With Proton and Steam Play, many Windows games now work on Linux
protondb.com
protondb.com
At this point I'm not worried about compatibility, but rather shitty game companies banning you the second they figure out you're playing on linux.
This is especially an issue in PvE heavy games that have only small PvP elements. Looking at you Destiny 2.
I really wish companies stopped their draconian policies about Linux gaming. Or at the very least just restricted PvP game play when Linux was detected. Heck I'd manually go in and press a button certifying that I'm a Linux player and I understand that I won't have access to every portion of the game if that's what they need me to do.
But these limitations have also pushed me to explore more indie, or small publishing games that are multi-player. Shout out to Northgard and Deep Rock Galactic (even though it doesn't support Linux natively) for making an awesome cooperative experience that I can have with my friends on Linux.
Also, for developers making games out there. PLEASE test your game with the steam runtime OS thing, not with Ubuntu or a specific distro. The steam runtime is open source and can easily be bootstrspped for any game, even outside of steam. It also ensures optimal compatibility with every distro out there.
About half of Destiny’s active playerbase PvPs. In content drought times, it’s pretty much what keeps the game alive. So yeah, simply false.
I enjoy the raids and the cooperative strikes with friends.
Even if it's what keeps the game alive, they have one less active player because I don't have the ability to play with my friends.
This is interpreted by many game companies as an attempt to cheat, rather than simply an unsupported use case.
They obviously can't hook into Linux kernel so they react by just banning the player.
These checks have in the past been notoriously buggy, and can interfere with other operations.
This kind of crud is what remote attestation is for, and Microsoft should be responsible for developing it, not every different gaming company competing with each other for kernel access.
Private cheats usually require being vouched in, sometimes with ID scans, sometimes physically shipping you hardware.
I get the sentiment here but we're specifically talking about a mechanism specifically designed to detect other software that is used for cheating.
The alternative is a world where games will only run on machines with SecureBoot, a signed kernel with kernel security on, and only whitelisted signed modules.
There isn't a good solution for how to run games where the clients have to be semi-trusted on a hardware and software stack controlled by the user. If you give me total control over the environment in which a program runs I can make it do and believe anything.
So you have two choices here. You either ban the best players or the aim bots just behave with a success rate close to the best players.
And when I'm talking about statistics here, I'm not referring to the kill/death ratio, but rather all input data received from a cheater.
If it is only as good as a real player than it won’t be invincible and will be equivalent to playing with a few AIs in a multiplayer game - which already happens.
Also, I believe the exact mouse movement will not be the same for a human and an aimbot - so not only statistics can be used to ban players
I recall seeing players hovering in the air and spinning while shooting rockets out at hundreds of rounds a second. There was also a way to modify your files such that you could crash a game just by joining it. The experience was as interesting and fun as it was awful.
In a way, it's true that it's none of their business which softwares you use, but it's also their business to make sure the multiplayer experience is fair for the entire userbase.
I guess that's the beauty of games consoles, where the execution of softwares is tightly controlled to minimize piracy and cheaters.
When games switched from server browsers to matchmaking, they just defaulted to using the anti-cheat system.
Everything that makes the game fun is defeated by a single cheater.
So people are just going to choose between playing with 0 cheaters or go play a different game.
Hence I just stay away from AAA games with anti cheat at this point.
I honestly see both sides of it, but at the end of the day, I am always hesitant to trust software with black-box functionality deep access to my computer. When I see a sudo command
We are already at the point of computers being able to balance a ping pong ball on a flat surface using just cameras. I can't imagine we are far from cheaters using entirely decoupled computers to physically control devices.
The idea of a decoupled cheat would be to acquire the game state from outside the computer running it, either by filming the screen or taping into the video output or the network input, then analyze it and run some aimbot (or any other kind of cheat) on it and finally send the cheat commands as if it came from a legitimate controller, through usb.
You now maintain a list of potentially vulnerable drivers that can be used as a jumping off point (such as virtually every motherboard RGB or fan control system), and ban users that have these or hard-disable them at boot. There are some games that have caused machines to overheat by disabling cheat-jumpoffable fan controllers.
On top of that, you effectively have to maintain a whitelist of acceptable drivers, because cheat vendors are registering limited companies by the thousands (only $20 in the UK), getting an EV/codesigning cert, and signing their own drivers. Higher end cheats cost enough to offset this, and there might be less than 5-6 people using a particular certificate. Some of the people behind these also release vaguely-useful legal tools signed with the same certificates to get a large install base for them so they don't stick out.
That being said, IMO as a player, this is invasive as hell, and you should not be crawling through my flash drives, identifying my mouse, killing LogitechMacroSoftware.exe, etc. I'd rather you just collect snap/targetting/click timings server-side and run anomaly analysis on those rather than digging an asshole into my computer.
Also, now I have 5 different "kernel anticheats" running 24/7 simultaneously, half of them are horrifically written and known-insecure, and the other half need to figure out how to not explode spectacularly when the broken half tries to probe and kill it.
Korean MMOs are particularly bad for this and when forcefully uninstalled might permanently destroy disk access, make Windows non-genuine and deactivate it, and send all their data over plaintext (no TLS) with a bizarre, homegrown "encryption" method that is trivially breakable to a bare IP somewhere.
With KMMOs as an example (many of these reward you for staying logged in, have daily rewards, and similar; the game itself is fairly low resource when minimised), GameGuard and HackShield and XIGNCODE constantly have slap-fights where they bluescreen or flop over or die if you try to run multiple of them simultaneously and they try probing and killing each others' services for trying to tamper with themselves. It's like that ridiculous "what happens if three programs all try to demand Always On Top for their window", except give all of them heavy weaponry. These also have severe NIH syndrome for things like homemade shitty crypto and plaintext everything.
While other anti-cheats maintain white lists or blacklists of vulnerable drivers, I’ve chosen a different route that doesn’t have the same pitfalls you suggest. Our anti-cheat also doesn’t run 24/7, only when the game is running.
This type of BS is super common in Asian countries/published MMOs and a bit less acceptable in the west (you still have EAC and battleye, but at least they make an attempt to use TLS?)
Another insane example: xigncode has long since advertised a feature that the game developers can remote control into your PC like VNC. I don't know whether any developer has chosen to actually enable it, but the fact that they push it as a feature is some serious clown-egg-face.
Vanguard I believe would intentionally bluescreen you if it detected you’ve disabled PatchGuard. They had very good reasoning to do so, but I wouldn’t do something like that since I believe it’s user-hostile. Battleye I believe actually doesn’t use TLS last time I checked, using some sort of home brewed XOR cipher which is a bit scary. And of course remoting into computers is unacceptable under any circumstance.
I've done both sides (largely MMO-stuff as a kid), and for me, I'm done dealing with all this invasive garbage, and just spin up a fresh EC2 GPU instance when I want to play something, and simply don't play the games that choose to disrespect and abuse players to the point of not even allowing GPU passthrough (I can somewhat understand banning emulated GPUs; have dealt with people farming referral accounts a hundred at a time each queuing for games at <5 FPS).
