Earlier quoted context omitted.
To be blunt, funding. No one is paying to improve Adobe CC in Wine.
Exactly. And to be fair, I doubt Valve is making a lot of money off of Proton on Linux. I consider it more of a philantropy project from Gabe Newell.
Valve's Proton Has Brought 6000 Windows Games to Linux So Far
171–180 of 319 posts
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#172Amazing, you can buy a triple A title and have it just work out of the box. I'm so happy with Valve's support for linux. And of course the thousands of hours of work that have gone into Wine. It's becoming a more reliable experience to play old windows games using wine than trying to run them on windows 10.
It's such an easy out for developers. Why bother when people will make it work on Proton somehow and you don't have to promise anything nor do Linux support.
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#173Earlier quoted context omitted.
One of my biggest frustrations with modern gaming is the lack of single payer games, everyone focuses on Multiplayer, I have zero interest in playing with others, I play games to escape from people.... People suck, I do not want them in my games
Conversely, I can't fathom how people can enjoy long stretches of singleplayer. I occasionally play a bit of Cities Skylines every few months, but if there isn't another human involved, games just can't hold my interest. Where's the satisfaction/fun come from if you're just beating some silly algorithm?
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#174Any issue with nvidia cards?
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#175Amazing, you can buy a triple A title and have it just work out of the box. I'm so happy with Valve's support for linux. And of course the thousands of hours of work that have gone into Wine. It's becoming a more reliable experience to play old windows games using wine than trying to run them on windows 10.
It sure is amazing currently, but I fear in the long run nobody would even bother to make native Linux versions anymore. It's such an easy out for developers. Why bother when people will make it work on Proton somehow and you don't have to promise anything nor do Linux support.
This is a serious question, and I don't know if it has an answer.
For example, it was easier for me to use pygame, which is based on SDL (simple directmedia layer), which is based on porting windows code.
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#176Amazing, you can buy a triple A title and have it just work out of the box. I'm so happy with Valve's support for linux. And of course the thousands of hours of work that have gone into Wine. It's becoming a more reliable experience to play old windows games using wine than trying to run them on windows 10.
Also DXVK [1], an implementation of DirectX over Vulkan that allows (most) games to run on Linux with native or even better performance. Some people are using DXVK even on Windows to circumvent bugs or simply because it's faster for some DX9 games. [1] https://github.com/doitsujin/dxvk
But some other enterprising threadripper user worked around that by stuffing the game in a Linux VM to avoid the rebooting.
Crazy to think that a Windows game would perform better in a Linux VM under Windows than running on Windows natively, even if the reason is that it's effectively presenting the game with worse hardware that it understands how to use more effectively.
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#177Earlier quoted context omitted.
The implication from the comment was that Wine is better at running old Windows games than Windows itself. I’m not sure where this Linux vs. Windows comparison is coming from.
No, you mis-read. chaorace said that Windows EXEs running in Proton gives them better results than running the Linux binary that the game developer ships ("native"). AnIdiotOnTheNet stated that Windows APIs are more stable and better documented than Linux APIs. As a long-time Linux dev (see my profile), I have also found this to be true. Linux userland APIs are unstable and change all the time. Some transitions that…
And, of course, the syscall layer is stable in Linux, so no issues there either.
However, companies claim Linux is still a pain for other reasons, so I guess it is mostly about testing/support cost and perhaps OpenGL driver issues?
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#178Earlier quoted context omitted.
Conversely, I can't fathom how people can enjoy long stretches of singleplayer. I occasionally play a bit of Cities Skylines every few months, but if there isn't another human involved, games just can't hold my interest. Where's the satisfaction/fun come from if you're just beating some silly algorithm?
Not all games are about "beating" something.
I honestly can't think of any. If there are no goals (and goals imply obstacles to be overcome in pursuit of them) then you've got a toy, not a game.
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#179Earlier quoted context omitted.
Also DXVK [1], an implementation of DirectX over Vulkan that allows (most) games to run on Linux with native or even better performance. Some people are using DXVK even on Windows to circumvent bugs or simply because it's faster for some DX9 games. [1] https://github.com/doitsujin/dxvk
A friend of mine recently got a workstation with a threadripper processor, and apparently some games have so much trouble with the core count (lookin' at you, Far Cry) that you have to reboot into "game mode" with a substantial number of cores disabled. But some other enterprising threadripper user worked around that by stuffing the game in a Linux VM to avoid the rebooting. Crazy to think that a Windows game would p…
Re: Valve's Proton Has Brought 6000 Windows Games to Linux So Far
#180Earlier quoted context omitted.
Graphics is not the primary problem. The DirectX family of APIs also supports audio, input, networking, and other useful things that are in many ways far more difficult to make work across all platforms, at least historically. So in some sense, DirectX's existence changes the economic equation, which does make it part of the problem.
> The DirectX family of APIs also supports audio, input, networking, These APIs were deprecated for more than a decade. DirectSound since cca 2008, DirectInput since 2002, DirectPlay since 2004. The APIs that are left under DirectX umbrella are Direct2D, Direct3D, DXCore (adapter enumeration), DirectWrite (font rendering) and DirectXMath.