Talk is cheap. It's been "planned" for Tarkov since before I started using Linux.
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Tbf most devs probably want to do it, they just can't justify it financially. Most games' programmers are computer nerds, and they would be the ones in charge of implementing that kind of stuff. They'd happily do it because obviously, as computer nerds they love Linux, but even if they accept to do some unpaid overtime just because they really want to implement this, it might get blocked by the publisher because they don't want that kind of stuff to bypass QA especially since it has a chance of affecting all users, and when looking at the numbers, it's just not profitable to them.
Now the steam deck could change that dynamic because it has a decent market share, and I would love to see the actual numbers but I'd be willing to bet that most deck owners buy more games than the average player.
Source: am games' programmer, computer nerd, and steam deck owner
Tarkov is in a different much more complex situation. It uses some Battleye addons that are custom made for the game that Battleye will not port to work on Linux.
If it was an issue on the user's end then it's possible 3rd parties could fix it (as Wine/Proton has for every game not designed for GNU+Linux). BattleState Games have decided they don't want to host servers without BattlEye for us to play on and that we're not entitled to host our own servers.
I did consider installing Windows on a machine just for Tarkov but install and using modern Windows looks like hell. I'd rather install Windows XP than Windows .
I want to be optimistic, bit honestly this to me reads like the non-commital "thanks for your concern, we'll look into it" consumer service style non-answer.
I hope it ends up somewhere, but I can also see it remaining in their ticketing system for eternity.
I think the Steam Deck is a platform that devs are aware of, and I'm sure they don't want to alienate that segment of their sales. They also want to avoid negative reviews.BattlEye is also supported in other games on Linux, including native versions, so it shouldn't be a big deal to ensure its functionality.
The issue isn't even that BattlEye doesn't work under Linux, because it does. It's that a lot of studios that use it, namely Bungie and Ubisoft, explicitly refuse to enable support for it. Somehow they allowed Division 2 to run, but even then it only appears to be the Steam version, because my Uplay copy does not have the necessary files in the bundle
This might be a stupid question but is it possible to copy the files you need to your Uplay install? It doesn't guarantee that the game will use them but worth a try I suppose.
Also you have Division 2 on Uplay and Steam? Why?
No, I don't. I got it on a whim through Epic, when it was on like a 90% sale, and that's the only game I own there, but it's installed through Uplay itself. The reason I know about the files, is because they appear in a steamdb manifest
Theoretically would you've said could work, but since we're talking about modifying critical files, they might just slap me with a ban, and I don't really feel like doing that. They probably check the hashes of the included bundle immediately
Understandable. I'm not sure how strict Uplay is about the files but from my experience with the bot in R6 Siege, it probably hands out bans like chocolate in Halloween.
I was in same situation with Star Wars: Squadrons i got it on Origin and some files for anti cheat were missing that steam version of game had... I found online missing files copy and paste and game worked
the year of me being able to run literally any game on linux is fast approaching.
It’s already here. Everyone is just playing catch up. I play mostly single player games and I’ve yet to run into something that doesn’t run well on Linux Mint.
Single player games don't usually have anti cheats
Thats the crux of the issue in 2023. Proton is already quite good.
I just refunded the stanley parable because I couldn’t easily get it to work on my arch system. Though I suspect the fault lies somewhere between hyprland and wayland, as I tried all other fixes I could dig up, but I can’t easily get X on my system to test, so I just ended up requesting a refund.
Apart from that things have just worked. Funny how a title that is supposed to run native is one that gave me a headache (proton also just flat out refused to launch it).
I can’t easily get X on my system to test
This can't be true. If you are on Arch, this should be very easy to do. I've had a backup i3 session available on my system for years alongside sway. It should be as easy as installing an X based DE and then selecting that session from the display manager
Some places do eventually listen. Crytek stealth dropped easy anticheat support for Hunt Showdown a few versions ago.
I think we can thank the steam deck for that
Perhaps don't rely upon client side to do all the heavy lifting and problem solved without having to install malware?
I am genuinely curious how anti-cheat works on an open source OS. I don't know a whole lot about how it works to be honest, but is there no problem with cheaters being able to manipulate the entire stack down to the kernel level?
Like I'm aware cheaters can decompile code so closed source isn't necessarily that much better. Did I just answer my own question or is there more to it?
This is why client-side anti-cheat is a terrible idea. It gives you the illusion of control, but really it doesn't prevent a motivated party from cheating, and it opens up everyone else to kernel-level vulnerabilities when the anti-cheat software inevitably has a bug.