No doubt there will continue to be intrusive anti-cheat software in use with some games for a while because some people are disturbingly desperate to play those games and they use operating systems that are junk. Some people still pre-order games too, even though it's illogical to extend that old physical world idea to downloads.
But in the long run, this kind of software is a liability. Better operating systems and more gamers moving to them will eventually kill it for that reason if nothing else does first.
Given that cheating only matters if it actually affects gameplay unfairly, it has always made far more sense to look for cheating through its effects on gameplay anyway, which is something you can observe server-side in an online PvP game. Trusted client-side security checks make no more sense in this context than any other. So it's not even as if killing off the intrusive client-side anti-cheats will lose anything of value in the long run.
Yeah, I just don't see games needing access to such kernel level items.
If they're providing online servers for you to play on with other people, under the condition that you aren't cheating and they are responsible for stopping cheating for everyone, they very much do care and it is their business, if you want to use their servers.
Having custom drivers is how you get wallhacks or custom mouse control macros that eliminates some of the challenges imposed by the game (e.g. automatic recoil control).
For a single player game, I agree, who cares, but for online games that live and die by competitive play and stopping cheaters so people can enjoy it, there's only so many options of how to find cheaters and so much resources to put towards it, so you get stuff like this.
My own example: I have an xbox 360 dancemat, which is unusable with the official drivers (they map the arrows as axes, so treat left + right as nothing). So I have to use the open-source XBCD, which frankly I'd treat as more reputable and better code quality than most signed drivers. But since no-one's paying the $100+/year to sign it, it's not signed. And while I understand why Microsoft wants someone to have skin in the game before they issue a driver signing certificate, they really need to find a way to ensure that reputable, established open-source driver projects get signed if they want users to accept driver signing; I wouldn't even mind being stuck on an old "certified" version or something.
Keep doing what you're doing. Just, if you'd leave the anti-cheat off friend-to-friend-PvP games, that would be cool. I don't care if my younger brother 'cheats' against me. He's not going to and if he is 'cheating' it's probably some mod or something.
They've sort of fixed this now by letting you disable it, but it requires a reboot so I'm still avoiding Valorant for now.
You could tell they were cheating because if you watched replay from the cheaters point of view their mouse cursor would jump from current position to hovering over the target instantly and then immediately jump back to cursors original position all within a frame or two.
The best way to handle cheating is to give the players moderation powers.
Games for some reason today want single central server, instead of dedicated servers with user maintained communities is part of the problem. (E.g. cs:go vs older cs)
Especially with team gameplay, players want proper skill based matchmaking. So that they don't have someone on the other team who destroys them. Or someone on their own team that is dead weight.
As well as more structured games that are not 10v10, but rather smaller 5v5 or 6v6 games, where each player can make a difference.
Cheaters are better at hiding too. Toggling aimbot for a quick kill or two isn't enough to arouse suspicion, and can be passed off as a lucky headshot. Just because you think you've never run into a cheater doesn't mean you haven't.
On the other hand, a really skilled player might be good enough to make you believe he is cheating. Getting vote kicked or banned out for that is not good either.
It's another social problem that engineers try to solve with technology.
Consider game like Dark Souls 3, it has very simple anti-cheat system and trusts the client completely. Yet you rarely see actually cheaters online, this is purely a social problem.
You can search any rootkit based anti-cheat software and find just how many people have issues with them. Just some examples from the infamous riot vanguard which developers boast it being "user-friendly" rootkit.
* https://www.reddit.com/r/pcgaming/comments/gead0n/riot_vangu...
* https://www.reddit.com/r/VALORANT/comments/geqc73/have_you_d...
* https://www.reddit.com/r/VALORANT/comments/gbebt0/if_riot_is...
* https://www.reddit.com/r/VALORANT/comments/g5aem3/vanguard_a...
Anyway, it seems to me that most of those people just need to update their fan control programs. One example I saw was CPU-z which had a CVE in their driver a few years ago. They are using drivewrs with known vulnerabilities. You also need to consider that some cheaters will also spread mis-information.
Server browser is a hidden afterthought behind a dropdown.
As for turn-based games, they work better as board games unless you have a pandemic going on. In theory simultaneous turn games are possible but rarely observed in practice. Dominions games, Laser Squad Nemesis, etc. Sequential turns (A/B/C/D) scale very badly and human face to face contact makes up for that.
Or anti-cheats looking for unusual factors of the execution environment that might indicate cheats using DLL hooking, or just something wine does differently to windows.
Typically people who write bots will host them on linux servers, so it's easy to blanket ban linux as a whole, that will catch most bots.
Also, some multiplayer games's servers trust their game client's inputs - if that game client suddenly runs on a system that has full control over the game (like linux and the kind of tech savvy people that knows how to use linux to it's fullest), it makes it harder for them to trust that the 1000 players online are not exploiting the game by manipulating network requests right before it goes over the wire.
This is a compromise that devs have to make when integrating network code with their game: if you click the mouse, does it immediately update the server in a synchronous fashion and introduce latency but having guaranteed consistency of your world (while the game state lives on the server and the client is "dumb") OR do you make the game client smart and hold some portion (or whole) of the game world on the client and just send small updates to the server. In the last case there will be less latency but you have an occasional glitch when packets drop and it is more susceptible to attack, since more work is done locally (Path of Exile have/use to have this setting and you could choose which way you want the game to talk to the server - depending on your connection - I think it's automatic now, haven't played in a while). Why do I mention this? I'd argue it's easier to attack this compromise from a linux box or a compromised linux game client - so again, game devs just outright ban linux since that is the path of least resistance.
Another thing with multiplayer: some games, esp older ones, have to have some minimum fps to keep the game world consistent for all connected players. So between fps and network latency and the mitigations/compromises that the devs have to make here, the code becomes realllly messy/complex and can easily turn into a blackbox - a blackbox that maybe only work on Windows, or a windows specific gfx stack or network stack to guarantee the minimum conditions to make multiplayer playable. I mention this because there are quite a few differences in the network and gfx stacks between Windows and linux, add on top of that different windowing systems and compositors (X11, Wayland etc).. the devs will spend triple the amount of work to get their game stable on both platforms. And again, easiest path is to just ban linux since it is harder to guarantee that the game client behaves in a specific way. This is a hard pill to swallow but its true.
And this is why something like Proton exists: it is better in this case to emulate a Windows environment than it is for each game dev to write 2 implementations for their network/gfx stack in their game, and then hope that the two game clients have similar performance/behaviour traits that keeps the game stable (never mind safe against exploits).
Luckily for us things are getting better, esp in the indie space and in some single player games. Some game engines has also made it waaay easier to build to linux so that has become a non-issue at this point. I'd argue the main stumbling block is in the game clients as described above - the compromise between a stable game world in multiplayer games and possible exploits that can originate from linux hosts.
