Its not as easy as launching from steam
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
Its not as easy as launching from steam
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
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
Maybe look in the settings. There is a hotkey option to save the last X amount of time (where X can be customized)
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?
As a C# developer on Linux, I wish this was more true than it is. Working on a multi project dotnet solution in VSCode is still far behind Visual Studio / Jetbrains Rider.
Its also worth pointing out that the more you add to VSCode, the slower it becomes. If you add the toolkits to make it compete with Jetbrains products, it isn’t nearly the same lightweight editor anymore.
Won’t speak to Webstorm, but hard disagree when it comes to Rider. VSCode/Zed really fit into an entirely different category from Jetbrains IDE’s. Lightweight editors vs full fat development environments. There are use cases for each.
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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.
Do you have any sources for this?
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.
Except that’s not the case according to the Flight Simulator 2024 FAQ