We are excited to announce that Arch Linux is entering into a direct collaboration with Valve. Valve is generously providing backing for two critical projects that will have a huge impact on our distribution: a build service infrastructure and a secure signing enclave. By supporting work on a freelance basis for these topics, Valve enables us to work on them without being limited solely by the free time of our volunteers.

This opportunity allows us to address some of the biggest outstanding challenges we have been facing for a while. The collaboration will speed-up the progress that would otherwise take much longer for us to achieve, and will ultimately unblock us from finally pursuing some of our planned endeavors. We are incredibly grateful for Valve to make this possible and for their explicit commitment to help and support Arch Linux.

These projects will follow our usual development and consensus-building workflows. [RFCs] will be created for any wide-ranging changes. Discussions on this mailing list as well as issue, milestone and epic planning in our GitLab will provide transparency and insight into the work. We believe this collaboration will greatly benefit Arch Linux, and are looking forward to share further development on this mailing list as work progresses.

  • @pivot_root
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    2 months ago

    Or, more likely, the publisher. But, that’s beside the point.

    As it has been demonstrated when Epic tried the “developers pay less fees here” approach, the average Joe Gamer doesn’t benefit in any way whatsoever. Your premise of the savings being passed down doesn’t exactly pan out.

    • AatubeOP
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      32 months ago

      To be fair, Epic Store was marred by exclusives and having way less features back then. Even now, their (Electron) launcher boots up way slower than (CEF) Steam, and their sales are way worse.

      • @pivot_root
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        32 months ago

        Is it Electron? Someone elsewhere mentioned it was actually an instance of Unreal Engine running for the webview component. Something about the EGS install directory containing the same UE settings file that games use for initializing Unreal

        • AatubeOP
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          32 months ago

          IDK then. spinning up an entire game engine just to do what Electron does seems unbelievably wasteful though.

          • @pivot_root
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            32 months ago

            I just downloaded and installed EGS to a Windows VM.

            strings EpicGamesLauncher.exe | select-string "unreal" returns some interesting results:

            • FCommunityPortalManagerImpl::SetUnrealEnginePortalViewModel
            • {USER}Unreal Engine/Engine/Config/User{TYPE}.ini
            • UnrealHeaderTool
            • Cannot call UnrealScript (%s - %s) while stopped at a breakpoint.
            • UnrealVersionSelector
            • Created with FUnrealEngineFileAssociationServiceFactory at D:/build/++Portal/Sync/Portal/Source/Programs/EpicGamesLauncher/Layers/Domain/Private/UserDomain.cpp:866

            A search for “electron” only matches the words “Electronic Arts”

              • @pivot_root
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                32 months ago

                I already killed the VM, but it was something about an EA account if I recall correctly.

    • @[email protected]
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      -22 months ago

      As it has been demonstrated when Epic tried the “developers pay less fees here” approach, the average Joe Gamer doesn’t benefit in any way whatsoever. Your premise of the savings being passed down doesn’t exactly pan out.

      Oh really? Please do point me to the study you did where you gave 15% more revenue back to developers and then assessed their output quality.

      Claiming that having the store take 15% less cut of revenue will have no effect is a quite frankly flat out absurd claim to make.