Anyone else have thoughts on this or want to correct me, please raise it. These are just off the top of my head, I'm not a game dev.
edit: another silly thing that differs between Windows & Linux: font rendering. Your gfx might work fine and when you start rendering text you realize you need to rebuild some portion of your gfx stack, which then maybe breaks on linux... so easier to skip linux then you know your text renders correctly.
Just like MS 15 years ago.
Currently in any kind of client-server multiplayer game out there you face n+1 game states (n is the number of players) and a lot of the art is in how to reconcile these. The n+1 is due to most games implementing some degree of client autonomy (e.g. in movement), and the reality of network round trips from each client causing everyone to be slightly out of sync. A concrete example of how this affects players is the experience of being shot after narrowly escaping behind cover in an FPS.
Cloud gaming substitutes reconciling these n+1 simulations with some input latency for each player. I think this could produce some qualitatively better experiences for certain games. In particular, Fall Guys is a recent game that I think would play better as a cloud first experience.
The interaction between players in Fall Guys is grabbing other players who are near to you. Due to the network latency many players have the experience of being grabbed by folks nowhere near them. A cloud first version of the game would eliminate this problem that simply can’t be solved otherwise.
If you're interesting in this sort of thing, check out [2] which goes into depth on how to synchronise game simulations in a bunch of different ways.
[1] https://www.gamasutra.com/view/feature/131503/1500_archers_o...
However, a large game like that would need a large budget to back it. Without Stadia being more popular I don't see anyone throwing all their eggs in that basket. Because it could only run on Stadia and nowhere else.
One way to mitigate risk would have been to build for both Luna (Amazon) and Stadia. But neither are very popular, and one is Windows-only while the other is Linux-only. So my risk would actually double, not mitigate since I have to develop for two platforms.
I'm ignoring xCloud since it's just a bunch of Xboxes and no thanks.
For smaller, mid-size/indie studios which are not building a massively multiplayer game, I just don't see the up side of making a Stadia-only game. They wouldn't be trivially portable to other platforms and players have learnt to live with network latencies.
So, unless a Google-owned studio does it, I don't see truly cloud-first multiplayer game happening. Assuming that's what you meant by "cloud first".
OTOH Ubisoft does ship their games on Stadia and I'd be curious to know if the experience in, for example, The Division 2 is any better. Even if the game doesn't scale the number of players in an instance, they should still get some benefit of being on Stadia. It doesn't seem to be a very popular mode in the game's subreddit though.
Of course, most people who play games don't like that - including myself.
> Cloud gaming substitutes reconciling these n+1 simulations with some input latency for each player.
You're just pitching the naive networking model that every developer starts with (because it's trivial) until they realize how horrendous it is to wait 100ms on every single input.
Also, it's not "some input latency", it's the full latency of the entire round trip. From input to server (40ms) and then video to client (40ms) just to see how an action you did 80ms ago panned out.
You've eliminated none of the trade-offs, just exchanged one frustration (dying even though you shot someone before they shot you) with another (watching a delayed video feed of them shooting you while you wait for your input to cross the network).
There's a reason why client simulation is ubiquitous. Btw, lag compensation is really hard and nobody would want to do it if they could get away with the naive networking model.
The raw controller input latency / controller polling rate.
The time it takes for your packet to get to the server.
The number of packets per second you're sending to the serve (e.g. 100pps).
The server processing time per frame.
The server frame rate.
The time it takes for the packet to get back.
The frame rate of the client machine.
Whether Vsync is enabled (more latency).
The time it takes to transfer a frame of rgb data to the monitor.
The monitor frame rate and processing time per frame.
The pixel response time of the pixels on the monitor.
If we're doing cloud gaming. we also need to add latency stages for encoding and decoding video and how long it takes to download each frame of video.
By simulating everything client side you remove a ton of stages in this latency pipeline.
I've tried GeForce Now, Stadia, and Shadow. So far GFN is my favorite and Shadow is my least favorite but tbf I'm not in the proper region for Shadow.
Ultimately I believe these services represent the future of gaming, but without net neutrality or alternative ISPs it’s going to be awhile before that future is realized.
I have a super stable 1 Gb/s fiber connection with like 5-7 ms to a close by AWS data center where I ran Parsec on a VM. I got ≈ 400 Mb/s to the VM, with < 10 ms ping over my 5 Ghz wifi. But I could still never get a stable setup. As soon as I went wired everything worked great. I think jitter is a big problem.
With a wired setup I could also move to further away DC's (like 20 ms) without any issue.
I should probably note I was also sitting next to my wifi router, so I’m not sure that a wired connection would’ve made a noticeable difference.
Game streaming is most comparable to live video streaming with a frighteningly small buffer (< 10 ms).
I'm just saying that my guess is that this probably has nothing to do with your ISP or net neutrality, and more with technical limits of wireless connections. But I could of course be wrong... Try it with ethernet and see how it goes, I just have a long cable I temporarily run through the room when I wanna play :-)
(And yeah, I think it's kinda fishy that they don't make it clearer if/that wired connections can make big improvements. Look around the subreddits about these services, or their support pages and you'll see that people recommend ethernet, and the vendors first recommendation when having trouble is to use wired ethernet [0], [1])
[0]: https://support.google.com/stadia/answer/9595943?hl=en&ref_t... [1]: https://nvidia.custhelp.com/app/answers/detail/a_id/4504/
E.g., my RTT to my ISP's gateway, on average, fluctuates between 8-11 ms (currently ~14 according to pfSense) and a ping to google's closest response is usually about the same. I'm sure others have it better, but I am quite impressed, given a little bit of this latency would probably be eliminated by not having a virtualized router as is the case with my setup.
Twitchy MP shooters and twitchy platformers are the 2 subgenres that aren't suited for this arrangement. Most everything else is perfectly fine (under the aforementioned ideal conditions).
That's such a bad deal I'm surprised that I ever made it.
Aside, I wonder how much the jumbo-sized ATX / tower PC case market has sold consoles by making people think they have to pick between a stupidly big server-sized PC tower vs. a cute little console that fits under the TV. I think the ATX/tower form-factor has played a nontrivial hand in preventing culture of having a small but powerful PC at the center of the home entertainment system.
The small-form factor trend is finally picking up steam (https://old.reddit.com/r/sffpc/) and it amazes me that this isn't yet the standard.
Another issue are thermals. I can find out that my SSD is overheating to 105* in the nice looking ITX case and mitigate that a little (I have to hope now that 82-83* on a working SSD won't kill it too fast). Average user will see this by a blue smoke coming out of the case :)
I wish there was more initiative from big manufacturers in that area.
I can't wait to see Google dump Stadia.
It's detrimental to consumers.
Performance may be an issue. I wonder if people would be ok with electron games sold on steam running on linux...
We were forced to disable support for Proton a few months ago. We posted a bug in the Proton GitHub repo and got a great response from the Devs. The issue was resolved in the very next patch and we were able to enable Proton support again.
Other than that issue our players very rarely come to us with Proton specific issues.
