It seems at some point over the last month or two, GOG finally removed the "in progress" notice for GOG Galaxy coming to Linux.
Something that was a bit overdue, since they clearly have no plans to actually bring GOG Galaxy to Linux despite it being the most voted-for feature request for many years. GOG and CD Projekt never really took it seriously though, with even the official Cyberpunk 2077 Twitter account trolling "We can assure you: it‘s not us. We are the driving force behind 'add Linux support for GOG Galaxy' though" in reply to GOG post about showing 2077 gameplay.
Every time I've spoken to the GOG team over the last few years, they just repeatedly told me it wasn't planned, despite the wishlist entry still listing it as "in progress" and their original announcement mentioning it would come to Linux too and that it was "being done with PC, Mac and Linux in mind" (so much for that huh?).
At least there's applications like the Heroic Games Launcher and Lutris that can help you manage your GOG games on Linux. Still, it would be nice if GOG at some point put some more resources into improving their Linux support. Plus, if you're going to be using a Steam Deck, buying from Steam just makes a lot more sense when it's far easier to access so I imagine that's eventually going to cost GOG a few more sales too and they're not exactly doing well.
It is a shame for those that want the Galaxy client, as I actually love what GOG do. The main idea that you can just log in and download a full offline installer is great and their repeated revivals of old games is wonderful too. But without Galaxy, some games end up missing features for Linux or just skipping a Linux build entirely on GOG.
Quoting: NociferA) There is a slight difference between restructuring and open-sourcing an already existing code base, and developing something as open source from the ground up
I'm no dev, and maybe I'm fundamentally not understanding the purpose of OSI and similar licenses, but I thought if you take an existing OSI licensed code base, added/changed/modified it, that your finished product would still need to be Open Source, right?
Yeah, Valve could have written some closed source code for proton, but given the number of open source projects they rely on, how much could the realistically make closed? The installer script maybe?
Quoting: ShmerlPython though isn't a good idea for APU use case. I wish they'd used some compiled language for better performance.
If good or bad depends of your application in the end. I really doubt that handling controllers setup is a CPU intensive operation plus you can use Python C API if you need some speed up for certain components. The only con I see on that project is that they are using Python 2, to which the support ended in 2019.
Last edited by x_wing on 3 July 2022 at 3:37 am UTC
Quoting: x_wingIf good or bad depends of your application in the end. I really doubt that handling controllers setup is a CPU intensive operation plus you can use Python C API if you need some speed up for certain components. The only con I see on that project is that they are using Python 2, to which the support ended in 2019.
I suppose depends on how constantly it's used. If it's running all the time - it can be more CPU / RAM taxing than using something that doesn't require a beefy runtime.
On a normal CPU set up that might be of minimal concern, but on an APU resources are more expensive.
In general, I'd never recommend using Python for hardware support. Rust is a better idea.
Last edited by Shmerl on 3 July 2022 at 3:39 am UTC
Quoting: ShmerlQuoting: x_wingIf good or bad depends of your application in the end. I really doubt that handling controllers setup is a CPU intensive operation plus you can use Python C API if you need some speed up for certain components. The only con I see on that project is that they are using Python 2, to which the support ended in 2019.
I suppose depends on how constantly it's used. If it's running all the time - it can be more CPU / RAM taxing than using something that doesn't require a beefy runtime.
On a normal CPU set up that might be of minimal concern, but on an APU resources are more expensive.
In general, I'd never recommend using Python for hardware support. Rust is a better idea.
Well, controllers should be handled in an async way. If this program requires a lot of CPU, I would start doubting of the quality of the code. Either way, you must run some benchs in order to be 100% sure. Rewriting because it may be better is definitely gambling and, probably, a waste of time.
Last edited by x_wing on 3 July 2022 at 3:46 am UTC
Quoting: denyasisI'm no dev, and maybe I'm fundamentally not understanding the purpose of OSI and similar licenses, but I thought if you take an existing OSI licensed code base, added/changed/modified it, that your finished product would still need to be Open Source, right?Nope. There are plenty of OSI-approved licences that aren't copyleft.
Quoting: scaineQuoteAnother case of someone completely missing the point of what I wrote, and in this case, trying to put words into my mouth (or into my text area, as it were).
Well shit, I'm done. Can't contribute to a discussion without that happening. Too many people are far too eager to go nuts at me instead I guess. I mean, how dare I have what's viewed as an opposing opinion (whether it even is or not).
I'm sad to see you go, Mirv. That last sentence is a bit ironic though, eh? I have an opposed opinion to you, how dare I?
I always enjoyed what you brought to the table - a developer's view of Linux gaming, but still with a gamer's perspective. I'll miss your chat, although I stand by what I said about Microsoft.
