Cryptography nerd

Fediverse accounts;
Natanael@slrpnk.net (main)
Natanael@infosec.pub
Natanael@lemmy.zip

@Natanael_L@mastodon.social

Bluesky: natanael.bsky.social

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  • 347 Comments
Joined 2 years ago
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Cake day: August 16th, 2023

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  • There’s also a big difference between published specifications and threat models for the encryption which professionals can investigate in the code delivered to users, versus no published security information at all with pure reverse engineering as the only option

    Apple at least has public specifications. Experts can dig into it and compare against the specs, which is far easier than digging into that kind of code blindly. The spec describes what it does when and why, so you don’t have to figure that out through reverse engineering, instead you can focus on looking for discrepancies

    Proper open source with deterministic builds would be even better, but we aren’t getting that out of Apple. Specs is the next best thing.

    BTW, plugging our cryptography community: !crypto@infosec.pub



  • Depends on where the exact cause is. Sometimes it’s fixable in another layer (like a compatibility patch in wayland) if all the data is still there, but it really should be fixed in the driver

    It’s usually a driver issue as in limited support for your specific graphics card, where some features are implemented differently from other models and not covered in full by the open source drivers


  • This is an issue with translating the graphics buffer to the screen, it’s a driver issue. There’s differences in the graphics APIs used by older and newer games, sometimes not every version is tested for a given driver / graphics card combination, so stuff like older OpenGL games might not work the same as a newer one running on Vulkan (or which Proton can translate to Vulkan)