• @[email protected]
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      406 months ago

      Yeah, Timmy’s had a hate-boner for anything related to Valve and Linux for years. He’s been lying through his teeth non-stop whenever either topic comes up.

  • @[email protected]
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    1816 months ago

    A terrifically hard audience to serve given the variety of incompatible configurations.

    If your game doesn’t work with my fully functional operating system (while others do), isn’t it literally your game that’s “incompatible?”

    • @[email protected]
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      1126 months ago

      Plus He’s talking about the steam deck here. That’s 1 configuration. And Rocket League is already on steam for those who bought it before epic did, runs fine in proton. The dude is full of shit and making up excuses, it’s obvious this is a business agreement and nothing to do with practicality and in lying about it he’s hurting his reputation.

      • @And009
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        16 months ago

        Maybe an incomplete product they don’t want to dive back in

    • @[email protected]
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      426 months ago

      Plus it isn’t like there aren’t tons of compatibility issues with all the versions of hardware on PC.

    • @[email protected]
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      226 months ago

      My kids, unfortunately, love the game, so I’ve kept up with performance a little bit. It seems they’re trying their best to make it run like trash. They can’t even support the few operating systems it does run on. I haven’t noticed any mind blowing graphics updates, but fps is around a third of what it used go be. Such a garbage company.

      • atocci
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        6 months ago

        The cartoonish artstyle might hide it a bit, but Fortnite is basically Epic’s showcase of all the newest Unreal Engine tech. The move to UE5 a couple years ago brought with it all those new features and a huge leap in graphics. Fortnite has been around for a long time now, so the minimum performance targets are probably changing as tech and average system hardware improve. I don’t actually play it, but it’s pretty much a different game now compared to when BR mode was first released.

        • @[email protected]
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          86 months ago

          DXVK is sooo good now I install it for half my games on my Windows machine just for the performance gains

          • @[email protected]
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            16 months ago

            I’ve been doing the same thing, if the performance of a game feels like it could be better I slap that shit in there and it often drops GPU usage by at least half, it’s frankly ridiculous.

      • @[email protected]
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        346 months ago

        Valve invested time and money in Wine and DXVK. Claiming Valve is not trying to figure out how to run games on Linux because they’re contributing to a project instead of creating a new one from the ground up, then only Linus contributes to the kernel?

      • @[email protected]
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        176 months ago

        Sometimes you need a few developers getting paid full time to truly get a project like DXVK off the ground. Some of the biggest open source projects wouldn’t even exist without the time and money from companies that actively support it.

  • @[email protected]OPM
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    1106 months ago

    This is why I don’t give Epic and any exclusives on it’s store any money. I know 0% of it is going back into making linux gaming better.

  • Scott
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    746 months ago

    He can go fuck himself with a 6" railroad spike.

    At least Gaben is pushing the Linux gaming community forward!

    • @[email protected]
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      6 months ago

      BUT 30%!!!

      Yeah, that 30% means I can ditch Windows. At least it’s being used for good and not just* yachts.

        • @[email protected]
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          186 months ago

          …what? Yeah, 30% is the standard when there are higher costs and higher risks. Why would it not follow that Steam using the same percentage - with lower costs and none of the physical-based risk - is simply greed?

          • @[email protected]
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            276 months ago

            If you look at the overall cost of running a platform though, especially one that does several things, you can see where that 30% becomes viable.

            A few things to highlight are, long-term storage and availability of purchases. There is not a single game I have bought on Steam in close to 20 years that I can’t still download and play to this day. Many of those are games that are no longer available for sale on the storefront yet valve as a content provider keeps them available to me and likely will in perpetuity.

            There’s an argument to be made that storage is cheap but they are also storing other people’s things that are no longer generating revenue for them. Also, they are providing the bandwidth for us as users to download those games whenever and as many times as we like without concern for how many copies of title sold or who the initial publisher or developer was.

            When you look at something like a console provider such as Nintendo or Microsoft who will completely shut down legacy stores, it makes the value of valve taking a unilateral 30% all the more attractive. Anything I buy on Steam I will be able to download and play in perpetuity. That 30% goes to making sure this isn’t just for big-name or the current hot shit. This is for everything ever put on their platform.

            Sure, in a vacuum 30% seems like a lot but when you consider the overall maintenance costs and the fact that they have seemed to be pretty pro-consumer all along, The intrinsic value in what they’re offering becomes a lot easier to see.

            • @[email protected]
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              6 months ago

              I also wanted to add on a recent experience I had that highlights this even more so.

              I was going through old archive drives and found a digital copy of “The Club” that I had purchased from Direct2Drive. I don’t know if anybody remembers them or not but, they were one of the early digital storefronts that focused on PC digital downloads.

              Anyways, I had the installer and my provided key in the directory so I installed the game and attempted to launch it only to be met with an activation screen. When I attempted to activate those servers had long since been decommissioned so I was dead in the water. Feeling that sting that one gets when they can no longer play something they legally purchased I started searching around for information on workarounds before I grabbed a crack. I found a thread from the company that had purchased the rights to all direct2drive purchases that had a workaround for doing the authentication through an alternate method.

