It will require developers to integrate Linux support into their anti-cheat game platforms.
It will require developers to integrate Linux support into their anti-cheat game platforms.
I was talking to my friend the other day and asked why he hasn't switched to Linux, mainly because of inconsistent anti-cheat support. He agreed. I mentioned he could dual boot and run Windows for gaming, but he insisted he didn’t want to overload his laptop with two operating systems. He said before considering Linux, he’d first focus on his life before jumping into side projects.
I’m curious about how Linux distributions like Mint and Ubuntu are easy to use and compete well with Windows. What strategies can we use to encourage big game developers—like Apex Legends or GTA V—to support Linux? Will it be through convincing friends and family, or are there other approaches? Any suggestions would be great—I’d love to know how we can make Linux more popular on desktops.
You can only do so little beyond switching to Linux, but the games that don’t let you play from there aren’t allowed. Distribution companies don’t want to risk anything that doesn’t bring in profits for them. The Steam Deck marked the start of the “Linux revolution,” and as Linux grows larger, more people will take notice. Even if you send a lot of tickets to customer support demanding Linux support, they won’t care—just ignore them.
In the end, the player community must grow large enough for studios, publishers, and developers to invest in backing it. Usually, this marks the beginning and the conclusion of the situation. That’s why Linux support remains inconsistent. People simply don’t see enough return on investment to justify it. This creates a classic dilemma—major titles like Fortnite, Valorant, and LoL aren’t available on Linux, so many players won’t switch. The difficulty of changing also adds to the issue. It’s much easier to stick with the platform you already use.
Yet, frustration toward Microsoft is increasing. I’ve never seen so many voices expressing a desire to leave Windows. If there’s one strength gamers have, it’s adapting around problems, and Windows 11 is increasingly viewed as problematic. I believe dual-booting will rise more in the future if Microsoft doesn’t improve or even worsens the experience.
I’m currently at that stage. I just need a free weekend to set up Ubuntu alongside Windows 11 on my main machine. Linux is already running on every other device in my home. If it can capture 20-25% of the market, we might reach a turning point where developers start adding support, potentially encouraging more users to follow suit. While I’m not overly optimistic about seeing the long-awaited Year of Linux on Desktop, it seems like a realistic chance now that Microsoft has become less proactive.
Another point must be considered: games should be built from the beginning to make cheating more difficult. Even though client-side issues will persist, the server side must be designed effectively from the start to limit data leakage. Many engines have evolved over two decades, retaining complex ideas that are tougher to control.
The issue is made worse by the scattered state of the Linux scene. Numerous distributions exist. If gaming firms decide to fund Linux support, they’d likely focus only on one well-known distro—perhaps Ubuntu. This would motivate peripheral makers to create drivers for that specific platform as well. A positive cycle could emerge where interests align. However, Linux developers would need to accommodate kernel modules written by game companies, which would probably demand open-source access. Some firms are already exploring this path (like Nvidia). It’s still in its infancy. The market remains limited, so incentives are essential. Even macOS has a modest user base, and gaming isn’t popular there. Companies have poured resources into DirectX optimizations. They’d likely need to rewrite games for lower-level APIs such as OpenGL or Vulkan. The investment would be comparable to what’s spent on a large Windows market, yet yielding fewer returns.
It seems the situation isn't always accurate, which is why DXVK functions effectively. There are even instances where it outperforms native Direct X on Windows, which is quite surprising. In my view, DXVK removes the requirement to develop separately for two APIs, although using Vulkan on Windows could still be an option to bypass that issue. As for how anti-cheat connects, I’m not sure.
The Gamer group has gathered sufficient funds to surpass the earnings they receive from Microsoft.
Steam Hardware Survey July 2025 highlights a mixed landscape: Windows dominates at 95%, while OSX, Linux, and other distros hold smaller shares. I’m curious about how a universal SteamOS could change the game, especially beyond portable devices. Early efforts struggled, but growing support might boost Linux adoption in gaming. I’m not familiar with current distribution or licensing issues, but past experiences suggest proprietary drivers often needed separate downloads. A free, open-source Nvidia driver for gaming could help, though it wouldn’t replace SteamOS. Other distros might improve gaming support, but they likely wouldn’t take the lead.
They can accomplish this independently without relying on distros, yet it remains vulnerable during kernel updates and demands handling of all system components, including additional kernel modules. This approach would fail when updates occur. A fully open kernel module isn’t feasible here as it exposes security risks. We must also remember that many drivers reside within the kernel, making version constraints a challenge for newer hardware. Ubuntu already faces this issue with AMD. Ideally, supplementing drivers through non-kernel sources—like AMD’s methods—could help, though it remains complex and lacks verification between the distribution, kernel, and vendor. Many package versions exist, which could lead to inconsistencies. It’s worth noting that MacOS offers a more stable path since it already supports AntiCheat requirements with minimal variation. The main concerns about MacOS usually center on its Metal API, though I’m not familiar with its specifics. OpenGL would likely underperform due to inconsistent implementations. Proton gained traction after transitioning from WineD3D (OpenGL) to Vulkan-based DXVK/VKD3D, which improved compatibility and ease of use. Bringing Vulkan into the project could simplify translation and reduce dependency issues. Building a native solution for Linux also introduces its own challenges that wouldn’t exist if it operated solely on top of WINE. From an AntiCheat perspective, this change would offer little benefit since file comparisons could still be effective in Proton’s release builds, and other components like ProtonGE might be impacted.
It varies based on the game's intended platforms. While your perspective covers Windows and Linux, many current titles span multiple systems. For Xbox support, the DX version is available and can be shared across platforms. PS offers a solid selection, making it practical.