The author wants a DRM that won't stop working in older platforms. He wants DRM. The problem is that the DRM is on a rolling release, and non-latest versions are not supported. His concerns would be solved if the games are able to pin to a specific DRM version/policy
Lots of the key people working on things like SDL that Value very heavily relies on are also very vocal critics of the Steam Input API. Steam Input is a bastardization of SDL technically.
I have personally benefitted from the steam input feature in niche cases, but the way it hijacks everything by default even when not enabled does seem to be poor engineer-ship. I have run into some issues when doing controller management within games, only to realize it has to be solved at the steam level.
There are a lot of reasons why just making a copy of the files you need to another FS is not sufficient as a backup, clearly this is one of those. We need more checks to ensure integrity and robustness.
This is great for web developers who have to manually write multi-browser compliant code. Fat frameworks might take care of the cross compat stuff, but for those raw dogging, this will be good.
Running containers inside VMs in multitenant scenarios is so common that Google though of inventing gVisor which you can think of as a highly paravirtualized guest OS that is lighter than a full VM but still based on similar virtualization principles for isolation.
They have VAC and the newer version that they promised would save CS2 hasn't exactly changed much from CSGO days in terms of results.
I would love for Valve to prove it is possible but so far they haven't shown it can be done without leaving a bad experience for legit players (due to delayed ban waves, etc) despite the repeated claims.
Makes sense considering Valve has maintained that kernel level AC is not required and has not included one in their own games, but let's be honest, unfortunately you have to often wonder if your enemy is having a good day or if he's hacking in CS but not so in valorant for a reason.