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.
The Linux desktop sometimes is like a bad comedy sketch.
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)
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.
I currently just don't have any QT based apps on my Arch system though I don't think.
(edit: QT -> Qt. Seasons greetings to the flagkilled throwaway who informed me of my mistake.)
Not sure if I have any either to be honest, but that's what I mean, I like not worrying about it.
(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
They obviously can't hook into Linux kernel so they react by just banning the player.
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.
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.
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.
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.
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.
When games switched from server browsers to matchmaking, they just defaulted to using the anti-cheat system.
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.
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
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.
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.
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).
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.
Yeah, I just don't see games needing access to such kernel level items.
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.
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.
Hence I just stay away from AAA games with anti cheat at this point.
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.
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.
Server browser is a hidden afterthought behind a dropdown.
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.
This is interpreted by many game companies as an attempt to cheat, rather than simply an unsupported use case.
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.
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.
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.
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.
> 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.
Of course, most people who play games don't like that - including myself.
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.
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...
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.
Just like MS 15 years ago.
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.
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).
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/
I can't wait to see Google dump Stadia.
It's detrimental to consumers.
WTF? Why?
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%
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.
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.
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.
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.