              I tried all the steps listed including performing a recovery process for an account that I had long since lost the login information for only to be met with a failed authentication once again. By this point I had invested close to an hour maybe an hour and a half of my time trying to get some shitty old game to work and decided it wasn’t worth it.

              I hopped over to Steam and saw that I was able to purchase the game directly from them for $5 and download it immediately without any need for additional authentication steps or trying to track down who had purchased the rights to give me access rights to the thing that I had purchased 15 years ago.

              Sure, my one experience may be anecdotal but I think it highlights some of the greater issues people might not take into consideration when talking about what valve’s cut is and what that represents to us as the users of the services they provide.

            • @[email protected]
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              16 months ago

              Two issues, you can download and play your games in ‘perpetuity’ so long as Valve continues on the current operating model.

              And Valve has not been particularly consumer friendly in the past.

              They were found to be violating consumer rights in Australia at the very least and had to put a large notification on their storefront to disclose exactly what they had been wrong.

              Valve were forced into providing a refund model and even then it often conflicts with consumer interest. Though admittedly bad actors will always try to abuse any refund model on digital products.

          • @[email protected]
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            166 months ago

            Why would it not follow that Steam using the same percentage - with lower costs and none of the physical-based risk - is simply greed?

            Most of the retailers mentioned in that article were also digital only and had the exact same or less risk. Steam certainly does a lot to try and get people’s money, but they aren’t just greedily fucking over Devs for that 30%, that is in fact industry standard.

            I also have no doubt that Epic will enshitify itself and raise its rate closer to 30% after growing.

          • @[email protected]
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            6 months ago

            Its not one to one, but providing digital services is not exactly cheap. Data centers and servers take a lot of costs, both the electricity and salary for a team of ops engineers to keep it running smoothly. The building, conditioning, maintenance, insurance, storage, equipment. To ensure low lag and high download speeds you need several data centers with data caches in different regions of the world. If anything it is actually more risky. If a store closes the stock was already paid for by the the owner to the publisher. Zero risk for the publisher. If Steam goes down, it brings windows of opportunity for sales with it and not a dime is secured. They pay for the uptime and quality of service, not just processing a payment once and a download link with a shitty 72 h expiry time. People expect access to their digital goods 24/7 virtually forever. Steam provides it all with a myriad more of business and client facing services that a physical store would simply be incapable of providing.

          • Fubarberry
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            76 months ago

            It’s still the market standard for digital stores, and if steam was greedy they could absolutely charge more with their market dominance.

            For comparison audible has audiobook market dominance, and takes a 75% cut. If you agree to make your audiobook audible exclusive, they’ll “only” take 60% of the profit, and many audiobook authors take that deal because getting an extra 15% cut on audible is worth more than the sales from other audiobook stores.

            Audible is what you get when a greedy corporation has market dominance, in comparison Steam’s cuts are very tame for all the benefits they give.

              • Fubarberry
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                26 months ago

                they also protected themselves against that by including a clause that prevents selling games cheaper on other stores

                Is that even a real thing? Other stores sell games cheaper all the time. Even when buying steam games it’s usually cheapest to buy the steam key from another store, because someone else will have it on sale for cheaper.

        • @[email protected]
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          66 months ago

          Just because there’s an outdated industry standard doesn’t mean it should be perpetuated, let alone supported, for eternity. Valve’s server hosting costs on a per-installation basis have fallen substantially since they first launched Steam, so there’s no reason why the 30% cut is still necessary; even 20% would leave them a sizable profit margin. I’m not a fan of the Epic Game Store for bribing companies to not release their games on Steam for a set amount of time, and choose not to use it as a result, but it’s time that the 30% industry standard be dropped. In purchasing a game I want to support continued development of that franchise, and $15 of a $50 purchase going to the storefront is not only excessive and inflationary, but harms developers as well.

          • @[email protected]
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            46 months ago

            I guess you wouldm’t be complaining if they never improved efficiencies then, since decreasing costs should apparently be passed on to distributers. Shame on them for improving their business sonthey could use those profits to create the steam deck and other benefits for gamers instead of propping up the profits of game companies!

            Should game companies lower their proces based on volume of sales when they make ‘enough’ profit?

            • @[email protected]
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              6 months ago

              Valve could still operate as it currently does, including having sufficient profits to account for R&D and long-term costs, at a lower cut of platform sales (as another commenter mentioned, Gabe Newell’s billion dollar yacht collection is demonstrative of the platform’s profitability, especially when one considers how much it costs to maintain ships). Products such as the Steam Deck make money for Valve too, as Steam Deck users (myself included) statistically buy more games on Steam as a result. I don’t support profiteering efforts by game publishers either, such as the Factorio price increase attributed to inflation, $70 game releases attributed to inflation when digital releases have reduced their costs, and micro transactions in general. In any case, however, given that cost increases are always the consumer’s responsibility, cost decreases should not simply be a means for companies to bolster their profit margins.

