I think Valve's definition of a family is one guy who owns a whole bunch of different computers that he wants to flit between. Maybe this is what family is to a Valve employee? I don't know.
Most streaming services allow a small but reasonable number of concurrent connections. Usually around 5. Why does Valve insist on locking out my library of games that I paid for when one person has a game open? It makes no sense.
I wouldn't complain if the rule was you couldn't have more than one copy of a particular game open (maybe have an option to buy multiple copies for the library?), but if someone is playing L4D2 they shouldn't lock someone else out of playing HalfLife 2.
The workaround is, indeed, pull the cable or firewall steam, go offline, plug the cable.
So the concern becomes "what if the protection becomes stronger".
If they could just stop with the egregious overstepping I'd be pretty okay with using Win for gaming, accounting and a few other things. I'll likely have Win around for the foreseeable future, not just me in the household :)
I appreciate the update on Linux gaming though, haven't really looked in a long time.
(OTOH, you're stuck with a similar driver mess if you want a DualShock or JoyCon on Windows, so w/e)
But it's gotten a lot better than it used to be.
Recently bought a PS5 controller and while not supported natively on either Linux/Windows, Steam does pick it up without any configuration (on both OS:es).
It's really leveled up my PC gaming experience: I get the same feeling as playing on console with the freedom of PC.
100% compatibility isn't guaranteed for Windows either, you can always get screwed by random driver bugs.
For that, you need a console.
Essentially anti-cheat code needs that level of access to detect/circumvent cheat enabling code that has that level of access - it is a protracted arms race. There is money and kudos to be made through gaming, so people will cheat by any means necessary.
You can't remotely prove the entire state of the client unless you entirely control the client, and no current OS can offer the level of sandboxing required to offer that assurance. If you can't 100% trust the state of the client then no transport level encryption and such will fix that - you are just guaranteeing the faked data is transported safely at that point.
Of course that level of control being required for single player games is much more dubious, so there is a grain of truth in the more tin-foil-hat sounding theories about identity tracking & such on the part of the publishers.
Rent seekers will extract as much cash and time from players as can be gotten away with.
Server level ban lists and competent game referees and volunteers could be a powerful answer to the problem, but there's not a lot of incentive to innovate away from rent seeking, as the big studios and stores crush any threats to their success.
It’s also worth noting that multiplayer games without anti-cheat have had centralized accounts and microtransactions for a long time, so I’m not sure I understand how the anti-cheat measures are furthering those.
Don't send the data player is not supposed to know. Don't trust clients to just tell the server what happened. And - I realize this is extremely controversial - ideally don't design games on pure reaction speed, visual acuity and mechanical dexterity where a sophisticated enough machine would consistently and unpreventably beat any human.
I believe we should be able to compete with bots just like we're able to compete with humans - and not because bots are handicapped and constantly toss coins deciding if they want to let the puny meatbag win.
I'm curious if there are any special tournaments where "cheats" are encouraged and even required, not prohibited. Would love to see a FPS where you have all the software aid you can think of. Texture hacks become enhanced vision aids (server may toss a coin and enforce camouflaging by not sending any information, though), auto-aim is smart munitions (so we don't compete on whoever has the faster hands or a better mouse -- see, it's already a competition of machinery!), last-seen markers and sound source visualization are tactical HUDs, and if you want some other feature you're free - as your competitors - to implement it. Naturally, if that's based on an existing game that would require heavy re-balancing of its rules (e.g. nerf of one-shot-kill weapons or buff for supports so in a teamplay they can save their teammates from such weapons). That would be a whole next level e-sports, true to the name.
What games, other than turn based strategy games or puzzle games, don't have the property you list here? And even then, you can absolutely cheat at chess. Like it or not, people want to play shooters online.
A game of almost any genre doesn't have to be designed purely on those neural and mechanical skills.
(And puzzles are actually a bad example, as many can be unimaginatively played by a machine, and machine typically wins in terms of the computing speed. Unlike a complex strategy game where bots don't necessarily dominate human players.)
My previous comment had even hinted at how a FPS could be designed to not depend on one's eyesight difference, sleight of hand or gaming chair performance. If everyone has a perfect aimbot by design, tactics and teamplay (if that's a team game) becomes a deciding factor in a shooter. If everyone has a helper AI that alleviates mundane clicking you don't have to put your mouse on fire doing that 9000 APM micro - the actual strategic thinking and planning ("macro" rather than "micro") makes more important in winning a tower defense or RTS game.
I'd wish I could just write a whole implementation idea, but I'm no game designer. I just believe that things could be designed and balanced in such a way. I can be wrong, but I don't think it's proven yet (given the modern status quo of "don't you dare think of any aids or tools but those game designers have very very explicitly allowed").
It's just that most games out there were never designed for this so their gameplay becomes extremely unrewarding, as there would be a huge imbalance if everyone is mechanically perfect. Which is probably why there is no cheaters' competitions.
Maybe I'm thinking about a different genre, something like first-person-shooter-but-not-FPS?
So a kernel rootkit is the bare minimum to try and detect these attacks, preventing them isn't even on the table any more.
In the distant future, you might be able to bypass it with hardware-authenticated homomorphic encryption, but that's still way off.
The only solution that is deterministic would be to move all rendering server-side. You could guarantee a fair match as long as participants are within some reasonable distance to the server.
Note that this has other massive benefits if you can build for it natively...
