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Posted by _JamesA_ 5 days ago

Games run faster on SteamOS than Windows 11, Ars testing finds(arstechnica.com)
439 points | 276 comments
haswell 5 days ago|
In my purely anecdotal experience over the last few years, performance ranking is as follows:

1. Steam on Linux via Proton + Wayland (Niri)

2. Steam on Linux via Proton + X11 (Xfce)

3. Steam on Windows

4. Games on Linux launched via other means (it's possible I was missing out on certain flags/optimizations, but this is just about the average experience)

The biggest thing I noticed when switching to Linux was an improvement in framerate consistency, i.e. I'd have fewer situations where the framerate would drop momentarily. Games felt more solid and predictable.

The biggest thing I noticed when switching from X11/Xfce to Wayland/Niri was just an overall increase in framerate. I'd failed this jump many times over the years, so it was notable when I jumped and stayed there earlier this year.

It does feel like games take longer to launch on average, but this makes sense given the fact that it's launching via Proton/Wine.

thewebguyd 5 days ago||
Interestingly enough, I've had games that had both a native Linux port and Windows version, and the Windows version through Proton ran better than the native Linux version. This ended up being true for Civ5, Civ6 and Cities Skylines (1).

With those admittedly limited examples though, I don't experience the same ranking in performance, but I attribute that to my non-gaming hardware vs. any problem with Linux or Proton/Wine. I play on a laptop with an Nvidia 3050 laptop GPU, and I get much better performance in Windows still. In Cities Skylines, for example, I'll get ~20 fps on Linux via Proton (but I do experience what you said, it's consistent no major spikes or drops) while on Windows I get between 45-60fps up until about 15k population or so.

Other games, despite working, remain unplayable to me due to performance. I can play Diablo 4 on windows no problem on medium settings, but even on low it's just too unresponsive on Linux.

Anyway, just my anecdotal experience. Those with dedicated gaming rigs will be more than fine with Linux, but those of us on underpowered hardware still seem better off with Windows, unfortunately.

nialv7 5 days ago|||
Linux port if there is one is usually done by a third party porting studio, which is not necessarily at the same quality as the original codebase. Also the devs just don't have the manpower/bandwidth to spare for Linux users given how small this community is.

It's better value for money for both the gamers and the devs if the devs just choose to engage with valve and get their game running perfectly under proton.

pxc 4 days ago|||
These ports are also not usually source ports, so they're not much "more native" than the Proton ports. They often use the same kind of API translation layer, probably also built on WINE. I think as Proton sees more investment and becomes more advanced, it's probably becoming difficult for competing compatibility layers to keep up.

A source port that is optimized as lovingly as its Windows counterpart will probably be faster than the Windows version running via Proton, but the incentives aren't generally there to justify the costs/difficulties. Maybe some day it will be! That would be wonderful.

But until then, Proton seems like an increasingly compelling option for these compatibility layer-based ports of Windows games.

Macha 4 days ago||
Factorio and Minecraft (Java edition) are two of the few games that come to mind where the Linux port got comparable effort to the Windows port, and I don't think people are in a rush to play either of them in Proton.

Your latest AAA open world RPG on the other hand? Yeah, you're probably going to have better luck in Proton even if it gets a native Linux port.

minetest2048 3 days ago||
Factorio is the only game that I know that have Linux (and Mac) exclusive feature, which is non-blocking saving: https://www.factorio.com/blog/post/fff-408
preisschild 5 days ago||||
> and get their game running perfectly under proton

Even better would be to compile for linux, but use DXVK-Native (https://github.com/doitsujin/dxvk#dxvk-native) if you think migrating from DirectX to Vulkan requires too much effort.

DanielHB 4 days ago||||
They probably QA mostly for windows, so they run into bottlenecks and edge-cases of windows APIs during QA. Linux-native APIs probably have different bottlenecks and edge-cases.

I think the reimplementations of Windows APIs in Linux, even though alternative to the original, should have similar bottlenecks and edge-cases. So the extra QA on Windows helps the Proton version more.

egypturnash 5 days ago||||
But maybe figure out how to start getting those third party Linux porting studios paid to work on Proton...
YokoZar 5 days ago||
The answer is pretty simple here - hire CodeWeavers to work on supporting your game in Proton/Wine rather than some other porting shop doing an old rewrite-style port.
unaindz 5 days ago|||
To be you should compare the windows version on windows, no proton against the Linux version. DXVK, which proton uses, makes some games run better in windows than "native".
umbra07 5 days ago||||
> Anyway, just my anecdotal experience. Those with dedicated gaming rigs will be more than fine with Linux, but those of us on underpowered hardware still seem better off with Windows, unfortunately.

On the other hand, Linux (or more accurately, the Linux desktop ecosystem) doesn't support a lot of high-end PC gaming features well: HDR, Nvidia GPUs, VR, etc.

_aavaa_ 5 days ago|||
To the extent that Linux doesn’t support nvidia gpu it is actually Nvidia not supporting Linux and keeping their drivers proprietary.
p_ing 4 days ago||
But that doesn't matter. If the feature isn't there, Linux is non-viable if you want/rely on said feature. It doesn't matter whose 'fault' it is.
justinrubek 4 days ago||
It does to me. I don't buy their products, simple as that.
preisschild 5 days ago||||
> On the other hand, Linux (or more accurately, the Linux desktop ecosystem) doesn't support a lot of high-end PC gaming features well: HDR, Nvidia GPUs, VR, etc.

> HDR

Already supported

> Nvidia GPUs

You have it the wrong way around. NVIDIA had issues supporting Linux, not Linux supporting NVIDIA. AMD drivers work fine, so its not a linux specific issue.

> VR

SteamVR works though?

cassianoleal 5 days ago|||
> > HDR > Already supported

Is it though? I confess I haven’t tried in a few weeks but until last time I did, to get HDR in games you had to start a session with `gamescope` rather than a DE, and still had to set a bunch of flags - and in some ways have a very subpar experience with problems with mouse movements and other issues I can’t recall.

I exclusively game on Linux and I find the experience far superior than doing anything on the other OS, but last I checked HDR was not actually supported.

preisschild 4 days ago|||
GNOME and KDE support HDR now too, so if you use those DEs you dont need gamescope anymore.
cassianoleal 4 days ago||
KDE has supported it for a while on the desktop. Still needed Gamescope to make it work in games. Like I mentioned, I haven't tried it in some time so it may have changed.
windward 5 days ago|||
It works on the Deck.
cassianoleal 4 days ago||
The Deck runs Gamescope.
lotharcable 4 days ago||||
For gaming and general desktop on Linux AMD is best if you want a dedicated GPU.