              • @[email protected]
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                36 months ago

                I am fine with someone who set up and runs a successful business that is in no way predatory and is a benefit to employees, consumers, and the companies that use their product to have an excess amount of money. They are doing capitalism the right way and actually earned the benefits.

                Games going up to $70 are not becsuse of the 30% cut. They wouldn’t go down if that percentage dropped either. I play multiple games that were always sold at $40 or less as full games and they have been massively profitable.

        • @[email protected]
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          26 months ago

          30% is the standard. And it’s absurd. They all do it because they all have their own walled garden territory, and it doesn’t benefit any of them to lower prices.

          You’re telling me that Steam does 30% of the effort to create and publish a game?

          • @[email protected]
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            66 months ago

            They distribute games, which is something in addition to creating and publishing.

            Whatever percentage they use is based on an average across wildly different games. A large game with frequent updates doesn’t need to pay steam for the work on steam’s end each update. They don’t need to pay for each tine someone downloads their game, or for the ongoing costs to upgrade steam over time to continue supporting their game. They have a set percentage per sale so they can easily calculate how many units they need to sell to break even.

            If the game’s sales die off they don’t need to pay for steam to continue support. At any time they can use the popularity of a new release to renew interest in past releases without any extra requires work. When game sequels blow up, the publisher doesn’t need to do anything to get sales money from new sales of the prior versions. The prior games are just there, waiting to make the publisher money.

            How much value do you think any distribution platform provides?

        • @[email protected]
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          6 months ago

          Yeah, I meant to throw a “not just yachts” in there but my brain don’t work right. We all have our passions. At least the guy looks out for the industry through the eyes of a consumer and doesn’t behave like a pissbaby.

        • @[email protected]
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          56 months ago

          that money is absolutely being put towards buying yachts

          Did anybody claim that Valve’s entire earnings go into Linux gaming? Of course it’s only a tiny fraction but that tiny fraction is more than anybody else put into Linux gaming.

          Also, Gabe Newell also owns an Aston Martin sportscar team called Heart of Racing, so it’s not just yachts. They’ll compete in Le Mans next weekend in case anybody cares.

          • atocci
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            56 months ago

            I’m not sure I follow. The comment I was replying to said Valve’s 30% cut isn’t being put towards buying yachts, but it is. Apparently racing teams too. Whether they’re doing good things for linux gaming or not, Gabe is still a billionaire and he sure spends the money like one.

  • AwesomeLowlander
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    666 months ago

    This would be news if it were current. At 2 years old it’s just clickbait

  • kratoz29
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    406 months ago

    Some would say not having Fortnite on Linux is a feature…

    • @[email protected]
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      86 months ago

      No. I don’t care for them game, but I want people to be able to play it on Linux still.

  • @[email protected]
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    366 months ago

    I know this is an older article, but EAC has had compatibility with Linux for years at this point. Linux is also really easy to compile and develop for compared to MacOS. They just don’t want to because there aren’t enough players to justify the cost, most likely. Also might have some incentive to keep their game off the hardware of their biggest competitor.

    • @[email protected]
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      226 months ago

      Actually, I think they don’t want linux gamers, with their higher technical savvy. Some game dev companies love how 90% of their bug reports come from 10% of their users (and even brag about it). Other companies would rather just not get those 90% of bug reports.

      • @[email protected]
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        4 months ago

        i remember playing fortnite in its prime, bugs were never fixed, they stayed there for years. Cosmetics on the other hand where added daily …

        • @[email protected]
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          26 months ago

          That’s a valid development strategy. It seems to have worked out for them. I suppose it kind of makes sense as long as nothing is breaking.

          I don’t even know if it’s still a popular game as it’s a bit hectic for me. But it’s had a good run.

      • @[email protected]
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        26 months ago

        I think most Linux gamers understand they’re not going to get official Linux support. And most of the cases it’s also not necessary because the compatibility layer is pretty good. The only big hurdle is anticheat and that’s where epic would have to do the bare minimum of adding their own native EAC client to Fortnite.

        Now the argument that it would increase cheating in a hugely popular game like Fortnite is somewhat legitimate, but I think it’s more likely Sweeney would rather let leopards eat his face than support anything related to Valve.

        • @[email protected]
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          16 months ago

          Also if the typical Linux user is like me they’re never spending a cent on a free game. Which invalidates their whole business model.

        • @[email protected]
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          16 months ago

          I think the argument of increased cheating has some merit, but less so in hugely popular games like fortnite. Because no anticheat is actually perfect and people who want to cheat will just use whatever method works. In a popular game like fortnite the demand is high enough that someone will find a way to cheat regardless of Linux support

  • Concetta
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    346 months ago

    Why tf would you post this without at least putting a date on it lol