But I expect games to be fullscreen and have their own bespoke UI look and feel anyway, so it's not really an issue with them.
And then find myself caring which I install if I have the option, or not wanting to if it's only available in the wrong one.. whereas I'm presently free of that.
I currently just don't have any QT based apps on my Arch system though I don't think.
Not sure if I have any either to be honest, but that's what I mean, I like not worrying about it.
(edit: QT -> Qt. Seasons greetings to the flagkilled throwaway who informed me of my mistake.)
The Linux desktop sometimes is like a bad comedy sketch.
While the most popular themes are available, more "niece" themes are missing. Do a `flatpak remote-ls flathub | grep --color "org.gtk.Gtk3theme"` to see all available themes.
Note: I'm maintaining a theme on flathub.
After 4 weeks and every app having so many hoops to jump through because of snaps to get them working together I jumped ship and went back to Arch and the AUR. It's just such a difference in user experience. I feel that Ubuntu is doing a big disservice with snaps (haven't used flatpack that much) to the Linux Desktop community. If it's impossible for me to understand how to use it efficiently, then there is no way in hell I will point my father towards Ubuntu.
$ snap list
Name Version Rev Tracking Publisher Notes
canonical-livepatch 9.5.5 95 latest/stable canonical -
core 16-2.48 10444 latest/stable canonical core
core18 20200929 1932 latest/stable canonical base
gnome-3-28-1804 3.28.0-19-g98f9e67.98f9e67 145 latest/stable canonical -
gnome-3-34-1804 0+git.3556cb3 60 latest/stable canonical -
gtk-common-themes 0.1-50-gf7627e4 1514 latest/stable/… canonical -
snap-store 3.38.0-55-geb45541 498 latest/stable/… canonical -
I think it's the bare minimum before utterly removing all support for snaps [1].I installed everything I need either as .deb or docker. BTW, slack has a deb on its download page.
I installed another 20.04 on my old laptop from 2006 yesterday because I read that its kernel would finally support again the old ATI X1600 graphic card. It does. When I run emacs and thunderbird from terminal it told me "command not found" and something along the lines of do you want to install as a snap or with apt? I run the apt commands.
[1] https://www.kevin-custer.com/blog/disabling-snaps-in-ubuntu-...
Those are the ones I remember. I needed to install them via snap because the deb packages were too old to be able to open my files which I copied over from my Arch installation.
VLC is 3.0.9.2 and GIMP is 2.10.18. No Kdeenlive, Darktable and Minecraft. I'm using KeePassX (not XC) version 2.0.3.
Of course I would install snaps if I absolutely needed an app distributed only as snap but I'd rather use debs.
Note that KeePassXC is the continuation of KeePassX, which is defunct (last release in 2016, only two commits since for new Qt versions)
(Distros that are not Arch usually set up one of these solutions out of the box).
It works very well for traditional QWidget/GTK style desktop apps. However, with both QtQuick/QML apps and modern Gnome apps, they have more divergent paradigms and particularly the QML apps tend to be less consistent with each other, never mind other UI toolkits, for much of the same reason webapps also are.
QT means QuickTime.
Save yourself some hassle, just make your game with gamemaker, UE4 or unity if you have any ambitions of going cross platform in the vague future unless it's really simple point and click slow paced strategy games, a dating sim / story game or similar.
Here's the talk you're (probably) talking about: https://www.youtube.com/watch?v=KfBzlzvt8RU
Going to Shapez.io though gives a Cloudflare error: "Error 521: Web server is down". :(
Trying the Wayback Machine, there's "something" on there but it doesn't seem to work. (?) eg:
http://web.archive.org/web/20201120204614/https://shapez.io/
A game inspired by Nuzlocke Challenges + Slay the Spire
discord: http://discord.gg/u64Mg4X
twitter: https://twitter.com/_ldd
mailing list: tiny.cc/dxx5tz
TL;DR - it's indeed much easier to cheat on linux
After decades of fighting wars with crackers/reversers and all anti-debug/anti-cheat methods proven unusable against russian teenagers, AAA companies reached out to microsoft to get their undocumented binary "drivers" into the system which you cannot inspect from userspace.
With linux coming into the party, even if with the amazing work by Wine you do manage to get the desired anti-debug behaviour on the emulated userspace app, linux people can make arbitrary hooks on their kernels.
So instead of risking major reddit shitstorms over that 1% players that can cause 3% profit loss, it's better to ditch that 1%
This seems inadequate to prevent aim assistance too.
I mean it's a moot point anyway, since it's probably not too long until bots can play all games better, without additional information or help.
And yes its a classic arms race, in the simple example I can connect my bot to the display output and to input as keyboard and mouse / gamepad and you could probably pretty easily get an aimbot that's superhuman.
The solution is not a technical one, just like DRM: https://en.wikipedia.org/wiki/Analog_hole
Who the fk cares if people cheat in online games? Funnily enough, a hell of a lot of people, but they are generally not talking about online video games, instead they are talking about protocols like DNS, HTTPS, amplication DoS attacks, cryptocurrencies, elections, any number of other things, and it turns out these really hard to impossible to solve, and they definitely don't lend themselves to real time multiplayer games easily.
For games it much easier, you just let people host their own servers, you let them own the compute, you let them manage and mod the servers, you let them build communities of people they want to play with. See Minecraft. Pretty sure that made a bit of money without worrying about losing revenue to some inventive kids who priate/mod/whatever the game. -_oo_-
You don't have to lecture me about the practicality of releasing a game that has LAN only multiplayer, or that people have jobs, kids and responsibilities. I get that.
First off, undocumented binaries, and inspecting kernel drivers from user-space is absolutely no barrier to RE/Cracking/Cheating on any platform. I'm pretty sure 50%+ of the people on this site can put arbitrary hooks on the windows kernel, given some motivation, and importantly, when they actually control the hardware they own.
From what I know (not an expert) the state of the art in DRM for games is Denuvo which uses undocumented idiosyncratic CPU instructions, that the activation server has a database of and sprinkles some magic patch to activate the game for that CPU, ie, nothing to do with OS. Anything else AAA is cracked pretty much immediately.
Whatever about the technical details, we can do risk analysis on a lot of things. We can do risk analysis on whether a kid is likely to commit serious violence to other people later in life and lock them up, or otherwise exclude them from society in anticipation of that, but we don't.
Some things are important, some things are not. Personally I rate open computing hardware a lot higher than some game company's 2% profit, and imo any company employing the tactics described in the GP should be rightly called out on it, and they should just make better solutions to the (very small) problem of people cheating in online games.
Also Microsoft Store bought games do not work on Linux.
Well and in the end i just want to play my games. And if i want to start modding, don't get me started on the hoops you have to jump through just to get a modded Skyrim with everything installed how you like it.
WTF? Why?