If you want a laptop with good battery life Intel is generally the way to go.

A lot of this is due to the enormous amount of effort Valve put into improving the open source AMD drivers, which is what is used on their Steam platform.

Of course if you want CUDA you need Nvidia, but if you use Nvidia to drive your Linux desktop expect some suffering to go along with it.

haswell 4 days ago|||
For what it’s worth I’ve been using an RTX 3090 and it’s been mostly smooth sailing for a couple years now.

Running NixOS with a pretty vanilla configuration and it has been hassle free.

I did have to disable power management at the system level because framerate suffers severely if the system sleeps and wakes back up, but I shut the system down when I’m not using it, so this was a non factor for me.

account42 4 days ago|||
An AMD APU without a separate graphics chip is a much better option on laptops these days than Intel.
account42 4 days ago|||
> SteamVR works though?

Not at a level where the experience is more fun than frustation.

graynk 5 days ago||||
It's getting there though. I own a high-end PC with nvidia GPU and I play VR on my Linux setup via ALVR (I own Quest 3) It's not straightforward and full of workarounds I have to do, but once you're in the game it works great
mslansn 5 days ago||
By the time it gets there there will be tons of other new features that Linux won't support.
graynk 5 days ago||
Doubtful but ok.

It's not lacking features for me, it's lacking polish

Feature-wise the main missing feature is kernel level anticheat which I personally don't care about

weiliddat 5 days ago||||
AFAICT HDR is supported, like on the Steam Deck
ChocolateGod 5 days ago||
HDR on Nvidia with Linux is still very glitchy, I've had the driver crash a few times trying to use it.
weiliddat 23 hours ago||
Ah good to know.

I think Windows isn’t that different, just that there's more motivation for NVIDIA or Microsoft to fix those things. I recall not that long ago a combination of Windows 11, my NVIDIA RTX 40xx, my previous Dell Alienware monitor also had some issues with switching between SDR and HDR (and later Dolby Vision brought even more of a mess).

Meanwhile Android and iOS phones have been able to do it flawlessly for a while now…

dcl 5 days ago||||
Doesn't support NVIDIA GPU's!? Is this a display or gaming specific thing?

All the ML people are using NVIDIA GPU's on Linux.

benley 5 days ago|||
There are indeed nvidia drivers for Linux and they're reasonably good for gaming, but the feature set sometimes lags far behind windows. There is no DLSS 3 for Linux, for instance. (as of a few months ago anyway - I haven't checked recently)
graynk 5 days ago|||
There is though. I'm playing Hitman 3 with all RTX options enabled, DLSS and frame generation
dcl 5 days ago|||
Ahh rightio. That's a shame.
komali2 5 days ago|||
Nvidia support across the desktop ecosystem is poor, for example practically nonfunctional in Sway. And just buggy in other Wayland based desktop environments (kde seems to be the best in my experience).
maxhille 5 days ago|||
WRT Nvidia+Sway this was certainly true not so long ago. But since the latest Ubuntu release and with a recent driver I am running this combo and it works flawlessly.
komali2 5 days ago||
Really! I'm happy to hear it, I'll give it a try on my desktop this weekend. I would love to get all my machines on the same desktop environment once and for all.
baobun 5 days ago|||
I'm doing PCI passthrough of a 1080 to an archaic tiling X11 window manager and so far it Just Works with noeveau. XFCE also worked fine before I decided I don't want a full DE. Rock stable. I will move dists before I move to Wayland by the looks of it.

i3 should be pretty easy switch from sway if you haven't tried.

happymellon 4 days ago||
> noeveau

Hasn't Nvidia locked most functionality away from the open source drivers?

You either have the choice of using drivers that work well with Linux, or drivers that are fully featured.

Zardoz84 4 days ago||||
I have Debian with KDE Plasma 6 and I have enabled HDR
thfuran 5 days ago|||
Can you even watch decent Netflix on Linux yet?
onli 5 days ago||
Up to full HD, depending on what Netflix streams out. But this has nothing to do with graphics drivers or GPU performance.
thfuran 4 days ago||
Yeah, but it does have to do with graphics in the linux desktop ecosystem and is particularly relevant to those without a dedicated gaming machine.
ndriscoll 4 days ago||
It doesn't have anything to do with graphics in the Linux ecosystem. Netflix specifically blocks Linux from having decent quality so it's kind of pointless to discuss. If you want high quality, you can pirate it or rip from disc. Dirt cheap n100 minipcs are capable of playing UHD bluray rips in Linux just fine for example, so Netflix's relatively low bitrate media aren't an issue.
thfuran 4 days ago||
Not an issue except for any of the couple hundred million people who subscribe to Netflix at any rate.
ndriscoll 4 days ago||
Not an ecosystem issue at all. There's no "yet". Linux computers even on the very low end are already perfectly capable of playing 4k Netflix videos. You can easily prove this to yourself by downloading one via torrent (you can generally get exact stream rips with DRM removed if you want). Netflix just won't send UHD streams to Linux users. That's a political choice, not a technology problem, and it's easy enough to get the media elsewhere DRM-free if it's that important to you since Netflix evidently specifically does not want Linux users as customers.
baobun 5 days ago||||
I wonder of this might be due to your Linux nvidia driver (nouveau?) pinning the card on baseclock by default while the Windows one will allow it to scale up? Something I heard somewhere that seems applicable here.

In that case it might not be anything the game devs or Steam can do anything about but something you'd have to fiddle with on your system.

kjkjadksj 4 days ago||
Happens with whisky and macos in my experience. It is like as soon as a game is installed and you do something like chuck a grenade, no explosion the first time ever you do that.
haswell 5 days ago||||
> Those with dedicated gaming rigs will be more than fine with Linux, but those of us on underpowered hardware still seem better off with Windows, unfortunately.

That’s interesting and good to know. I’m running an 10th gen i9 with an RTX 3090, so I have plenty of headroom performance wise. I’ve been wondering about Linux gaming on lower end hardware for my younger brother’s sake, and hadn’t assumed it would be worse.

One thing to note: I’ve had all kinds of issues with power management impacting performance. If I let the computer sleep/standby, I’ll get 50% slower framerate until I reboot.

Given the fact that you’re on a laptop, I wonder if power management has contributed to the slowness.

hedora 5 days ago||
I have a 65 watt ryzen 9 system on chip (8945hs, I think) minipc and make heavy use of it for linux gaming.

My guess is that Nvidia’s linux video drivers are still substandard.

whoisthemachine 5 days ago|||
I have a laptop with the same GPU, and Diablo 4 runs really well out of Lutris. Graphics version 570, and the CPU is an AMD with a Radeon 680M integrated. I often play games with FSR on, which probably keeps performance higher?
onli 5 days ago||
FSR does indeed increase the performance a lot, before FSR 4 with a significant cost to image quality though.