Client side anti-cheat should merely discourage low effort attacks, and the real cheat detection should always be server side looking at patterns of behavior. Unfortunately, it's a lot easier to reach for client side anti-cheat than build an effective server side anti-cheat.
This is a really good answer, thanks! I like to imagine what a fully open-source future would look like and I imagine server-side anti cheat is the solution.
I don't think popular games will ever be fully open source, but our operating systems could be.
I have very little proprietary software on my system outside of games, and it's mostly limited to a handful of firmware blobs (e.g. GPU and WiFi firmware, CPU microcode, etc), with the clear exception bring browser DRM for streaming services. Everything proprietary on my system is sandboxed in some way, so I'm reasonably protected from most of that nonsense, but it's still there and probably always will be.
Having proprietary software isn't the issue IMO, as long as I can sandbox it. I can't sandbox kernel level anti-cheat, so I'm never going to install a game that requires it. That's my line in the sand.
One thing that I hope becomes more common is open source game code + proprietary art, sound and narrative. Game devs, artists, writers, etc deserve to get paid for their work, and we deserve to know what's running on our computers. The more game devs use open source engines, the closer we get.
Maybe it's because I am an amateur dev and not just a user but I like the freedom with assess that are creative commons and am put off when an open source game uses (edit) proprietary assests. Don't see why they can't get paid the same way open source dev would.
What makes games different to other types of software that it can't become the norm for them to be open source?
Not all anti-cheats are kernel-level though, only the most invasive ones are. BattlEye, the one used in this game, is not one of them, though I don't know the specifics of how it works.
I'll do my best to explain:
Firstly, not all code executed on an open source OS needs to be open source. For example: Epic Anti-Cheat, which comes with a Linux-compatible mode, is fully closed source. So right off the bat we're going to put to bed the notion that somehow the platform of choice makes it easier for bad actors to pull apart and examine anticheat software.
Secondly, yes, there is a problem with cheaters being able to hide from anticheats on Linux. This is because on Windows it's relatively easy to run kernel-level code via drivers -- this is why most anticheats require admin permission to install a monitoring driver before the game will run. The anticheat is effectively rootkitting your system in order to circumvent other rootkits that may be concealing epic cheatz.
On GNU/Linux, almost all device drivers come prepackaged in the Linux kernel, so there's no direct equivalent to the Windows approach of allowing users to install third-party code into the most protected rings of the OS. It's still possible through the use of kernel modules (see NVIDIA drivers), but as evidenced by how annoying it is to use NVIDIA devices on Linux, this is a huge PITA for both the developer & the user to deal with.
So that's the rub. On Linux, anticheats just have to trust that the kernel isn't lying. This has been a perpetual thorn in the side of developers like Google, who'd really really like it if they could prove beyond a shadow of a doubt that a given Android device is not rooted (see SafetyNet). Google's solution to this has been to introduce hardware-backed attestation -- basically a special hardware chip on the device that can prove that the kernel software has not been tainted in any way.
I'm sure you agree with this, just wanted to add:
It's also true that the ease with which a program can interact with kernel level drivers in Windows opens up a whole host of potential exploits including but not limited to recording all internet traffic, all keystrokes, listing all files & programs, accessing memory of other programs and more. AAA client-side anticheats require some pretty incredible trust in the vendor to not be either evil or incompetent.
I am geniunely curious how anti-cheat works on an PC with physical access, where user can plug their mouse loaded with cheats.
For every malware anti-cheat there will be sandboxing cheat.
NEXON...
Is this finally the beginning of anti-cheat games coming to linux? I'd love official ports for stuff like League or Honkai Star Rail.
League of Legends does work but it's painful. I use an AUR package called leagueoflegends-git which was the only way I could get it to work on my setup.
https://leagueoflinux.org/ has been invaluable. It used to be a subreddit but it's been made private since the API debacle.
I disagree on the painful part. The lutris install is basically 1-click.
Well, painful for me. I tried Lutris, Bottles and native Wine and none worked. I played around with wine-lol for a bit too but the AUR package was the one that got it working.
Yeah, I used Lutris a couple years ago and it worked pretty well. I don't like League much, but it worked well enough for my friend to play a few games with me to show me how to play.
why do so many anticheats not allow linux?
What I've heard is that they don't think that it's a big enough market to have to fix bugs that might happen only on linux and such, so they just don't allow us to play.
It'd be nice, but from what I see most devs against this suggest Linux gamers are a bunch of dirty hackers and it's somehow much easier to cheat there.
They just conveniently forget that Valve offered to fix any bugs themselves that are specific to Linux/Proton...
Some require kernel level access, which is a big security risk.
I didn't expect the dev to be Nexon