sanction, so the publisher operating each title still matters.
A driver filename is a verification handle, not proof of a ban. Seeing vgk.sys, eaanticheat.sys, ACE-BASE.sys, xhunter1.sys, or a NeacSafe-family driver confirms which privileged component is installed or loaded. It does not reveal whether an account is sanctioned, which identifiers matched, or whether a boot-integrity requirement failed. Those outcomes come from server-side policy and the game’s own error state.
Six smaller engines cover very different territory
GameGuard from INCA Internet protects three tracked games, including Helldivers 2, Summoners War, and AION 2. Wellbia’s Xigncode3 protects Black Desert Online and Eternal Return; its xhunter1.sys driver combines hardware reads with checks during the game session. Their shared trait is regional and publisher-specific deployment, not a single public cross-game policy.
Byfron Technologies supplies the security layer associated with Roblox, where the meaningful scope is the Roblox platform rather than unrelated PC titles. Blizzard Anti-Cheat is represented here by Overwatch 2 and ties low-level device evidence to Battle.net account enforcement. In both cases the account platform can matter as much as the local fingerprint.
Ironshield is IRONMACE’s single-title system for Dark and Darker. Phanuel is the name shown by FragPunk, while Bad Guitar Studio ships NetEase NEAC underneath it through the NeacSafe driver family. These entries have a one-game footprint in this index, so their hardware enforcement is strict within that title without creating the same third-party SDK exposure as EAC or BattlEye.
Coverage is the reason to keep them in a comparison. A four-engine article leaves a banned Black Desert, Dark and Darker, FragPunk, Roblox, or Tencent player comparing systems they are not actually facing.
Ban radius matters more than an engine ranking
A useful ban-radius model has three layers: the hardware fingerprint an engine can recognize, the account system that connects identities, and the publisher policy that authorizes enforcement. Shared collection increases exposure, but only the policy layer decides whether another title applies a sanction. This is why “EAC has 17 tracked games” and “one EAC ban removes all 17” are not interchangeable statements.
For the widest roster, start with how EAC’s shared fingerprint database works, then check the publisher attached to your specific game. The index of which games hardware-ban and on which engine covers engine placement, while the separate duration comparison explains how long each engine’s bans actually last. Keeping roster, scope, and duration separate prevents a confident but wrong diagnosis.
Do not rank systems by an invented “bypass difficulty” score. There is no reproducible unit behind that label. Driver timing, identifier breadth, policy scope, and the exact game deployment are facts you can compare; a star or difficulty grade is marketing.
What the engines actually read
The common fingerprint is a bundle of firmware, storage, network, operating-system, and platform-trust values. Names matter because changing one convenient value leaves the rest available for fuzzy matching.
Firmware:
SMBIOS/BIOS serial, SMBIOS Type 2 baseboard serial, motherboard UUID or system UUID, and sometimes RAM SPD serials.Storage: physical SATA or NVMe
disk serial, plus the filesystemvolume serial (VolumeID). They are different identifiers, so formatting a volume does not replace a drive’s firmware serial.Network and Windows: each NIC
MAC addressand its OUI prefix, plusMachineGuidatHKLM\SOFTWARE\Microsoft\Cryptography\MachineGuid.Platform trust: the
TPM 2.0 endorsement keyand Secure Boot state. These can identify a platform or gate launch, depending on the game.Outliers: BattlEye documentation includes monitor
EDID; ACE documentation includes GPU serial and PCI device ID. Those extra reads explain why a single-value change can still be re-matched.
A Windows reinstall replaces some operating-system values, including a fresh MachineGuid, but leaves firmware serials, controller-reported disk serials, motherboard UUID, MAC hardware identity, and the physical TPM anchor in place. It can make the bundle look partially new without making it a different machine.
Work out which engine you are facing
Find your title in the 59 titles tracked here and the engine behind each one, then verify three things: the engine name, whether its driver loads at boot or with the game, and the publisher boundary on the sanction. Do not assume that a shared SDK means automatic bans everywhere, or that a fresh account changes hardware evidence.
If the problem is a confirmed hardware ban rather than an account-only restriction or failed boot requirement, TraceX Spoofer permanently rewrites its supported identifiers. You run it once, verify the rewritten profile, then delete the tool; no daemon or session process stays behind.