For your system, the integrated graphics should also be quite capable. More so on Linux, thanks to the driver advantage AMD has here.

0x38B 5 days ago|||
Side note, Niri is a fantastic WM. When I saw the Phoronix article on HN talking about the addition of overview mode and more, I finally took the plunge and spent an afternoon converting over from Sway.¹ Anecdotally, I've seen less hangups on Niri around fullscreen games and floating windows, perhaps thanks to X11 running in xwayland-satellite.

1: the hardest part was finding a bar that supported i3status-rs; not a fan of GTK bars that eat up CPU. I settled on i3bar-river.

ChocolateGod 5 days ago|||
> X11 running in xwayland-satellite

I wish more Wayland compositors took this option, seems like a cleaner method of keeping X compatibility and not allowing Xwayland to bring down the entire compositor.

haswell 5 days ago||||
I've been so happy with Niri after many many years bouncing around other WMs. It addresses the main issues I've had with other tiling window managers and has been such a joy to use.

The scrollable aspect just feels so natural and intuitive to me.

rendaw 5 days ago|||
Steam won't launch for me in xwayland-satellite here... I just assumed steam+wayland = broken. I have a kind of weird setup using sway with xwayland disabled and running xwayland-satellite though.
0x38B 5 days ago||
Try running xwayland-satellite in another WM like Niri and see if it works there – for example, Gamescope didn’t work well on Sway, crashing as soon as Steam tried to spawn another window, but it’s working fine in Niri.
chillfox 5 days ago|||
Been a Linux gamer for years now and I think you are correct on your frame rate observations in general.

If you use ZFS (single nvme) then you can beat windows load times by a fairly large margin. My husband and I have identical hardware for our gaming computers (he uses Windows and I run Linux), it's not uncommon for my computer to load games 10 seconds faster than his.

jcgl 5 days ago|||
Why do you think ZFS helps? I’m guessing you have compression turned on? IME, ZFS is rarely better in terms of raw performance, compared to e.g. XFS.
chillfox 4 days ago|||
Yep, compression is on and I think that's what does it considering how large games are these days.

I stay away from XFS, every time I have used it in the past my entire drive have ended up scrambled within a few months. It's by far the worst file system I have ever used, not even FAT32 was that unstable for me.

p_ing 4 days ago||
Most large games are already compressed in cabinet files or similar so OS/file system level compression wouldn't gain you anything. While there are games that ship with loose files, like the Elder Scrolls series, other games like Diablo IV or CoD use archives.
4oo4 4 days ago|||
From experience having an L2ARC SSD, especially if it's nvme, can really help with zfs performance. I'm curious if they have that in their setup.
chillfox 4 days ago||
nope, but I use LZ4 compression and have plenty of ram.
p_ing 4 days ago|||
Has he tried DevDrive in async mode or with filters disabled entirely?
badsectoracula 5 days ago|||
> The biggest thing I noticed when switching from X11/Xfce to Wayland/Niri was just an overall increase in framerate.

Was it with any specific game? I just tried the GOG version of The Witcher 3 "Complete Edition" (which is the remastered one) with the Direct3D 12 renderer under both Xorg/Window Maker and Wayland/KDE using umu-run (essentially proton without Steam) and it had identical performance in both cases (i also tried to use Niri but it would launch in 60Hz mode and for some reason wouldn't allow the game to run at a higher framerate with vsync disabled regardless of any option i chose) in either low or high settings (which is basically what i expected since the window system shouldn't be a bottleneck unless something is either broken or you are running at something like 20000fps :-P).

haswell 4 days ago||
Some of the games I play often that saw improvements: The Finals, Overwatch, Rocket League, Helldivers.

> (i also tried to use Niri but it would launch in 60Hz mode and for some reason wouldn't allow the game to run at a higher framerate with vsync disabled regardless of any option i chose)

I had some issues early on related to refresh rate, and it turned out I didn't have an output defined for the correct display. The steps I took:

1. Run `niri msg outputs` to identify the Display ID and available modes. In my case: "DP-3" and "2560x1440@143.964"

2. Set up an output in niri's confid.kdl as follows:

  output "DP-3" {
    mode "2560x1440@143.964"
    variable-refresh-rate 
  }
badsectoracula 4 days ago||
Hm, i tried it and i could set up the higher refresh rate but Niri was forcing vsync on the game that capped the framerate to my monitor's refresh rate (165Hz) even though in the game i have vsync disabled. This seems to be an issue with Niri as KDE Plasma Wayland disabling vsync works fine.

At "ultra" settings i got around 115fps which is ~5 fps lower than 117-120fps i got from Xorg/Window Maker and KDE/Wayland, though i'm pretty sure that was just the forced vsync, so in practice it seems that the window system doesn't matter much.

Did you use XFCE's desktop compositor? AFAIK XFCE's compositor isn't particularly great, some years ago when i was working on a custom game engine i had to add an explicit option to use the X11 "override redirect" flag instead of the window hint for fullscreen windows because XFCE's compositor wouldn't disable itself otherwise and the game would feel a bit laggy/inconsistent. Not sure if this has been fixed nowadays but in general it gave me a bad impression for XFCE's compositor as other compositors didn't seem to have the same issue.

andy12_ 4 days ago|||
Is there a way of making wayland actually usable with Nvidia GPUs? I never manage to make it work, and it makes the whole system feel slow and sluggish compared to X11
ChocolateGod 4 days ago||
Try avoiding the open source kernel modules, I had a similar issues.
diggan 4 days ago|||
> It does feel like games take longer to launch on average, but this makes sense given the fact that it's launching via Proton/Wine.

Also anecdotal, but I feel like Steam games on Linux compile shaders on the CPU, and maybe not super optimized, compared to Windows where they either ship with precompiled shaders, or it might use the GPU?

Still, the very same games runs better on Wayland+Linux too for me, than on Windows, way less stutters in particular as you mention.

But I'm not sure if it's because of OS differences, or that it's so much easier to end up bloating a Windows install. I can't say I treat them the same, as one is mostly a work environment and the other one purely entertainment and creative usage.

shmerl 5 days ago||
Try winewayland + Wayland.
jekwoooooe 5 days ago||
The last missing piece for full Linux gaming is anticheat. Last I looked into it, the major vendors don’t want to support it due to lack of kernel security and the ones that do, game devs refuse to allow it (destiny for example)

One we can play AAA games I am literally ditching windows forever. Steamos is the best thing that has happened to gaming

TheCraiggers 5 days ago||
Anti-cheat today is a stop-gap measure at best. For various reasons such as improved OS security and security concerns with this software, ring zero anti-cheat won't be around forever. Besides, it's a cat and mouse game where the vendor is the mouse.

