The new Roblox 64-bit Byfron client forbids Wine users from using it. (Most likely unintentional)

Of course. I would also like to see this as an option (or at least be transparent about the data sent). I personally don’t mind telemetry unless there’s nothing useful to the user that comes from it; this is the “bad” telemetry that you must be referring to. Not consenting the user or notifying them about the process is shady in of itself.

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Under the GDPR, consent must be given if personal data is included in the crash dump. However, the client process dump does not contain any personal data.

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Yes, this is actually a problem in the long time for ChromeOS and “WayDroid” that’s actually similar to the Apple Silicon + Rosetta thing. Power efficiency caused by CPU instructions translation.
Even then @FieryEvent you could install Houdini (for Intel CPUs) or libndk (for AMD CPUs) for running ARM binaries on Android natively, with the tradeoff as both of them are proprietary libraries if nothing else. (They are safe and contain no bad telemetries as I used them for years)

Is Hyperion a kernel-level anti cheat/tamper? If so, although I am not entirely sure, this could potentially further conflict with Wine support going forward.

Is there any potential conflict with Wine specifically? Will moderation action ever result if Wine is a cause of a detection in Hyperion?

I understand the above questions might not be answerable directly, but I do appreciate your transparency in this thread so far. This has been very enlightening for me personally.

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Fortunately no. As far as I know, this is how Byfron itself has a toggle set in the compile time to enable WINE/Proton support. You still don’t have to use a Windows administrator account, while a kernel level anticheat requires it to launch.

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The current version of Hyperion operates solely in user mode. This might change though.

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That would be more correct to assume if Roblox was licensing it, but they own the company and the talent so the integration is completely vertical.

They could change the source code to remove these changes/optimizations or just simply not enable them, which is what I assume is happening right now (outside the “Wine is not supported” crash)

According to what the community knows, Hyperion also has various changes/optimizations with Wine in mind - will those continue to be supported as Wine support seems to be a goal (if I read the earlier replies correctly)?

Thank you for replying to my post. I appreciate the time you are putting in to answer our questions.

They bought the whole company… and to be honest they could even make the native Linux client with their resources and a bit of help from their Android team if they still deeply invested into the anti-cheat.
Don’t ever get misinformed, the marketshare for Desktop Linux will keep growing since the popularity of GNU/Linux-based consoles like Steam Deck and Microsoft still keep shoving their s*** in their OSes such as Windows 11 to keep forcing their users into their products.

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Please do correct me if I’m mistaken, however, isn’t the AT used w/ RobloxPlayerBeta.dll internally named “Krampus”…? IIRC this isn’t exactly Hyperion..

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My brainchild :slight_smile: A little easter egg for all the reverse engineers out there.

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Since the acquisition of Byfron, we have made significant changes to Hyperion and continue to work on improving its compatibility and protection.

To summarize:

  1. At this point in time, Hyperion is not compatible with Wine.
  2. We have disabled Wine to avoid unnecessary clutter in our Telemetry.
  3. Even if we could find a way to disable Telemetry for Wine only, the client would still not run, so it doesn’t make sense to do so.
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You, my sir, are very sneaky indeed…

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Thank you for the answer, my concerns aren’t the telemetry, more so overall support. I assumed the block would more than likely be temporary.

I hope changes and improvements are made to support Wine once again, especially if Linux support isn’t a goal at the company for the long term. Even if it isn’t you guys working to support it, I hope transparency from Roblox can help the OSS community work on support independently (like what currently got it to work since the 2015 changes that broke Wine).

I know it may be repetitive, but again I do thank you for answering questions.

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I know this goes off topic a little bit, but I think I got this 64-bit client today (Platform under Task Manager shows ‘64 bit’)

image

I don’t really know much about it, or how you get it, but it must’ve installed itself automatically, but this appears to may have broken the unofficial FPS unlocker - that or I’m stupid and I messed something up. All I know is this is ‘32 bit’ for my friend, he has the unlocker, and it works fine.

Is there any temporary solution I can use to fix this (like reverting it back to 32 bit), or is there nothing that can really be done?

If you don’t know that’s fine, I’m just really confused on how this is being rolled out.

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Please do not take my words as confirmation of anything. However, I can say that we have many dedicated individuals at Roblox who volunteer their personal time to improve Linux support and more.
Also, keep the questions coming. I will answer if I can.

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In the 64-bit client, Fortunately you don’t need external programs anymore as Roblox’s FPS can be unlocked through FFlag called DFIntTaskSchedulerTargetFps. Set it at 70 at higher to unlock it.

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The FPS unlocker is not compatible with our Windows 64-bit client. Your friends still have the 32-bit client because the new client has only been rolled out to 25% of the player base. You are one of the lucky ones who got the new client. The new Windows 64-bit client should perform better than the old one, though.

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I definitely do understand that, I was trying to avoid language that could be overly confirming cause of this.

Also that is great to hear that internally at the company there is effort being made (even if it is small, I appreciate any and all effort)

Some things that come to mind is:

  • Does Hyperion support Linux natively, outside of Wine?
  • Might be challenging to answer, but besides lack of market share, is there anything specific to the Roblox engine blocking Linux support that would require engineer hours to resolve?

One thing that concerns me and is not so much a question but more so a concern of mine (feedback, too), if/when this becomes kernel level, if possible, please be completely open as to what data and telemetry is collected, and how it works (with relation to how it runs/lifecycle). Having that level of access to a system makes it extremely easy for collection of data and bypasses all protections afforded by the system, such as permissions. Exploit-ability also is a great concern, depending on how this is separate from the client or if it is tightly integrated. Due to the nature of Roblox, this would require a great level of trust when joining experiences & attack surface is exponentially increased.

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