We know many of you are eager to play Ghost of Tsushima Director’s Cut on handheld gaming devices like the Steam Deck. We’re happy to share that the single player experience, including the Iki Island expansion, can be enjoyed on Steam Deck and similar handheld gaming PCs as we’ve worked extensively to optimize performance and deliver the best possible experience on these devices.
You may notice that Steam marks the game as ‘Unsupported’ for Steam Deck. This is due to the Legends co-op multiplayer mode requiring Windows to access PlayStation Network integrated features.
On behalf of everyone at Nixxes and Sucker Punch, we can’t wait for PC players to start their adventure and fight for the freedom of Tsushima!
Source: https://steamcommunity.com/games/2215430/announcements/detail/4188987871078331986
They strictly say that unfortunately it requires Windows to access PSN integrated features, so the multiplayer will not work because it requires said features. The singleplayer should work though. Since Concord is completely multiplayer, it needs the PSN features that only work on Windows.
It is well known that many multiplayer games like Valorant do not work on Linux due to kernel anticheat. Unfortunately, this is a part of Linux gaming life.
The point here is that the anticheat solution needs to be written for a specific operating system because it runs “outside” the game in a privileged way to try and detect cheating.
So they have anticheat on Windows, and their own consoles will have a different anticheat system that is specific for the console OS.
Running games on Linux via Proton is effectively an emulation or translation layer, and the Windows-specific anticheat is not going to work with that.
If Sony wanted to provide multiplayer support on Linux they’d also have to provide a native Linux implementation of the whole game, rather than relying on Proton, which sadly not many publishers are doing at all. So its technically quite understandable why this isn’t possible.
Now, personally I think client anticheat is garbage and they should not be depending on that as a solution anyway, but that’s a separate argument!
Isn’t there some way to design the multiplayer to not trust the client? Assume the client has aimbot and all can see through walls, etc. Design it with those things being expected instead of all this draconian pwn the user’s system nonsense.
Exactly, and that’s why I expressed the sentiment that client anticheat is a poor solution. If you really really want to stop cheating, you have to do it on the infrastructure that you as the game developer have guaranteed and trusted control over, and that is the server.
People, read the developers comments:
They strictly say that unfortunately it requires Windows to access PSN integrated features, so the multiplayer will not work because it requires said features. The singleplayer should work though. Since Concord is completely multiplayer, it needs the PSN features that only work on Windows.
So did they code themselves into a corner because of malice or incompetence?
It is well known that many multiplayer games like Valorant do not work on Linux due to kernel anticheat. Unfortunately, this is a part of Linux gaming life.
So are PlayStation consoles running Windows? FFS this is short sighted tying yourself to your competitor like that.
The point here is that the anticheat solution needs to be written for a specific operating system because it runs “outside” the game in a privileged way to try and detect cheating.
So they have anticheat on Windows, and their own consoles will have a different anticheat system that is specific for the console OS.
Running games on Linux via Proton is effectively an emulation or translation layer, and the Windows-specific anticheat is not going to work with that.
If Sony wanted to provide multiplayer support on Linux they’d also have to provide a native Linux implementation of the whole game, rather than relying on Proton, which sadly not many publishers are doing at all. So its technically quite understandable why this isn’t possible.
Now, personally I think client anticheat is garbage and they should not be depending on that as a solution anyway, but that’s a separate argument!
Isn’t there some way to design the multiplayer to not trust the client? Assume the client has aimbot and all can see through walls, etc. Design it with those things being expected instead of all this draconian pwn the user’s system nonsense.
Exactly, and that’s why I expressed the sentiment that client anticheat is a poor solution. If you really really want to stop cheating, you have to do it on the infrastructure that you as the game developer have guaranteed and trusted control over, and that is the server.