We already have the technology now to do it better. A combination of only sending what info a client should have, and server-side checks. As soon as something like UT ships with that built in we can hopefully forget about this horrible hack we currently have to check for cheats.

armada651 5 days ago|||
> Besides, it's a cat and mouse game where the vendor is the mouse.

The goal of anti-cheat isn't to stop the world's most advanced cheaters. Those are already unstoppable because they now use Direct Memory Access over the PCI-E bus, so the cheats don't even run on the same computer anymore. However since those cheaters are few and far in-between they can be handled through player reports.

The goal is to stop the mediocre cheater who simply downloaded a known cheat from a cheating forum. If you don't stop those you'll get such a large wave of cheaters that you can't keep up with banning them quickly enough.

mmis1000 5 days ago|||
With the emergence of AI cheating, cheats don't even need access to memory anymore. The cheat can entirely run on mouse and screen peripherals and the computer will have totally no idea what's going on. The best you can do is behavior analysis. But it always comes with chance of misreports.
armada651 5 days ago||
Direct Memory Access cheats will always perform better as they can reveal the location of an opponent before they're even visible on the screen.
Sammi 5 days ago||
Why are players who aren't on screen even in the client memory? The server shouldn't be sharing sensitive information.
legacynl 4 days ago|||
Although that looks like an obvious solution on first glance it's not really technically feasible. Things like gunshots or footstep sounds are not visible to the player, but still need to be relayed to the client.

As far as I see the only way around not sharing anything that's outside of the immediate perception of a player is to have the audio and graphics be entirely rendered server-side.

chmod775 5 days ago||||
You can minimize that to some degree (Valorant does this), but due to movement prediction/network latency you do have to overshare a little bit.

I imagine that most game devs just look at the incredible amount of work this takes to implement and complexity it adds, and decide to not bother. Valorant can do it because the game itself is low complexity, the developer has deep pockets, and also the added competitive integrity is valuable.

mystified5016 4 days ago||||
Game servers are complicated and have a lot to manage.

It's infeasible for the server to keep track of each player and do frustum and raycasting to every other player to check who can see who every frame.

Culling out of view entities also has the problematic effect of when a player spins around you now have to stream in several big chunks of world state in the few milliseconds before the user clicks to get that 180 no-scope.

SirMaster 4 days ago|||
How else would the game render the enemy player's sound around corners and in adjacent rooms without knowing their location for instance?
alex77456 5 days ago||||
DMA hardware and cheats are getting more and more accessible. It's not just chosen few anymore
jsolson 5 days ago||||
> Those are already unstoppable because they now use Direct Memory Access over the PCI-E bus, so the cheats don't even run on the same computer anymore.

Working on mostly server platforms, I had forgotten that IOMMU enablement (and, where relevant, enforcement) was not the default.

Consumer hardware and software is terrifying.

cwillu 5 days ago||
Not sure how that's relevant, unless you find it terrifying that owners of hardware have control over their hardware.
jsolson 21 hours ago|||
In my world, we won't let a system boot with production credentials unless the IOMMU is enabled.

This is enforced by a greatly enriched TPM (and it's willingness to unwrap credentials). We have trust several layers of firmware and OS software, but the same mechanism allows us to ensure that known-bad versions of those aren't part of the stack that booted.

If I wanted secure games (and the market would tolerate it), I'd push for enforcement of something similar in the consumer space.

dwattttt 5 days ago||||
It's your IOMMU, you can do what you want with it. Maybe you need to write heaps of stuff to take advantage of it, but what's new there?

The only thing you're getting by saying "no IOMMU" is "I want any devices in my machine to be able to do anything, not just what I want them restricted to".

cwillu 4 days ago||
Okay, but he's specifically brought it up in the context of a computer's owner doing something that the software vendor (and also myself as another gamer harmed by cheating) would prefer he did not.
dwattttt 4 days ago||
And if they want complete control, they can choose not to use a vendor and do it themself, for all the control they could want.

Hooray, freedom!

cwillu 4 days ago||
I have no idea what you're trying to say
dwattttt 4 days ago||
> unless you find it terrifying that owners of hardware have control over their hardware

I mean that the presence or absence of an IOMMU doesn't impact whether owners of hardware have control over their hardware.

It just means that the owner of the machine is able to limit what memory the devices in their system are able to access, in the same way that MMUs limited what memory every process on your system could access.

grep_name 4 days ago|||
> they now use Direct Memory Access over the PCI-E bus

Do you have any good resources with keeping up with this kind of thing? Seems like a fun topic to learn about

hypeatei 5 days ago||||
As long as games are running on user hardware/OS, you'll always deal with cheating. Server-side checks and computation can only go so far.

For example: in competitive shooters (where cheaters are most prevalent) you can't have things appearing out of thin air. The client needs to know about things ahead of time to play sounds and to give other environmental hints.

armada651 5 days ago|||
Exactly, nothing short of streaming the entire game fully rendered from the server will stop cheats. And even then you can probably still do aimbotting with modern day computer vision.
userbinator 5 days ago|||
This reminds me of a discussion around 2 decades ago, where someone showed a picture of his "undetectable aimbot" for a turn-based artillery game: a ruler, a page of charts, and a handheld calculator; followed by a copious amount of discussion of whether that was considered cheating.
ghthor 5 days ago||
I hope this was for gunbound, lovers that turn based artillery game.
rowanG077 5 days ago|||
How exactly will it stop cheats? Any skill based game can still be cheated. Just analyze the video stream, or go even lower tech, point a camera at your screen. Many games can be effectively cheated like this. For eaxmple Aimbots in counter strike and peak human reflexes in dota/lol.
Sammi 5 days ago||||
Surely the server can tell the client what sounds to play and what other environmental hints to do, just as well as the server can choose to tell the client where the other players are when they are in sight.
vel0city 4 days ago|||
If the server says "there are footsteps from these coordinates" then it's telling the client there's a person at these coordinates.
LocalH 4 days ago||||
Due to latency, the client has to at least do a little prediction.
hypeatei 5 days ago||||
Maybe, but I think that would've been done already if it was feasible.
jayd16 4 days ago|||
The storage read, memory bandwidth, load computation, and gamethred pause to add the object to the game world is far more expensive than sending a move.
jay_kyburz 5 days ago||||
I've always thought the line about whats cheating, and what's not is unfair and arbitrary. How is it ok that some players can play 4k 200fps and others 1080p at 30fps.