@Mirv, I’m also sad to see you’ve left. I didn’t had the impression that I moved out of line. If I stepped on a wrong foot of yours, I apologize, that certainly wasn’t my intention. I hope you’ll reconsider leaving this site, wise old men ( ) with different views and knowledge are a rare good these days and are certainly needed for a balanced discussion.
Last edited by jens on 3 July 2022 at 1:13 pm UTC
Quoting: GuestIt's tricky and costly for me. IF the game is one I'll play on the Steam Deck then I obviously buy it on Steam...it's just too easy, but then I tend to add the game to my wishlist at GoG and when the price is low enough I plan to buy it on GoG to create an offline back for future game preservation playing. If it's a game I will only ever play on my PC, then I snag it on GoG only.There is no need to rebuy a game on GOG just to have an offline backup. For Steam games, you can also make a backup of your "common" folder (and maybe "compatdata" for non native games), and you're good to go.
Being able to have an offline backup of a game (even if only Windows), is very important to me...I am also enjoying my old NES games now thanks to owning the physical game and getting an Analogue NT Mini a while back, and it got me think about what if I want to play a game (backlog or replay) in 10, 20, 30 years....will Steam be around?
P.S. Yes, I have an older computer and my current computer that I plan to keep alive and drivers back up offline for future needs.
Quoting: denyasisQuoting: NociferA) There is a slight difference between restructuring and open-sourcing an already existing code base, and developing something as open source from the ground up
I'm no dev, and maybe I'm fundamentally not understanding the purpose of OSI and similar licenses, but I thought if you take an existing OSI licensed code base, added/changed/modified it, that your finished product would still need to be Open Source, right?
Yeah, Valve could have written some closed source code for proton, but given the number of open source projects they rely on, how much could the realistically make closed? The installer script maybe?
I think the FSF has a good page explaining free software (and another how "open source" is not equivalent): FSF page
First of all we are talking about companies, the only other place I see emotions get so high is when there is any article about apple on tweakers.net.
Gog, valve, they exist to make money, valve decided they do that their way with millionsthey have so they can keep making money even if Microsoft creates the walled garden, gog feels the overhead is not worth it or they simply do not have it, and for now focus on the big market.
Use them for what they are good at, old school games ready for scummvm or dosbox etc, go gog, you get them, drm free, download them and your done, there won't be a gazillion patches for which you need an automated client. New stuff enjoy steam, and it's great all there efforts help linux gaming and wine.
Just remember they are companies :)
Quoting: CatKillerQuoting: denyasisI'm no dev, and maybe I'm fundamentally not understanding the purpose of OSI and similar licenses, but I thought if you take an existing OSI licensed code base, added/changed/modified it, that your finished product would still need to be Open Source, right?Nope. There are plenty of OSI-approved licences that aren't copyleft.
Quoting: dvdQuoting: denyasisQuoting: NociferA) There is a slight difference between restructuring and open-sourcing an already existing code base, and developing something as open source from the ground up
I'm no dev, and maybe I'm fundamentally not understanding the purpose of OSI and similar licenses, but I thought if you take an existing OSI licensed code base, added/changed/modified it, that your finished product would still need to be Open Source, right?
Yeah, Valve could have written some closed source code for proton, but given the number of open source projects they rely on, how much could the realistically make closed? The installer script maybe?
I think the FSF has a good page explaining free software (and another how "open source" is not equivalent): FSF page
Thanks! I knew you could write proprietary code and have it "talk to" OSI stuff, I didn't know you could take some OSI stuff and make it proprietary. I guess a good example would be the proprietary tech porting houses use ( which is probably based on WINE), right?
Quoting: FrawoQuoting: GuestIt's tricky and costly for me. IF the game is one I'll play on the Steam Deck then I obviously buy it on Steam...it's just too easy, but then I tend to add the game to my wishlist at GoG and when the price is low enough I plan to buy it on GoG to create an offline back for future game preservation playing. If it's a game I will only ever play on my PC, then I snag it on GoG only.There is no need to rebuy a game on GOG just to have an offline backup. For Steam games, you can also make a backup of your "common" folder (and maybe "compatdata" for non native games), and you're good to go.
Being able to have an offline backup of a game (even if only Windows), is very important to me...I am also enjoying my old NES games now thanks to owning the physical game and getting an Analogue NT Mini a while back, and it got me think about what if I want to play a game (backlog or replay) in 10, 20, 30 years....will Steam be around?
P.S. Yes, I have an older computer and my current computer that I plan to keep alive and drivers back up offline for future needs.
I can't speak for everyone, but I believe the general thought here is when Valve and Steam are gone. If the game doesn't require Stan to run (DRM free), you would be ok, but otherwise, those games are lost.
Not presuming anyone's age here, but a lot of us probably remember the "store wars" 10-15 years ago. When those stores closed, you lost your games.
That was a BIG selling point for GOG at it's inception. Some people really hated the mandatory client/DRM thing Steam and others did.
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