There hasn’t been a packaged release in a while. The repo updated last week, though. Not everything needs a high release cadence.
The most common alternative is probably Bottles
There hasn’t been a packaged release in a while. The repo updated last week, though. Not everything needs a high release cadence.
The most common alternative is probably Bottles
Proton does. I switched from Mullvad for that very reason.
Reasons are usually just newest kernel/mesa/etc. Most of the time the difference is very small, and often inconsequential. However, every now and again there is a major development that might make it worth it (IE: The graphics pipeline that all but made dxvk-async obsolete)
I see you all over this thread and I want to share something you might find interesting.
You keep mentioning the server can’t handle the anti cheat because it needs to trust client data. Here’s an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?
Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?
The plugins would almost certainly work in a VM, but I imagine that latency would become a big headache. For my purposes, I picked up a Beelink mini pc and called it a day.
So in terms of DAW (Digital Audio Workstation), Linux already has Bitwig, Reaper, Arour, LMMS, and possibly others. Personally, I find the bigger issue comes from plugin developers (the DAW is your main program, and you add your sounds/effects through plugins). Most companies are not delivering anything Linux native. Many of these plugins can be bridged with compatibility software, and will work fine that way. However, most of these plugins now are also using their own install/activation software center, and they are often a nightmare in Linux.
Music production is the one thing I currently keep a windows mini PC around for these days. It’s not impossible to make the transition to Linux, but the last thing I want when pursuing a creative endeavor is technical software challenges holding me up.
90% sure wireguard (the VPN server) is going to need an open port if you want to connect from the outside.
It seems they already know how the community feels 🤣
Here is a link to this survey announcement on Steam, for those (like me) who wanted some evidence of it actually being official.
Hate to break it to you, but Battleye already has proton support. Devs need to enable it. Ubisoft knows this and has done nothing.
FWIW: I’m running jellyfin and a whole host of other services on a Beelink with an Intel n95 and 8gb of ram. Runs like a champ.
We are all tired on this day.
Because even if an attacker could gain access even as root he cannot modify system files.
They 100% can.
What is PortProton doing that could increase performance? At the end of the day, won’t this tool just set up a wineprefix for your game and then launch it using wine/proton, just like other tools of this nature?
I just installed 11 recently. There isn’t a skip button anymore. I had to enter fake sign in details for it to give me the “offline” option.
So it seems like their point may still stand.
Nonsense! Often adding as a non-steam game and using proton is one of the fastest ways to get up and running!
But yeah, it’s trivial