The only way to be really fair is for everybody to Stream the game at the same res, frame rate and latency.

zrobotics 5 days ago|||
In certain competitive environments framerate is definitely limited. Here [0] are the rules for Fallout 4 any% speed runs, framerate must be capped at 60FPS. AFAIK that rule applies to all games in this engine due to physics behavior. I don't follow tournament FPS games, but it wouldn't shock me if there are rules for competitive play there as well.

If you are asking why games like counterstrike don't have limits on online play, that's mostly a commercial question. Would those games be as popular if they limited performance to what was achievable for minimum specs? I certainly wouldn't want to play at 1920x1080 on my nice widescreen monitor, but setting the minimum to a $1500 monitor and the hardware to drive it would guarantee very few players.

[0] https://www.speedrun.com/fallout_4?h=Any-Full-game&rules=gam...

Edit:typo

ashikns 5 days ago||||
Yeah and in real world people from different countries with vastly different economic backgrounds compete on the same stage, I think video games are fine.
armada651 5 days ago|||
This isn't exclusive to video games. Much of the improvements to world records in sports are due to improvements in gear, yet we don't consider those records to have been unfairly achieved.

Some games do impose limits though, for example Overwatch doesn't allow you to use an aspect ratio larger than 16:9 and selecting a wider aspect ratio actually cuts down on your vertical field-of-view rather than granting you more horizontal field-of-view. This lessens the potential advantage of ultra-wide monitors.

bloqs 5 days ago|||
so consoles are better
zrobotics 5 days ago|||
How would consoles be any more immune to computer vision based cheating? Instead of feeding the output to a spoofed keyboard & mouse, you'd just be feeding it to a controller input. I'm not really seeing any difference in technical challenge here, and you wouldn't even need esoteric hardware since console controllers are USB devices anyways.
literalAardvark 4 days ago|||
Since the hardware is better controlled and secured, and hardware attestation is a solved problem these days, it's not particularly difficult to enforce security to the point where you'd need to hardware hack a controller and connect it to a physical camera to bot.

That's still gonna be annoying for players, but it'll greatly decrease incidence, and if reporting a player for botting requires buying and hacking a new controller... It should be quite effective.

p_ing 4 days ago||
Controller-based cheats have been around for awhile, like Cronus which allows scripted actions; reduced recoil in CoD, for example.
literalAardvark 4 days ago||
Sure, but that's because they're not protected. They could easily be protected.
Der_Einzige 4 days ago||||
Someone doesn’t know about the chronus zen or how big console cheating is!

Let’s just say that my finals experience isn’t the same as yours! ;)

armada651 5 days ago|||
They are often more convenient and secure. If you don't mind a single-purpose device that severely limits your ability to modify your experience. Better is subjective after all.
chithanh 5 days ago||||
> Anti-cheat today is a stop-gap measure at best. For various reasons such as improved OS security and security concerns with this software, ring zero anti-cheat won't be around forever.

I think that traditional kernel-level anticheat is going away. But the reason is more that when CrowdStrike caused mass outage, Microsoft stated that they want to provide standard interfaces for security sensors, and forbid kernel-level access otherwise (and anticheat can be considered a kind of security sensor too).

If these interfaces become standardized then Valve/Linux could in principle implement them too.

NoPicklez 4 days ago||||
It might be a cat and mouse game, but that doesn't mean we shouldn't be trying.

Any anti-malware software ends up ultimately being a cat and mouse game, but that doesn't mean we stop updating our signature updates.

jekwoooooe 5 days ago|||
The goal isn’t to stop 100% of cheats but the majority of them and that’s fine. Either way, it’s the only thing stopping me from playing the rest of my games on steamos.
Cloudef 5 days ago|||
Multiplayer games without dedicated servers is dead end anyways. I dont need a "anti-cheat" daemon hooking into kernel scanning files and other memory while playing a game. Communities in dedicated servers are much more efficient at moderating the player base than centralized match making ever will be.
SchemaLoad 5 days ago|||
This is where I'm at with gaming. Even outside of cheating, it's not fun to me to be dumped in a game with screaming children/manchildren. If I'm playing a game I want it to be with my actual friends. And then I don't have to worry about them running cheats because I trust them.

Once you get to match making, global ranks, etc it's just getting too sweaty and ruined by cheating/low trust/etc.

kjkjadksj 4 days ago||
At least in TF2 the sweats are all on the community servers. I can get like 3 kills a round on skial servers. I’m trash there. When I use the valve matchmaking servers I dominate the lobby about half the time.
ThatPlayer 5 days ago||||
Communities with dedicated servers include anti-cheat though. Most people aren't interested in spending time moderating a player base: they'd rather just play the game. So server admins use anti-cheat.

You can see this in existing games with current games with community servers. GTA V's modded FiveM and CS2 Face-IT include more anti-cheats, not less.

kgwxd 5 days ago||||
Yeah, but it's very time consuming/impossible to find similarly skilled players for a fun lobby. The only competitive game I care to play on Linux is Rocket League, which is nearly impossible to cheat at, so it doesn't currently have anti-cheat, but I wouldn't be surprised if Epic decides to put their beloved EAC in it at some point anyway, maybe even just because they hate Linux so much.
Moomoomoo309 4 days ago||
EAC has a Proton-compatible version, actually. Even if they enable it, if they use that version, it'll work fine via wine/Proton.
jekwoooooe 4 days ago||||
They really aren’t. I used to think that but I actually enjoy skill based matchmaking. It makes game availability better and faster and I don’t have to deal with 1 outlier absolutely stomping or overzealous admins or whatever. I like both approaches though for something like battlefield I think dedicated servers are better but for things like cod, siege, etc we need sbmm
SirMaster 4 days ago|||
Ho do you do proper matchmaking and ranking up and progression etc with dedicated servers?

I want good balanced matches with players of my similar skill level via matchmaking.

bsimpson 4 days ago|||
It's also an anticompetitive red herring, at least for Epic.

They say they don't support Linux because it's too complicated to be worth the ROI. Really, it's that they don't want to boost a platform where Steam is far and away the default store.

WorldMaker 4 days ago|||
This is especially relevant to note because Epic bought and owns Easy Anti-Cheat (EAC) one of the currently most popular anti-cheats in AAA.

ETA: EAC still supports Linux gaming today, but the rumors remain that Epic could remove that at their whim.

happymellon 4 days ago|||
Epic are a hostile company.

Just avoid it.

mystified5016 4 days ago|||
Missing anti-cheat is a feature, not a bug. Linux not allowing games to install kernel malware is a good thing.
ladyanita22 4 days ago||
Linux definitely allows it.
0x38B 5 days ago|||
This is problem for me and my brother right now. He's up at a remote job site and we want to play Siege or Apex together¹, but both require anti-cheat and don't support Linux. And I'm loathe to devote space on my SSD to Windows.