Another game I played recently - an ancient puzzle game "Riven" - seemed to have bad looking problems. I bought it from GOG because I didn't notice it only officially supports Windows and Mac. Very near the end of the installation, you have to click through a couple of errors that say the game didn't install properly (it did well enough). When launching the game, you get a nasty error if you run Riven.exe instead of Launcher_Riven.exe . During the actual gameplay, there is only one rare crash every few hundred attempts at brute forcing one particular puzzle.
I suppose that's kind of what Proton does, although it focuses on emulating a Windows environment in particular.
In one particular case, I packaged up Mirrors Edge into an AppImage with the AppRun script taking care to setup the environment and WINE. It worked surprisingly well.
If anyone at Valve is reading, I think this would be an excellent feature for Proton or the Steam client.
Oh the really icing on the cake is just how easy it all is. You literally just install the Windows version and things “just work.” Its amazing.
I’ve said this a lot of times now but it’s pretty amazing to write code and play games on the same machine. Truly, I don’t think I’ll ever have a bare metal install of Windows again. I don’t even have a VM with it right now even.
Now that Davinci Resolve works well on Linux I don't see why not to make the shift.
Thank you, Valve. You guys are my low key hero's.
I would still recommend VR gaming under linux for all the same reasons I would recommend linux over windows generally, but not to a casual gamer expecting a seamless experience.
Even switching graphics cards was painless... Like it was easier than I could have hoped for. Download drivers, mark weird driver.run file as executable and ./driver.run my way to victory.
My motherboard is being a pain in the ass or I'd let you know how the GPU passthrough was working with the RX580 feeding the host... ugh that's tonight's adventure.
I don't have modern hardware but I'm easily able to play things like Mass Effect with Proton with no serious issues on an older graphics card (Radeon 7790). I'm not so confident that brand new titles would just work (even if I had a modern gfx card), but people tend to have good success overall. It's really good.
In case it's not clear, Proton is a Valve fork of the Wine project. The one problem I've run into is if I don't have the right dependencies installed. I didn't play any games for a long time, then went back and started playing some again, and through several `apt update` runs something had gotten out of whack; Proton is Wine, so you can still get into difficult "what does this error even mean" situations.
I honestly didn't think I was gonna get to play Fallen Jedi with ease since I bought it on Origin (regrets) but turns out I was wrong. Was easy as hell just like everything else on Linux :)
Mostly everything else works pretty easily.
All of my computers are windows-free now.
Some Googling suggests it might be a USB device issue. I also have a weird issue where out of nowhere my onboard Realtek Ethernet stopped working in Windows (though works fine in Linux), so I've been using a USB 3.0 Ethernet dongle.
Something's rotten with my machine. But I'm not exactly sure what. I'd likely use it more for work related tasks, but it's so frustrating dealing with this crap that just plug my MacBook into my monitor and call it a day.
I thought it stopped when I converted 2 disks from dynamic (mirror mode) to basic (2 independent drives), but it still happens, albeit way less frequently. Create a mirrored volume and it's 2-3 times a day.
I sure as hell am not blaming my hardware, Win10 used to work fine, Linux works fine, Windows 7 works fine.
I had to install linux(because Windows recovery is terrible and can't do much), fiddle around with pre-creating a partition table on the format it wanted, and then eventually got it to work. Don't ask me how, I spent hours trying every combination under the sun. Windows error messages are very cryptic and not at all helpful.
The various software for that builds the image for either legacy BIOS or UEFI, and they're not interchangeable. Rufus, for example, lets you specify the mode.
Alternatively, if you can't install it in UEFI mode, you can switch to legacy BIOS/CSM mode in your machine's BIOS (or vice versa).
It gets worse - some Win10 ISOs themselves are made for either UEFI (most common) or legacy BIOS, and they can't be set up the other way.
You can clone or run Win10 legacy BIOS/CSM installations on other machines/drives (useful if you plan on swapping/upgrading), while UEFI will only run on the specific motherboard/CPU you installed it on.
I've also noticed Win10 in UEFI mode can BSOD with no chance of recovery when undervolting too much and causing it to freeze/BSOD. Something must be getting corrupted, and it won't run again, ever. Legacy mode works fine.
I was, yes, but even switching to legacy didn't help at all. I spent weeks trying to get it working, I looked at everything I could and tried every combination of settings (I had a grid).
Anyway to the point... If you do ever really need to install Windows from a USB stick the only fucking thing I swear always works is using Rufus:
Last time I had to like bootstrap a Windows install without an existing one; I could not get anything to fucking make the usb drive bootable using MacOS or Linux at the time (I could be an idiot though). Eventually, I created a Windows VM, passed the thumb drive over to it, and used Rufus... worked immediately no fuckery to be had. Has worked every time since...
Linux is just such a more quiet and less pushy experience, I find it relaxing.
I can't even get either of those to install via steam. I can install them via, e.g., Lutris or PlayOnLinux, but then steam doesn't see the clients.
Otherwise, yeah, I used to run a GPU passthrough to a Win guest for a few games. Now I don't even do that. Gaming on Linux is quite good. Mostly good enough, anyway.
Nearly every other game I've tried has worked great with proton though! Even multiplayer games (through steam) tend to work very well.
90% of games with Proton "just work" like you said. It is amazing.
But then there's that one game that doesn't work, or works but with half the fps... for me, it was Death Stranding. It runs at 60+ fps at 1440p on Windows, but runs at half that on Proton, with horrible artifacts/frametime on Linux + Proton (even the community mod "GloriousEggroll" Proton version).
If CyberPunk is any good, I'm going to buy it and want the best experience... for now, that probably means Windows, unless by some miracle it works on Proton with no issues.
Maybe Google are licensing a proprietary DX->VK wrapper for Stadia developers to use, so they can't release it elsewhere?
DX isn't performing better than Vulkan, is it? The performance of Vulkan titles has been almost absurdly good.
If they are using a wrapper it is probably just dxvk with extra stadia specific patches. ( https://github.com/doitsujin/dxvk )
I mean sure they could detect that you're running in a VM, but I'm yet to hear about any cheats where you edit the memory of a VM, so until that's a thing i safe.
There are companies like shadow.tech that builds their entire business around this implementation, so one can only hope it stays this way.
Personal experience: Playing both Overwatch and Counter Strike without any issue (VAC enabled servers)
from past experience with CDPR games, you should really wait a good year for all the patches to happen. TW3 was only really playable, like, two years after release
Once Cyberpunk gets unlocked I might change my mind but for now I’m hopeful.
Also any multiplayer competitive games that use anti-cheats are impossible to play. Valorant, for example.
IMO it is well worth it to maintain a dualboot for windows games.
Most recent frustration for me was Firefighter Simulator. Ended up trying out a VMware product and playing it through a VM. Wasn’t great.
I've been doing this since 2017. Back then I had built my first desktop computer powered by ryzen 1700 + 2 GPUs.
Creating this setup had some challenges, but after the initial hurdle everything has been working perfectly (I imagine things must be easier nowadays).
Created a windows 10 VM, assigned 4 of my 8 cores, 16 GB of RAM (got 64 on the host) and a GTX 1070. This setup is enough to play pretty much any AAA game with max settings on full HD.