I'm sorry, but how exactly would it work? Do you mean that the server would authenticate the whole memory of the client's process, a few hundred megabytes at least, in order to make sure that there's no code that switches alpha of the wall textures to 0 every 5th frame, for example?
It's just event logging and replay.
But checking drivers and secure connections is easier.
For instance, many forms of netcode necessitate revealing slightly more information to players than you otherwise would want to. The world coordinates of player footstep sounds is almost certainly some information flowing across the network.
All you would need to do is intercept this information on the network and view it on an entirely decoupled system in a 3d coordinate space - potentially one synchronized to your player character using similar snooping tactics. Valve has done a pretty good job at making this harder with asymmetric encryption, but its still something the client can ultimately decode or otherwise you wouldn't hear shit during a multiplayer match.
Trying to lock down/validate the actual gamer's PC is a fool's errand. Just go back to first principles in information theory to see what a joke this is. If a certain fact made its way to a player's computer (or simply their home network), you should assume that they know it in the most adversarial way possible and model for that outcome. Obfuscation is just playing yourself in the long run.
But there are cheats like kickback compensation, hitbox tracking. You can apply statistical models and find unlikely consistency but it's hard to say for certain.
I rather have the original deal without additional layers.
My own Steam library is packed with games (thousands of them with many thousands more available for purchase at any given time), and very few of those require the use of Proton, but it sure is nice to have available, since it adds the ability to play games which would otherwise bit-rot there in my library.
If on the other hand we are playing the quality card, or what everyone else is actually paying for, then down Proton it goes.
Isn't ironic that while most Android games are NDK based, so basically ISO C, ISO C++, OpenGL, OpenSL, Vulkan, they don't get ported to GNU/Linux?
Or Stadia ones for that matter (regardless of its possible future).
At the end of the day, I don't want to reboot just to play a game. I personally don't see the need to be a comparability purist here.
Browsing to all developer studios websites for my favourite 50 steam titles is a bit tedious... in other words... I'm lazy.
For those who are not (always) on steam there's also the original wine:
Unless you don't have a magically compatible hardware setup. On my laptop like half my Steam library won't start, only shows a black screen or crashes instantly. Not even all official Linux releases reliably work. The last time I tried Ubuntu I couldn't even install Steam out of the box. Yes, Steam+Proton has improved the situation immensely. It's still a different kind of experience than on Windows, though.
I just went the console route. Not perfect, but I like that it basically guarantees the hardware will be compatible with new games for 5+ years. The slightly better visuals aren't worth it to me, most games look good enough nowadays (or rather, the best-looking games tend to not be the most enjoyable ones on average).
Of course this presupposes you got NixOS set up at all in the first place. And I'm not ENTIRELY sure I'd recommend it for your daily driver. But a friend of mine talked me into it all; and despite the warts at times it just seems like it's the least worst distro (to praise it with faint damns)
I moved to flatpak for Steam on NixOS and couldn't be happier, except now the latest proton uses flatpak under the hood and flatpak doesn't support nested containers.
I hear the flatpak-based Proton works much better (and that makes sense) but I still have some titles that are broken with it but work with older versions.
For non-game software (and even some games), https://alternativeto.net/ can help you easily find Linux-native alternatives to software that you know the name of from other platforms. Also great for finding interesting software alternatives for your other platforms (iOS, Androin, Win, Mac, etc) too.
Nowadays I'm very unlikely to buy a game that doesn't have a native Linux version.
Separately; GOG.com has a large selection of games that run Linux native; though not necessarily the most popular ones.
Plus, individual consoles are still randomly cockblocked by exclusive contracts, so you'd need 3 consoles to get all possible content, vs. a multiple accounts on one machine for all the various PC game shops.
The path to happiness for me has been realizing that I don't have time to consume all possible content anyway, especially right now (cf. "Peak Content"). So I just pick one platform every few years and choose from the games available on the platform.
Over the years, I've gone from PC to PS2 to Wii to PC and right now, I'm gaming on a Switch (plus Minecraft on the PC that I already have). And if there were ever a PS5 or XSX exclusive that I'm interested in, I can always watch a let's-play first and see if I'm still interested later. (Which has not even happened to me so far because I don't actively seek out news for games that are not on the platform I own.)
I think a lot of people are pretty happy with a PC + Switch combo, since there's straight up no hope of Nintendo porting their games to PC in any time soon. And a Switch is relatively inexpensive (especially if you go for the Lite model)
Sony also has a lot of exclusives on their systems (Bloodborne, Spider-Man, Uncharted, Last of Us, God of War, etc)
They are fully controlled by the respective manufacturer, and if you're not getting permission dialogues, it's because you agreed to them when you first started the console. (Disclosure: I don't actually know if modern consoles spam permission dialogues or ads.)
The hardware support is good enough that it just works, and has been for a decade. In that period I've seen the desktop become worse and worse in the name of 'accessibility'. Since I can't get the people in RedHat to stop making the desktop worse my next best alternative is to make Linux toxic enough that there is no financial incentive for them to continue and simply leave.
Anyone non-technical who ask about windows alternatives I merely tell them that Linux is too hard and they should stick to Windows. Gate keeping is a virtue that we need to practice more of.
*That said, there are some games do extremely invasive windows kernel level anti-cheat stuff.. so, some games' multiplayer won't work. Apex legends and doom eternal's multiplayer are two I've tried and failed to play in the past 3mo. Though doom eternal single player works swimmingly.