¹: Rainbow Six: Siege and Apex Legends, respectively.

akimbostrawman 4 days ago|||
>the major vendors don’t want to support it

The two most popular ACs by far are Easy anti cheat and Battle eye which have natively supported Linux for years, but it is entirely up to the game devs to enable it.

About 40% of all games with AC are working areweanticheatyet.com

alex77456 5 days ago|||
There are rumours of next xbox generation supporting steam platform and 386 architecture. I know it's a bit off topic, but it could be an elegant solution to the cheating problem, gradually move to standardised consoles. This could solve the dma problem too
preisschild 5 days ago|||
AFAIK most anti cheats such as BattlEye actually work under Proton, but the Game Developers have to write to the Anticheat vendor that they want to opt-in into allowing Proton.
ryukoposting 5 days ago|||
Don't forget the ancillary applications that gamers want. If you follow Discord's website, you're gonna end up installing a DEB file manually. Then, every couple weeks, Discord won't launch until you go download another DEB file and install that. Oh, and good luck getting Discord screen sharing working on Wayland. I tried for hours, gave up, and switched to X11. So, just in Discord, we've already run into two hideous workflows that no Windows native is going to take in stride.
danielbarla 4 days ago|||
And certain types of games have a _ton_ of ancillary applications. For flight simulation, I rely on 2-3 additional contollers, some of which I am fairly certain either won't have driver support, or at the very least will have some major issues with the GUI and configuration.

Then, there are things like head tracking which are either another dedicated peripheral which may or may not get drivers, or a set of apps which feed from a webcam and output the signal to a standard driver that games know to check for.

Finally, most 3rd party add-ons have custom installers, and I'm guessing most of them won't have a working Linux version. So, while I'm sure it's possible to run, say, a vanilla X-Plane on a non-Windows installation with no peripherals/apps/add-ons, I just see a mountain of work to get a normal, heavily custom installation working.

The_SamminAter 5 days ago||||
Discord is shipped in a number of package managers (I don’t know the status for mainline apt repos).

I know that this isn’t an easy solution/doesn’t go against your argument, because it isn’t download-and-run simple, but discord’s version can be modified with no consequences in a build_info.json file. I used to do it manually, back when they updated it every once-in-a-while, but due to their current tendency to push updates every few days or so, I’ve made a few-line bash script to fetch the latest version (thank you httptap) and patch the file for me. For screen sharing, I use whatever current discord client on GitHub supports it for Wayland, which usually has the added benefit of not limiting quality and framerate options.

But yes, you do have a point, it’s not just ‘as simple’ as it is under Windows - when Windows works properly.

Ferret7446 4 days ago|||
...why? Discord is available via flatpak.

It Just Works.

ryukoposting 3 days ago|||
Tell Discord that!

Think about it from the POV of a Windows user, especially one who has never used Linux before, and especially one who doesn't know what HN is. To install a program, the first thing you're going to do is type "discord" into your browser, and go to their website. Discord's website doesn't suggest that there's a better option. It just gives you a DEB file.

twosdai 3 days ago|||
Made the mistake the poster above did with discord did for years.

The package system is very important to learn in Linux. People have 12 ways to install an app, and they are far from equal.

WorldMaker 4 days ago|||
It's funny because one of the OG draws to Steam back in the day was because Counter-Strike (et al) had the superior Valve Anti-Cheat (VAC) in Steam copies than the myriad of raw CD installs of HL1 plus the mods to run Counter-Strike.

This missing piece is sort of a fun "whatever happened to VAC and why hasn't it kept up with the times?"

It seems like Linux would be a good excuse to reinvest in VAC and make it a bigger competitor to the current favorites like Easy Anti-Cheat (EAC).

JeremyNT 4 days ago|||
Don't discount peripheral support. I've got some pieces of hardware that are only kinda-sorta supported in Linux.

Not a big issue if you're just using kb/mouse/controller but you can get into the weeds with VR, flight sticks, wheels, etc.

boston_clone 5 days ago||
interestingly, I have no issues with the anti-cheat within Marvel Rivals; however, games that embedded an anti-cheat prior to the steam deck popularity don’t work as you described (PUBG, apex legends).
sitkack 5 days ago||
Given that Windows games run faster via Proton on SteamOS, developers should prioritize targeting SteamOS APIs—not Windows. This ensures compatibility with Windows while maximizing performance. Game engines like Unity and Unreal must adopt SteamOS as the primary target, with CI systems rigorously testing both platforms. SteamOS, not Windows, should be the baseline for optimization.

Does Valve run a SteamOS CI/CD farm? I could see a Rust based template and library for calling into this set of APIs that you could upload your well structured project and it would build and test for all platforms. Rust would just be the skeleton, your game logic could be in anything Rust could link to.

SchemaLoad 5 days ago||
I'm not sure that makes sense since the Windows API is the source of truth for how something works. If you make a game that works on Windows but not in Proton, Valve will push a fix that makes Proton work the same as Windows. But if you make your game work with Proton, but not Windows, you are relying on some quirk of Proton which isn't guaranteed to work in to the future and as soon as something else needs it to work the same as Windows, your game will break.

Test your game to make sure it works on the Steam Deck and avoid features that don't work on Proton, but you still have to primarily target Windows.

sitkack 5 days ago||
You would need to test on both of course. I am arguing that one should target the fast happy-path on Proton as Proton is a subset of the Windows APIs that runs faster than Windows.
SchemaLoad 5 days ago||
Proton isn't a subset of the Windows APIs though. It's very likely that you could end up depending on behaviors which only exist in Proton.
viraptor 5 days ago||
That's very much not what I expected. Do you mind pointing out something Proton implements that windows doesn't?
happymellon 4 days ago||
While they are wrong, in that Proton is absolutely a subset of Windows APIs, it is describing aiming for an implementation detail.

Yes call X is faster than call Y in Proton, but that could also be because its only 50% written and skips a bunch of side effects that will be created after you have written your game.

Therefore you need to view Proton as a potential moving target. Not that Windows isn't too, but its just not as clear cut as is being claimed.

I know this because I pin some games against older versions of Proton because they work better/faster.

sitkack 3 days ago||
Thank you. I didn't do a very good job of explaining why I think Proton is worth targeting specifically if perf tests show it running faster than Windows.

The Windows API perf topology is astronomically large.

That Proton is faster than Windows can't be universally true, but if you stick to that subset that has good conformance with Windows APIs and is also faster, that should be the target (and everything is moving of course).