Besides having every game working perfectly, I get another nice side effect: sandboxing. No games (mostly proprietary software) have access to my personal/work files.
I was disappointed with USB for guests though, I found it impossible to restore my iPhone via iTunes on a Windows VM, because the USB device wouldn't automatically bind to the VM. Which is something even VirtualBox can do well. But maybe the tech has progressed, or there's a better solution to that issue now.
My main experience is with a Logitech g933 headset, which requires windows-only software to control certain parts of the device.
Note that modprobe configuration is important, as it assigns stub drivers to the GTX that allows it to be handed on demand to the VM.
Note that this is made for a debian 10 system (kernel 4.19), other distributions might have different requirements.
As for running the GTX 1070 on the host when the VM is not running, I'm not sure if it is possible.
On Windows it's (1) install steam (2) play. To develop with my headless freebsd dev machine, it's just (1) install ssh (2) install x11 client (3) open term.
I made some tweaks based on level1 forums information, but most of that is auto generated by a GUI.
I've been wanting to try out linux gaming and this makes it more interesting.
I've also been thinking about videoconferencing/etc on linux running in the same manner.
Also you may need hardware, especially motherboard that supports VFIO groups well.
Fortunatly there are quite big communities like Reddit in this topic. Just google "VFIO"
Maybe it is not perfect sandbox for running malicious code, but surely it is enough to make games and anti cheat systems think they are running on a real computer.
However, the games industry is still largely hostile to gaming on Linux. I've always had the best experiences with indie games or FOSS projects, and the only trouble I've had is with newly released AAA titles. I wouldn't even bother with newer multiplayer-only games or MMOs, as anti-cheat on Linux is a pretty reliable way to be falsely detected and instantly banned (not to mention requiring kernel-level access, which is utterly ridiculous).
Not a troll question: how do you detect cheats run at the kernel level without kernel-level access?
If you answer is "I don't want a game to have kernel level-access even if it means some cheats can't be detected", I respect that, but can you accept that others can make a different decision and not be "utterly ridiculous"?
The bomber will always get through. I think the only way forward is by using a weaker anti-cheat combined with an ML and player-based (Like in CSGO) system to find cheaters. If cheaters get through, but they have to play within the bounds of what could be reasonably could be expected of a regular player, it doesn't really matter.
Push comes to shove you could make a fully visual triggerbot that doesn't even draw power from the machine (i.e. HDMI->Magic->MouseInput)
Both of these are deal breakers on their own, but the real deal breaker is the uncertainty that comes with running Linux as a gamer. For example Cyberpunk 2077 comes out this week. Will it work? I have no idea. With my Windows machine I don't even need to check - of course it will.
I agree though, the uncertainty is definitely an issue. Maybe if enough games start to get played on linux, this will be the push that's needed for game devs to start supporting games on linux (even if that means it's through wine).
Why? because:
1. Windows comes preinstalled on many computers.
2. People do not install Linux because they cannot play games on it.
3. Game developers won't publish on Linux because there are not enough users.
Is 3 the real problem, or is it 2? 2 is the real problem. If everyone committed to use Linux, game developers would follow immediately.
If you use Windows only for gaming then just buy a console, it is cheaper.
It's cheaper to spend money on a console, controllers, games, and a yearly online subscription than to use my existing pc? I find that hard to believe. Especially with games routinely going on sale and overall costing less on pc. Even on my Switch, games are more expensive on average.
I game as much as I can on linux (debian bullseye) but dualbooting to windows for specific games is rather easy. Unrelated, but I would not recommend debian for gaming purposes. Steam didn't even start correctly due to some static dependencies until about a month ago.
As a user this makes it a non-viable platform.
Anecdote: I've bought games at launch that failed to boot. I've bought many games that required fiddling with settings (locales, drivers, etc.) to get them working. Linux is a more extreme afterthought but PC is also rarely a first-class citizen.
Like VAC, EAC does have a native Linux version, but that does require a native Linux port of games.
Cyberpunk is DRM free so it should be OK on launch and only a matter of time if it's not.
Of course it was going to be a mess. They had to recycle and hack-and-slash assets to pull something together to meet the ambitious release date.
According to rumor, Sledgehammer Games was essentially unable to produce the game and has been demoted to a second tier support studio as a result.
rf2's tyre model is almost awe-inspiring for a game, the game itself is not, sadly.
My previous laptop broke, so I got a new one. Of course I immediately created a Pop! partition and started installing stuff. I tried Doom Eternal... and it was running extremely slow for what you'd expect from a RTX 2080. Surely enough, I switched to my Windows 10 partition and the game ran smooth like butter over there. I spent some time looking at the issue but couldn't figure it out.
I decided to love back to Windows for the time being, enjoy the laptop and try again later on.
Heck if I can't edit mouse acceleration with ease, how hard is it going to be to watch Netflix? Do I need to downgrade chromium to 30.4 just to install some plugin incompatible with the v32 chromium?
These are real issues that you'd expect Ubuntu to have working from defaults.
I'm not asking for every porn website to work, but all FAANG websites to work.
But I re downloaded it and it still doesn't work: https://postimg.cc/TygMLfX8
On this end, it looks this way, when windowed: https://imgur.com/hlrBFc9
And it's not even Xorg session, it is under Wayland -- Wayland won't allow to set a display mode to apps, and for Xrandr it is faked using overlays with correct density.
> I guess your videocard does not support Vulkan. Open game properties, Betas tab, switch to "legacy" version. Beware, it will download several gigabytes from internet. Legacy version has support of OpenGL unlinke modern one, which uses only Vulkan.
https://steamcommunity.com/app/257510/discussions/0/16409152...
But this option is behind a beta and I need a code to activate it (what ?).
edit: Digging a bit more https://steamcommunity.com/app/221410/discussions/6/17422272...
This did the trick:
apt install libvulkan1 libvulkan1:i386 mesa-vulkan-drivers mesa-vulkan-drivers:i386
It now runs. I only did it because you lured me into it though :)p. My point still stands ^^.I actually run Steam inside flatpak - I installed Steam from flathub, launched it, downloaded the games and almost (see below) everything worked. Flatpak runtime has all the necessary Mesa drivers (for AMD and Intel, not sure how Nvidia and flatpak works). The only thing I had to configure myself in the host system was udev rules for Dualshock gamepad. That one breaks the otherwise nice experience of everything working out of the box.
And wrt the Vulkan requirement: that's why I bought The Talos Principle originally. It was one of the first games with Vulkan renderer and I was curious, how well it works.
I'd have to do some testing with Talos (vs windows version) but I think that The Cave runs smoother now.
Quite frankly I don't expect much from gaming on Linux regarding ease-of-use and I am okay with that. I am sure all those games could run but when I want to play a game I don't want to fiddle with config files so I either boot a console or reboot into windows. It's been my experience for years that ubuntu/Linux isn't as versatile and as accommodating as windows regarding gaming but it doesn't mean that those games couldn't run with a bit of elbow grease (they most likely would but it's not pain-free).
