this post was submitted on 14 Jun 2026
347 points (98.1% liked)
Linux Gaming
26252 readers
43 users here now
Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME away from home for disgruntled /r/linux_gaming denizens of the redditarian demesne.
This page can be subscribed to via RSS.
Original /r/linux_gaming pengwing by uoou.
No memes/shitposts/low-effort posts, please.
Resources
Help:
- ProtonDB
- Are We Anticheat Yet?
- r/linux_gaming FAQ
- Fork of an earlier version of the above
- PCGamingWiki
- LibreGameWiki
Launchers/Game Library Managers:
General:
Discord:
IRC:
Matrix:
Telegram:
founded 3 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
In a multiplayer game, the client renders and accepts inputs.
Then, you can also just freely release the server hosting software, as was the norm in gaming, for decades.
Ever hosted a private server for anything? Batllefield 2? HL2DM? Quake 3? Minecraft? Conan Exiles? Arma 1 2 or 3? etc?
Shit, even the original Deus Ex has a mutiplayer component, that you can host a private server for.
There's no reason that a client being subservient to the server, in a multiplayer setting, means that nececassrily you don't control the game client.
What you are thinking of is a 'thin client', where the client is now not even doing rendering of the game, its just accepting player inputs, and your gameplay is actually you watching a livestream being rendered somewhere else.
Thats not the same thing as deisgning the client and server in a clever way such that the client cannot force things onto the server that it should not be able to.