Cross benchmarking games between Windows and Proton, taking API traces and finding those subsets of APIs can usage styles will enable a game developer to target those Proton APIs that are both conformant and fast. It is that subset of Windows APIs (temporal spatial structural usage) that I am suggesting being the target. The API linting tool might itself compare API traces. In fact for those API traces from performant AAA games, I could see generating a header file that only exposes the same API as used by that game.

p_ing 4 days ago|||
The only stable ABI on SteamOS is Win32. Targeting anything else is asking for it to break over time.
meibo 4 days ago|||
Valve actually ships "stable ABI" Linux runtimes that Linux games and Proton are built against, so that they don't have to rely on distribution packages, similarly to Flatpak. They renew them every few years but they stay stable so that games built against a specific runtime keep working.

https://github.com/ValveSoftware/steam-runtime

p_ing 4 days ago||
That's not an ABI.

The ABI lives below Steam.

https://en.wikipedia.org/wiki/Application_binary_interface

sitkack 3 days ago|||
I only referred to the API as exposed by Proton, no argument was made for targeting a different ABI.
fybe 5 days ago|||
Not sure Epic, who owns Unreal engine would be happy with optimizing for SteamOS and its API's after the whole debacle with Epic Store vs Steam.
MindSpunk 5 days ago||
Ignoring that, you know, 99% of users are running Windows and not SteamOS. Test on what your users run. Proton is just an implementation of Win32, you're still just targeting Windows.
Jach 5 days ago||
Only 95.45% now (https://store.steampowered.com/hwsurvey) but yeah.
sitkack 3 days ago||
Over what time period? 99 -> 95.45 is a huge absolute number. Is most of that attributable to SteamDeck? Would that mean that 4.5% of active Steam users own a SteamDeck?
Jach 3 days ago||
If you click on Linux only and expand the details, SteamOS accounts for 31%. "Other" is the next biggest at 23%, and Arch (which SteamOS is built on) at 10%. Someone probably has made a comprehensive historical spreadsheet but the internet archives save the page frequently if you want to see trends. Even historically though Mac has commonly been known for being around 2%, at times more, it's only recently (like in the last couple years) that it fell below 2% and Linux passed it. SteamDeck did have a big impact for sure, though. I've seen estimates for around 4 million sold so far after three years, that's not bad. Putting some extra effort into your game's release to get it "SteamDeck Certified" seems worth it to me just to get that little bit of extra attention from those customers.
runako 5 days ago||
Back in the Windows XP days, I discovered that running Windows in a VMWare VM, hosted on Linux, was faster than running the same version of Windows bare on the same machine.

I never came up with a good explanation for that.

userbinator 5 days ago|
Cache.

Disk cache, to be precise.

AbuAssar 5 days ago||
please elaborate
vanderZwan 4 days ago||
I am guessing that they're implying that a VM effectively loaded the "hard drive" that Windows uses into a RAM-disk, so one would be comparing loading dlls and whatnot from RAM vs loading it from spinning rust.

I'm not sure how true that is, because in the Windows XP days most of us wouldn't have had enough RAM to spare to do that.

runako 4 days ago||
More to the point, if the VM could do that caching, why wouldn't Windows be able to do the same level of caching on bare metal?
lotharcable 4 days ago||
Sorta. The devil in the details here.

Depending on the VM technology they use they offer a variety of different caching mode and configurations, but the basic three approaches that most everybody offers are going to be something like;

"writeback" means that when the guest's storage data ends up in the host's cache it is reported back to the guest as 'written'. This means that from the guest's perspective the disk is written to, but in actuality the data is still floating around in memory. If the guest wants data to be 'safe' they need to issue additional flush commands.

"writethrough" means that the host is using its memory for caching file system, but that writes are reported as 'competed' only when they have been committed to actual disk.

and "none" means the cache is used as little as possible.

So if your guest's virtual disk is in 'writeback' mode it isn't actually writing to real disk. It is writing to memory. Which is going to be very fast up to the point were the cache on the host is exhausted.

Certainly Windows could lie to applications and not write information to disk and keep it in memory much longer then it normally would but that would defeat some of the assurances that file systems are supposed to offer to applications.

'writeback' would be closer to what Windows already implements on the OS level, but because Linux is just plain faster it should improve performance somewhat. Microsoft can only work in improving the performance of Windows to get the same results, but Linux is pretty hard to beat.

'none' is what I use when running Linux on Linux because having two layers of cache is just kinda wasteful and doesn't result in real improved performance.

runako 4 days ago||
So if I understand correctly, you're suggesting that in essence the VM lied to Windows to improve performance? It's been many years, but I don't imagine I would have chosen an option like that. I am very surprised VMWare would default to such behavior.
lotharcable 4 days ago||
> So if I understand correctly, you're suggesting that in essence the VM lied to Windows to improve performance?

Pretty much. Just speculating because I don't know how your systems was configured back in the day.

But all of what I said applies to most VM solutions.

If you are dealing with enterprise-grade hardware it isn't a bad things. Keep in mind that typically OSes are going to assume that they are the only things operating on storage. So if you have like 30 windows boxes all trying to write to shared disk at the same time it can lead to some bad behavior if you are not using a write cache.

The system has battery backup and typically they expect you to use shared SAN or NAS with multipath and/or bonded network interfaces for redundancy as well as having backups. So the chances of data loss is a lot less then typical consumer hardware and it gives the hosting OS better chances at optimizing and scheduling writes properly.

Also remember the guest OS still has the option to send a 'flush' command to disk, which would ensure the writes complete regardless.

> It's been many years, but I don't imagine I would have chosen an option like that. I am very surprised VMWare would default to such behavior.

This is pretty normal. You'll see the same sort of options with hardware RAID devices and such things with their own internal battery-backed cache.

Havoc 5 days ago||
Recently switched as well (Arch not steamOS, which is arch based) and it's been pretty solid.

Not out of box - games require mild tweaking but nothing wildly challenging. Add parameter to launch command line etc. The proton database & comments on there usually explain what tweaks the game needs

Don't think I'll switch back

vel0city 5 days ago||
Some of these games are practically neck and neck for performance. I'm wondering if it's a similar situation to early Proton comparisons, where framerates were higher in Proton but when comparing still for still you could tell it just wasn't actually doing certain effects. Are there features that are being attempted in the Windows version that are just not functional and thus effectively disabled on the Proton one?

But even then, assuming that is true, if they're pretty much the same would people care about maybe some fog looks a little different but you get an extra 15-20fps in a game? I think a lot of people would still prefer the boost in frames.

brirec 5 days ago|
To my knowledge, this hasn’t been the case for years, and I’ve never noticed any extra visual glitching on Linux.
PaulHoule 5 days ago||
Might be unfair to call Proton a "translation layer" because the Win32 API is not defined in terms of system calls but rather a set of functions exported from a DLL.

