I have been a ROBLOX player since 2009. The Linux anti-cheat began to be enforced because practically no-one used the Wine port for honest gameplay; it was almost always to do some kind of memory manipulation or for script kiddies to execute exploits.
Not many people outside of the ecosystem are aware but ROBLOX was actually really late to the concept of dividing client and server responsibilities. It used to be that one client could actually propagate changes out to all the others; therefore if you could manipulate memory you could arbitrarily execute code (within the sandbox) on all other players. There used to be popular scripts like Person299's admin commands that could be injected into any server and allow the exploiter the ability to run chat commands like "kill/<user>" or "ban/<user>" (self explanatory). Only a few years ago did they introduce RemoteEvents and ServerScriptService which finally allowed developers to ensure some code could only execute server side, and properties like FilteringEnabled which blocked clients from propagating local game changes out to the server and everyone else. This broke hundreds of thousands of old games, which was probably why they held off, but nowadays any new games are using these new features to prevent easy exploitation like in the past.
My guess is they have nothing against Linux now, because they have implemented proper security, but the only thing stopping them are the technical challenges, and there are not enough people in their target demographic who use Linux to make porting worthwhile.
A common trend I see is that game developers tend to target one platform after another instead of developing cross-platform from the start. This lowers the initial cost, but increases the additional cost for each platform as less of the previous implementation can be reused. This leads to thinks like the discarding Vulkan because it's somewhat harder than Metal for the macOS port and then having to still do the Vulkan work for Linux which may cost too much for the expected Linux sales even thoug the the difference between Metal and Vulkan might have easily been covered by the Linux income.
Now that is a bleeding generalization. As long as Feral is in the Linux market we know that Linux ports can be profitable. There have also been developers that have provided sales numbers for their Linux ports and for many of them porting has been a success.
Maybe that won't be the case for all games, but low market share does not tell you much. Remember that the platform-specific cost - even with rewriting the renderer - of a game will in most cases be dwarfed by design, voice acting, localisation, marketing, etc which all are already covered by the existing target platforms.
Your assertion is also not well defined since "worthwile" could mean profitable (which will be the case for third-party porting companies) or more profitable than other development efforts.
The last time I opened a pdf file in Chrome/Firefox in Github PDF renderer, the computer ran out of RAM. The pdf file I opened definitely didn't require so much RAM at all.
Alternative solution: download and open it locally
Just coming back to read this post and threads, it has been 3 days since I saw this clickbait title
Apparently, just as I thought, the author doesn't know about enlightenment. No, that doesn't imply that I am more "woke" than anyone else, or anyone else is more "woke" than me. Even if it does, so?
Enlightenment, if you know it, you know it. You want to change the world, go ahead. You give no f* about the world, you do you.
(Critically) Questioning enlightened people about what they will do for themselves or the world won't make a difference, it doesn't make the author more enlightened, more clever or sounds superior.
I will gladly ask after he finishes his words, so?
My password manager has 429 entries right now. Maybe memorising is possible for some people who don't live and work on the internet every day. But I suspect most people in tech are in a similar position - unless you're into professional level scrabble, 429 random strings is too many.
How on earth could I remember random complex passwords I use once a year?
I can memorise af58f916cc0cb22193c18f02d3c1cc3e easily, but once you work out (perhaps a keylogger) why that's my paypal password, my google password of 68b31385067f73977c6007cefcddbe74 falls quickly
The quoted passwords are md5 sums of paypalformyusername and googleformyusername
Easy to remember, and you'd have to be very determined to get the link between them even if both were compromised, but if the plain text version was compromised then it would compromise the entire system
That's the most secure system I can think of which doesn't involve remembering thousands of complex random passwords. Sure I can remember "correcthorsebatterystaple", but can I remember which 4 words for which specific site?
I have c.600 passwords in one manager. That's not even all of them - some I'm required not to write down, some I keep offline, some I choose to keep as memorable phrases. All those directly connected to ability to spend any money I keep offline (memory or paper).
I'll admit I'm probably an exceptional case but regular users must have 100 or more password after a couple of years online.
It just means fast loading assets, so if SSD becomes RAM one day, anything interesting at all? Same goes for ray tracing, looking more realistic with control of light...
Nothing special here, no need to hype
edit:
You know what really makes a difference?
You playing an VR open world game where every single artificial intelligence NPC does thing in every possible way leading to different gameplay and outcome. And you as a character can just grab anything you want and throw at any monster that you just CREATED in that game itself
Or you can control that monster that you created in your own way, time travelling to another open world game saying hello to your friend playing in his house back and forth
Together with some AI NPC friends you made in that game, you live in that dimensional space forever as you want even after your human body dies, your conscious stays in electronic form
"SSD as RAM" is a bad way to think about it. What you need to realize is that the standard for games has been to treat RAM as storage, because the hard drive was too slow to use for loading data on the fly. SSDs mean games can use storage as storage, but they still have to fit the working set in RAM.
And that's really what the hype is about in terms of better game experiences on these new systems — we should be able to have larger working sets because you don't need to waste RAM as storage.
To get specific about what this enables, I think we will see many more indie games with great looking graphics. The combination of high res asset scans, automatic resolution scaling, automatic texture compression, generally less tight performance budgets that don't need teams to do optimization work (next gen consoles), and a financial model around tools to take advantage of all of this (Unreal + Quixel as the leader here) should make this next generation of games pretty awesome.
Android smartphones are smarter than iPhone technically by the article's common sense
[0] https://youtu.be/F_IsBD6E3O4