I always try to stick to Intel IGP because I read (and I suppose it's still true) that they have the best support for desktop usage. I don't want to fight nvidia or ati drivers, I don't even know wwhich's the darling of gaming GPU for Linux these days. Been there, done that.
Mouse/trackpad/trackpoint configuration can be one of the most painful things to do on Linux. Netflix and friends are easy (unless you want HD sometimes >.>)
Not sure if this is you, but those of our community who are really into the objective sensory aspects are not a terribly good sell for Linux right now IMO. Usually they're looking to rep their OS to other people, whatever that OS ends up being, so rather than build on its strengths, they look for a specific set of strengths to which they're already attuned over time spent with other OSes. Ergonomics and sensory aesthetics are big preferences of this group. Good refresh rates, overall feeling of smoothness, little wastes of their time eliminated, etc.
Mouse acceleration is IMO a good pointer to this kind of sensibility. Unfortunately if that's really important to you (not that you can / can't tweak it, but the _way_ in which you need to do some perceived extra work to configure it) it's important to know that it may be best to build on and adapt to Linux's other strengths, or try it on the side in something less important, or stay with what you already like.
Other phrases like "people should expect" or "things like X should just work" are also good clues here. Nothing wrong with that, but Linux brings really huge subjective strengths to the table (a deeper connection to what do _you_ need or want, starting closer to bare hardware, vs. what do _people_ need or want, starting closer to end user experience) unless you are doing specific types of work where Linux is already a known dominant solution for groups of people.
If you want Netflix in Linux it's as simple as installing the official Google Chrome browser.
https://github.com/proprietary/chromium-widevine
And I really can't believe I have to explain this at Hacker News of all places (jesus christ), but this is the difference between Chromium and Chrome.
Those people defending HTML5 DRM really have a lot to answer for here. "It'll be fine" they say. Proof right fucking here that consumers are oblivious.
I got a laptop. Removed it from the box. Installed Ubuntu, tweaked the dock drivers a bit. Everything works as it would on a Windows machine and no I don't need to downgrade Chrome to have Netflix, Spotify, Facebook, HBO or whatever work. Zero, zero compatibility issues and I can't be the only one since millions of people use Linux daily.
A fresh install came with ads, tracking, and forced updates?
About the Netflix part, I don't think that's Linux's fault.
But it's worth a try. Some games run well enough for me that I don't bother booting into windows to play them.
I am interested to see were the bottleneck could be.
The issue ends up being support cost vs sales.
If 1% of your fan base runs Ubuntu, but they're 50% of your big reports, it's cheaper to not worry about them.
Like if y'all really want I can upload the Linux build and make it clear it's not going to work as well. I can't support every single distro after all
Especially in very niche games with small teams, there is 0 IP in the boring parts of the game. If your code isn't too much of a clusterfuck, I will happily try and fix the bug myself and make a PR.
That and I firmly believe that open source is by far the most efficient way to ensure a reasonable code quality.
Wouldn't make much sense from a commercial pov
Not that I'm saying any developer should feel compelled to do it.
(I don't have any problems, and I get the benefit of compatibility, not cluttering my host OS with 32-bit libraries, and controlling what information the software can access from my system - no worry about it stealing my browser cookies, for example. The only problem is I have to use the Proton runtimes instead of the new "Steam Linux Runtime", because the latter requires cgroups and thus would need a privileged container, but it's very rare to find games that don't work with Proton - recent examples I came across being Chip's Challenge and Hardspace:Shipbreaker.)
It'd be great if it was that easy, last time (been over a year to be fair) we tried we had weird unexplainable shader errors and graphics glitches, windows build via proton works fine
Sadly not worth the dev time to investigate that more thouroughly at the moment
I'm a solo game developer (working on [1] right now) and while I get many more requests for a native Linux version than I expected, I'm still reluctant to invest the necessary development time. It's ironic, but the very fact that Proton is so solid makes it even less likely that a Linux build will exist, since I'm fairly certain people will be able to play Slipways under Proton with hardly any issues if they want to.
I'm debating doing that now, but it comes off as a ton of work where I don't particularly think I'll make money .
The planets aligned with Centos 8, Steam, and AMD drivers somewhere around late January. Things went from crazy difficult to just working.
Over the Spring/Summer/Fall I've seen significant progress on what worked on Windows vs Proton vs native Linux. A significant chunk of my Steam library now plays on my primary box. When the day comes where I actually get my hands on a new CPU/video card... those will actually go into my workstation.
Are the packages I used on my Centos 8 box. Looks like I had the rpm fusion packages (free and non free) and EPEL libraries. Hardest part for me was getting the video card working. Perhaps went down the rabbit hole of getting the AMD proprietary drivers in place - which was really rough early on. Not sure folks even use those now.
sudo dnf config-manager --add-repo=https://negativo17.org/repos/fedora-steam.repo sudo dnf -y install steam kernel-modules-extra
I have an HTC Vive. There are many VR games that don't work at all even with Proton. There are many games that do work though.
The only game that doesn't work that I truly miss is Planetside 2.
But your typical big name games do work, even ones that aren't on Steam. Doom, Factorio, Kerbal Space Program, EVE Online -- these all work wonderfully. Space Engineers works "okay" -- it has an issue where the process threads will linger in the background even after you exit.
Blizzard's Battle.net games also work great -- you just have to start it with Lutris and do some magic to enable Vulkan. WoW and Diablo III work beautifully.
If I have one complaint about Steam is that clicking the blue button to tell Steam to kill a game doesn't work. Space Engineers and World of Warships both have to be manually killed sometimes and it would be real nice if Steam would do it so I don't have to open a terminal and find the relevant Wine garbage to do it myself.
Run the autoprefix-patcher.py. It's unofficial and it's magic that I haven't taken too much time to understand. Your mileage may vary.
[0] https://github.com/Linux74656/SpaceEngineersLinuxPatches
There's also a room in Keen Software House's Discord which is dedicated for unofficial Linux help. Sometimes a patch will break the game in an unexpected way. For example I remember a patch early this year that made it so that the version check would crash the game on Linux (something to do with KSH's HTTPS certificate) and the easiest solution was to just null-route the patch server address in iptables or blacklist the domain in pihole until a later patch fixed the problem.
My biggest pain is that video drivers really suck when it comes to VR. On windows you have stuff like async reprojection, on linux you have frequent lags and fps spikes, and nvidia does not seem to be interested enough to fix this.
In KDE it changes the cursor to a kill-cursor.
In Cinnamon it kills and restarts the GPU renderer.
Neither cleanly expresses what I want to do: kill a process which doesn't have a window but is owned by one which does.
[0] https://github.com/ValveSoftware/Proton/issues/3189#issuecom...