Proton supplies a DLL that implements the Win32 API using Linux syscalls. Windows supplies a DLL that implements that Win32 API using Windows syscalls that you're not really supposed to use directly.

homarp 5 days ago||
https://www.winehq.org/ calls it a compatibility layer that translates calls on the fly.

so 'translation layer' is not that unfair.

Sammi 5 days ago|||
Clearly they don't want to come out and say that Wine is an "implementation of windows apis", because that would invite legal issues. But clearly this is what Wine really is for a large part. Some stuff are just shallow shims to Linux apis, while other stuff they need to make more of their own implementation of.
WorldMaker 4 days ago||
"WINE Is Not an Emulator" has always said something exactly like that. It hasn't exactly been a "secret" that Wine is an implementation of Windows APIs (and not an emulator/translator).
PaulHoule 5 days ago|||
If it is forwarding to libc() as opposed to syscalls directly than maybe ‘translation’ is fair.
delusional 5 days ago||
I think that's how it started out, and also how a lot of developers still conceptualize it. Wine has had to massively expand that scope to reach the maturity it has now. I think it's kind of straddling the line between "Implementation" and "translation".

Philosophically its still a translation layer though. It doesn't really care about correctness if the no apps depend on it. Success is in meaningfully running client software. The implementation of the Windows Libraries are just a way to get there.

Melatonic 5 days ago||
I suppose you could say that Wine has "aged" well :-)
Fluorescence 5 days ago|||
I really have to respect Wine's persistence (with Proton's help).

For so long it was one of those "and now you have two problems" technologies and now it looks like it's the slow blade that could actually kill Windows.

randomNumber7 5 days ago|||
Does it implement sscanf() with accidental complexity of O(n^2) for compatibility?
shmerl 5 days ago|||
Wine is translating Windows ABIs (not APIs) into underlying Linux OS and userland. Translation simply means that normally Windows ABIs are meant to be used on Windows, they aren't native on Linux.
Cloudef 5 days ago|||
Proton/wine also implements many of those NT syscalls because windows programs do use them directly as well
fithisux 5 days ago|||
There is also NanoX. Not fully Win32 replacement, but I think it is a good start.
anthk 5 days ago||
Wine/Proton it's just another Win32 implementation for Unix. Win32 it's a subsystem on top of Windows NT too.
WorldMaker 4 days ago||
Also, most games are still 32-bit EXEs, so on most PCs today they are running not just in the Win32 subsystem, but the WOW64 subsystem (Windows-on-Windows 64) the compatibility layer of running 32-bit Windows applications on top of 64-bit Windows and its Win32 subsystem (it's still called Win32 on 64-bit, an unfortunate naming bug from massive compatibility break differences between Win16 and Win32 that didn't exist in the 64-bit transition, 64-bit didn't get a new API subsystem, it just upgraded the existing one, mostly).
chasil 5 days ago||
Are we surprised?

https://blog.zorinaq.com/i-contribute-to-the-windows-kernel-...

https://news.ycombinator.com/item?id=38936868

lenerdenator 5 days ago||
When SteamOS and Ganoo/L00nockz become first-class gaming citizens, that's when I'm building a gaming PC for the first time since 2012.

I'm a Mac guy now mainly because of my job and I like UNIX-y stuff now, but of course, gaming is even more lacking than Linux.

We're so close. Once AAA releases and GPU drivers get there, it's over the cliff, and I could see that being in the next five years.

akimbostrawman 4 days ago||
AAA releases have worked for years with the exception being about 60% of online games with anti cheat. Linux has been a first class gaming citizen for years if you use steam client and AMD gpus.
lenerdenator 4 days ago||
And that online part is the part that really matters. That's where the games make their money.
cheald 4 days ago|||
We've been there since the release of the Steam deck. Really, the only things I can't run on my Linux machine are the games that intentionally break the game with anticheat mechanisms. And it's not all anticheat - there are plenty of titles with anticheat that run just fine.

Check whatever you want to play at https://www.protondb.com/ - chances are, if it isn't intentionally borked with anticheat, it runs just fine. Looking at the top 300 games by Steam player count, 17 don't work, and probably 5 of those are utilities (like Crosshair X and Lossless Scaling).

arvinsim 5 days ago|||
I have always wanted Windows to move to Unix so that I can have the best of both worlds(software development and video games). Glad that we are close to that reality.
windward 5 days ago||
You'd also need a sane filesystem.
p_ing 4 days ago||
Windows has NTFS and ReFS. Both are quite sane and performant.
windward 4 days ago||
I know. Neither are either. git is noticeably slower, the locking is untenable, the case-insensitivity is a source of bugs.
p_ing 4 days ago|||
From the NT Design Workbook, oplocks.

> Because the NT OS/2 I/O system is asynchronous by nature, the ability to make a request and then have it completed at a later time makes it natural for implementing oplocks. Further, because synchronization is required by the file system to determine when the caller has completed its oplock update transfers, the file system can use this feature to block open requests to a file by queueing the I/O Request Packet (IRP) to its internal file control structure until the oplock owner lets it know that it is finished.

p_ing 4 days ago|||
Both file systems support case sensitivity.

Use DevDrive in a virtual disk or secondary volume, there are significant performance gains for things like git, nodejs modules, etc.

It helps to know the system. The perf would be an issue with any file system on Windows due to the file system filter architecture.

Locking is a function of the NT executive and not of the file system. It was a design decision. I’ll see if I can dig up the reasoning later.

pixxel 5 days ago||
[dead]
flohofwoe 5 days ago|
Tbf, this mainly seems to compare shitty/outdated 3rd-party Windows drivers against a vertically integrated system where Valve has complete control over both the hardware and software.

E.g. the difference between the Lenovo and Asus Win11 drivers is sometimes bigger than the difference of the faster Windows driver to Linux.

It's also not all that surprising though, there's a lot of very smart people working on Proton while the general quality level in the Windows ecosystem is slowly but steadily declining.

I also wouldn't be all that surprised if running a D3D11 or D3D12 game on a Proton-layer on Windows would be faster than running that same game without Proton. Sometimes Proton might have workarounds for 'API abuse' problems of specific games which the native D3D implementation or driver doesn't have.

pixelpoet 4 days ago||
They even have the audacity to use quotes for "official" drivers. At least it's an obvious indicator of the author's bias...
nulltype 2 days ago||
Where do they use quotes for the official drivers?
rf15 5 days ago||
afaik the Steam Deck is by no means "vertically integrated" as e.g. Apple Products are. This is really more a quality thing on the side of Proton.
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