Fortnite, Apex Legends, Rust, PUBG, Rainbow Six Siege, Valorant, Call of Duty, and dozens of other multiplayer games can enforce HWID bans through their anti-cheat systems. Which other titles are exposed depends on the engine and publisher policy: an account ban in one game does not automatically ban every game using that engine, but the same anti-cheat client can identify the same machine across its roster. The table below maps all 59 games this site covers to the engine reading that hardware.
The short answer: it's the engine, not the game
An account ban keys enforcement to a login, platform profile, or game entitlement. A hardware ID ban adds a machine fingerprint, built from several identifiers that remain stable when you create another account. If you need the foundation first, what a hardware ID is explains the identity layer without burying the lookup.
The useful unit is the anti-cheat engine because the engine performs the collection. The publisher still decides how to enforce what it finds. That separation explains why two games can read the same PC yet apply different account decisions.
One-publisher engines: Riot Vanguard, RICOCHET, EA AntiCheat, and Blizzard Anti-Cheat stay inside one publisher's catalogue.
Broad middleware: Easy Anti-Cheat, BattlEye, ACE, GameGuard, and Xigncode3 are licensed across unrelated publishers, giving the hardware-reading client a much wider roster.
Single-title systems: Watchdog, Ironshield, Phanuel, and similar in-house services have a narrow product or server-network boundary.
Firmware-gated titles: Some current games require TPM 2.0 or Secure Boot checks alongside the classic hardware composite.
Every game we cover, grouped by anti-cheat engine
Find your game in the third column, then read left for the client that collects its hardware identity and right for that engine's reach. This is every game we cover, not an exhaustive list of every PC game capable of hardware enforcement. Rosters can move when a publisher changes middleware, so the table is an engine-coverage map rather than a promise about any publisher's enforcement policy.
Anti-cheat engine | Owner | Titles we cover | Ban scope |
|---|---|---|---|
Epic Games | 17 titles: Fortnite · Apex Legends · Rust · Dead by Daylight · The Finals · Fall Guys · Hunt Showdown · Sea of Thieves · For Honor · NBA 2K26 · Lost Ark · New World · Squad · Throne and Liberty · VRChat · Off the Grid · ARC Raiders | Middleware licensed to many unrelated publishers | |
BattlEye Innovations | 13 titles: PUBG · Rainbow Six Siege · Destiny 2 · DayZ · Ark Survival Evolved · War Thunder · Arma 3 · Scum · Marathon · Albion Online · Enlisted · Super People · Unturned | Middleware licensed to many unrelated publishers | |
Activision | 3 titles: Warzone 3 · Modern Warfare 3 · Black Ops 7 | Activision's Call of Duty line; also gates on TPM 2.0 and Secure Boot | |
Tencent | 4 titles: Delta Force · Arena Breakout Infinite · Wuthering Waves · Strinova | Tencent titles and licensees | |
Electronic Arts | 3 titles: Battlefield 6 · Battlefield 2042 · FC 26 | EA titles; also gates on Secure Boot and TPM 2.0 | |
INCA Internet | 3 titles: Helldivers 2 · Summoners War · AION 2 | Middleware used mainly by Korean publishers | |
Riot Games | 2 titles: Valorant · League of Legends | Riot titles only; boot-start driver | |
Wellbia | 2 titles: Black Desert Online · Eternal Return | Middleware | |
Byfron Technologies | 1 title: Roblox | Roblox platform-wide | |
Blizzard Entertainment | 1 title: Overwatch 2 | Blizzard titles | |
IRONMACE | 1 title: Dark and Darker | Single title | |
Bad Guitar Studio | 1 title: FragPunk | Single title | |
In-house / single-title engines | Various | 8 titles: GTA FiveM · Forza Horizon 5 · Warframe · World of Tanks · Hypixel · Splitgate · EVE Online · Metin 2 | One title or one server network each |
The grouping exposes a difference an alphabetical game list hides: middleware can span unrelated companies, while a first-party or in-house system has a bounded catalogue. See how these engines compare head to head for architecture and operating scope; this page stays focused on coverage.
How far one ban actually reaches
Broad middleware creates the largest exposure because the same client family is deployed across many independent games. Easy Anti-Cheat's roster spans 17 titles in this coverage, from Fortnite and Apex Legends to Rust and Dead by Daylight. BattlEye spans 13, including PUBG, Rainbow Six Siege, Destiny 2, and DayZ.
That does not mean a Rust account ban automatically disables a Fortnite account, or that a PUBG account decision becomes a Rainbow Six Siege decision. Account enforcement is administered by each publisher. The cross-game risk sits at the hardware layer: the same engine can read the same stable inputs in another protected title, which makes the machine recognisable again and creates a route to re-flagging.
