this post was submitted on 13 Dec 2023
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Linux Gaming

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[–] Rustmilian@lemmy.world 16 points 11 months ago* (last edited 11 months ago) (1 children)

Stop spreading this bs. If it was this simple, no game would not be Linux-compatible.

Take a look at AreWeAntiCheatYet EAC Breakdown, as you can see, exactly half of the one's that ticked the box in EAC SDK work. And guess what, that's a slightly outdated list for a few games. For example : Warhammer : Vermintide 2; which should be categorized as "Running" not broken.
If you notice, Fortnite isn't broken; it's straight up denied, they haven't even given it a chance at all.
Also, don't you find it funny how Apex Legends; a direct competitor of Fortnite; can do it, but Epic somehow magically can't despite having way more resources and literally owning EAC.

If they enable it, it is a huge responsability for them to make sure there are no experience breaking bugs, just like any other platform.

Actually, Valve & the community will do most of the work if Epic does the bare minimum on their end.

It is a money thing, not an emotional "Tim does not like Linux" thing.

Yeah, Epic totally killed the pre-existing, and flawlessly working Linux version of Rocket League when they acquired the studio and then refused to refund because "it's a money thing" (⁠ಠ⁠_⁠ಠ⁠)⁠>⁠⌐⁠■⁠-⁠■

2.5-3% of market share as a desktop OS

That 2.5-3%(Global OS web usage) is still several million users, about 33 Million total give or take and growing. (Especially once ChromeOS joins our numbers after it's Linux-ified).
It's actually way less on steam, but that's because Linux gaming is a barley tapped market thanks to dumb fucks like Tim who refuse to even try tapping into it.
If Linux gaming was more expansive you could very much potentially see massive spikes as 33Million is dead ass almost half of the total traffic steam got in 2022(69 Million). Ofc they'll never be able to tap into it completely but that's still a shit load of money left on the table.
Tapping into just 4% of the global total would be 1,320,000 users or +2100 from what steam already has(1,317,900) according to their survey. The average player spends ~$84.67 USD in fortnite.
Doing the math, that comes out to a potential 111.7644 million USD market cap just sitting there.