So I finally got the NVidia Intel switchover thing working, but it didn't help at all. I have a GTX 950M which is quite a bit worse/older if https://gpu.userbenchmark.com/Compare/Nvidia-GTX-950M-vs-Nvi... is to be trusted. Maybe GPU matters more than I thought, and mine is just too old and crummy? But I thought I read it was still software rendered.
The rootkit, driver signing enforcement, driver ACLing of anything it doesn't like, vulnerable drivers, all forms of emulation detection, failing any of those = permanent ban is a whole other problem.
Not really. I mean, yes, in the sense that the IOMMU has to be configured to allow it, but after that, it's fair game. Any PCI device can read within the inbound translation window.
I just want to play video games and I use linux - in order to play multiplayer video games I need anticheat and this means giving that up.
I would also argue that other than a minority of vocal users no one wakes up in the morning looking forward to tinker with their system, we just sometimes have to, doesn't mean we like it.
I can already tell this is very likely not going to work fully, or even work for a sizeable chunk of Linux installations out there. Many platforms don't have TPMs, or have TPMs from unknown CAs. Or firmware that you're not aware of. Or even worse, people might just be running a Linux distribution that you don't know about. Or a patched kernel. Or a bootloader that doesn't measure the next stage into TPM. Not to mention, even the most popular distributions allow you to do anything with root access, things that you just won't be able to measure, but that might allow people to cheat.
TPMs really only make sense for _very_ controlled environments if you want to prevent hardware tampering at this level. The diversity of Linux distributions (and PCs in general) truly works against you here.
My bigger concern would be a permanent ban on an indie game.
Ultimately anti-cheat within the application itself, I find, should be considered acceptable whereas Riot's Vanguard/rootkit solution is an ugly hack. Valve seem to be showing it's possible via both automation (ML) and community judgement to make achieve results - the aim needs to ensure all players look "normal", not stop all cheats (the latter aim is impossible).
Also runs vrchat, this is on a 960M mobile chip on ubuntu 18.04.
I couldn't get ubuntu 20 to have proper vsync for the main desktop so I downgraded to 18. The nvidia drivers were causing problems, such as the main desktop not having vsync and not enabling vsync settings even if set manually, until an ubuntu system update automatically pushed update 455 to me and fixed everything. A number of nvidia tutorials or suggestions online are entirely out of date.
You can look into lutris or GameHub and get the games to work via that.
Though GOG is Linux friendly, there are tons of games with Linux versions on it. The only thing you miss on Linux with GOG is GOG Galaxy but at least personally even though i use Windows i do not care much about Galaxy and instead i just download the games from the website (which notifies you if there are any updates).
(Which however didn't help me on an older Mac, as Wine gaming seems to be sensitive to hardware and drivers.)
While I can't speak first hand for AMD as I've not owned an AMD/ATI card in decades I do know that AMD and Valve have dedicated Linux driver deveopers directly contributing them to the kernel and have heard nothing but good things (taken with a grain of salt because fanboys will fanboy).
AMD drivers are open source but that alone doesn't make them "work better" than the Nvidia drivers.
I am not gamer anymore. I've had NVIDIA GPU, binary drivers were not pleasant experience, so bad that I've switched to Intel GPU. Today open source AMD GPU driver is a clear path forward, and it would improve with each release.
Funny thing is I sometimes use steam remote play to access my linux desktop since it's faster and has very little lag compared to VNC. I simply add nautilus to steam game library so I can launch it remotely via steam link, then press "super/⌘" key to access the desktop.
disclaimer: yes I know I'm asking for a free version of Crossover. Though not entirely "free" since I've already paid quite a bit of money to Valve over the years for games that no longer work on macOS Catalina. (And also for Steam Link hardware.)
As soon as DCS actually knows what threads are we're in business.
If you haven't been keeping up with the scene, the game has been greatly expanded by mods - e.g. improvements the flight model
It is about the only linux release I've never managed tu run.
There's always someone really, incredibly angry on the Internet.
Just Dance 2020/2021 is a good example of this: the PC version was discontinued in 2017, but 2020 and 2021 were also released on Stadia -- without an accompanying PC build.
Death Stranding was another recent DX12 release and it looks like Proton struggles with it
I re-played Fallout 3 and New Vegas this year using Porting Kit but had to dual boot into Windows to play 4.
https://github.com/ValveSoftware/Proton/commit/a84120449d817...
The caveat with this is that many games don’t work in multiplayer due to incompatible anti-chest software. Seems to have a pretty good track record in stand alone gaming though.
That explains so much.
It works! My only complaint is that if I Alt+Tab to another dwm view, I can't seem to get back into the game. No idea where the window is. Not sure where to get help with the matter.
Filed a bug about my issue here: https://github.com/ValveSoftware/Proton/issues/4443
I still keep Windows around as a dual boot option for games that don't work well with Proton though, but I barely need to use it.
Unfortunately my MSI board's BIOS doesn't seem have support for enable/disable the SATA or NVMe controller. I'd gladly take a recommendation of a micro-ITX board that does. This kind of thing doesn't make the spec sheet.
I've made Skyrim, Fallout, GTA 5, etc. work (or kind of work) under WINE and Proton is so much easier and cleaner. On top of the Linux native games, like those from Paradox, I've got no reason to use Windows outside of my work laptop -- I do AD admin stuff occasionally so a Win10 box is useful there...
But solid 10/10, would recommend Proton.
For Linux users, this if you want to use Steam, you have to start from scratch. I'd rather stick with Wine/Lutris, even if it is buggier.
I never thought Linux gaming has improved so much. Heck, Steam has more available titles in Linux than in my Mac.
Like at the moment, I need to play Genshin Impact, but it does not work.
proton is a config shim around wine and dxvk (both foss).
wine is a 27year old project that does the bulk of the work.
credit where credit is due.
But that is not the case for everyone.
Or a VM.
Thanks to all developers who are involved in these and other projects like Wine, Proton, Mesa, radv/aco and etc. which make gaming on Linux great these days.
Arm may be too late for the ps5 gen but is there any question that ps6 gen won't be an arm SOC?
And I wonder if apple will launch m1 as a gaming console.
sudo apt-get install libnvidia-gl-390:i386
Edit: commenters make good counterpoints
Its not like any game developer seriously worries that X is installed.
The vast majority of Linux developers don't ever do anything with dependencies and just rely on packagers to do it for them. I hardly ever use closed source Linux software, but it has been my experience that they support at most 2 precise distro versions.
If things work flawlessly, do we care?
If companies want to support Linux out of the box, they don't have to expend resources creating multiple builds and need only to focus on testing a single build. Even a token amount of testing from a single QA engineer (does it run?) would go a _long way_ into ensuring we can run things on Linux.
From lurking in wine-dev, games that work but have a few issues progress much faster than ones that don't even boot up (or they do but don't actually work).
It's a bit unfortunate that the Win32 api is being used as a lingua franca, but I'll take it.
VR support is still being worked on.
UX was the biggest obstacle to gaming on Linux, and proton solves it
I have craving for SWAT 2 and I must satisfy it, even if it means installing Windows 98 on the NAS.