First-party engines have a smaller, clearer boundary. Vanguard covers Riot's Valorant and League of Legends. RICOCHET covers the Call of Duty line listed here, while EA AntiCheat and Blizzard Anti-Cheat remain within their publishers' catalogues. A hardware match can still matter across those related titles, but it is not evidence of a universal ban shared with other companies.
At the narrow end, an in-house system may cover one game or one network. Hypixel's Watchdog belongs to that server network; FiveM's anti-cheat belongs to the FiveM environment. The practical blast radius is therefore a function of engine distribution, publisher policy, and whether the record is account-only or hardware-linked.
Coverage and time are separate questions. For the expiry side, use the dedicated guide to how long a ban lasts on each of them; this table deliberately carries no duration claims.
What the ban is actually keyed to
A kernel-level anti-cheat does not need one magical HWID. It can collect a set of identifiers from firmware, storage, Windows, networking, and the platform trust chain, then normalize or hash them into a composite. Different engines can weight that set differently, which is why changing one easy value rarely changes the identity of the whole PC.
Firmware and board identity: the SMBIOS/BIOS serial, motherboard UUID or system UUID, and sometimes RAM module serials.
Storage identity: the drive's firmware disk serial and the volume serial, often called
VolumeID.Windows and network identity: NIC MAC addresses and
MachineGuidatHKLM\SOFTWARE\Microsoft\Cryptography\MachineGuid.Platform trust identity: the TPM 2.0 endorsement key and Secure Boot state on titles that require firmware-backed checks.
The matching model matters more than any single item. A stored record can compare several members of the set and treat a close match as the same machine, so a new account changes none of the inputs and a replacement drive changes only the storage portion. A Windows reinstall may regenerate an operating-system value, but it cannot rewrite the motherboard's SMBIOS fields, disk firmware serial, MAC, or TPM identity.
The collection, matching, and enforcement sequence is covered in how a detection becomes a hardware ban. The important point here is that every game in the table sits on one of those engine-specific read paths.
The 2026 layer: titles that also check firmware
Firmware checks add an eligibility gate before or alongside the familiar composite match. Activision lists TPM 2.0 and Secure Boot as requirements for Black Ops 7 and Warzone. EA AntiCheat titles apply the same platform requirements in the games identified that way, while Fortnite uses TPM, Secure Boot, and IOMMU requirements for tournament play.
Those signals answer different questions. Secure Boot state tells the game whether the trusted boot chain is enabled. A TPM 2.0 endorsement key provides a hardware-rooted identity, and related TPM measurements can support platform attestation. Neither replaces the SMBIOS, disk, volume, MAC, or Windows identifiers already available to the anti-cheat.
This creates two layers to diagnose. A PC can fail the firmware eligibility check before joining a protected mode, or it can pass that check and still match a stored hardware composite. Treating every launch refusal as an HWID ban confuses those paths. Treating a passed TPM check as proof that the PC has no hardware flag makes the opposite mistake.
The safe reading is mechanical: firmware state controls whether a supported configuration is allowed to start, while the composite controls whether the machine resembles a recorded identity. Publishers can use both without making them the same enforcement event.
What actually clears a hardware ban
Start by separating a disputed enforcement decision from the machine record. If you believe the ban is wrong, or a used PC arrived with someone else's flag, an official appeal is the proper first route. If the publisher upholds the detection, the common account and network changes below do not alter the hardware composite.
A new account changes the login identity while presenting the same board, storage, network, and trust signals. Trying it after enforcement may also be treated as ban evasion under the game's rules.
A VPN changes the network route and public IP address. It does not change local hardware identifiers.
A new drive changes part of the storage identity, leaving the motherboard, firmware, network, and TPM portions intact.
A Windows reinstall can refresh operating-system data, but it does not replace firmware-level or board-level serials.
An appeal after an upheld detection does not itself alter the values stored for the machine, even if you create another account later.
Once the account route is exhausted, the technical distinction is permanent rewrite versus temporary session interception. TraceX Spoofer is free and lets you rewrite those identifiers once, then delete the tool. TraceX does not need a daemon, a background process, or another per-session run after the supported values have been rewritten.
Use the recovery steps in order so you do not spend time changing an account, IP address, or single component before identifying what the engine actually reads.
If your game isn't in the table
An absent title is not proof that it uses account-only enforcement. Publishers add, remove, and replace anti-cheat clients, and an in-house service may have no public hub. Identify the shipped engine before drawing a conclusion.
Check the game's launcher, install entries, and official support material for the anti-cheat name. Use the current PC build, because console and mobile releases can follow a different enforcement path.
Match that name to an engine row above. Read the scope as a map of where the client runs, not as proof that separate publishers share one account-ban list.
Check the full game index for a dedicated page. If neither the game nor its engine appears, treat the result as unconfirmed rather than guessing from another title.
The decision point is simple: establish the engine first. Then distinguish an account sanction from a hardware match before judging the rest of your library's exposure.