| ▲ | vbezhenar 3 hours ago | ||||||||||||||||
> Games are mostly just doing their own thing, only interacting with the system for input & output. They should be trivial to port then, no? | |||||||||||||||||
| ▲ | Rohansi 3 hours ago | parent | next [-] | ||||||||||||||||
Yes, they are easy to port a lot of the time. Especially now because you can use DXVK to translate DirectX calls into Vulkan, so you don't need to write a Vulkan renderer. Input is sometimes a trickier one to deal with but a lot of the time games are using cross-platform libraries for that already! Despite all this the Unity engine has spotty Linux support. Some games run better under Wine vs. Unity's native Linux builds. It's Vulkan renderer has had a memory leak for a while now. Input has randomly decided to double keypresses on some distros. | |||||||||||||||||
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| ▲ | p1necone 3 hours ago | parent | prev | next [-] | ||||||||||||||||
Yeah but Windows is a more stable api to develop against than Linux (at least when it comes to stuff that games need to do) - it doesn't feel "pure", but pragmatically it's much better as a game developer to just make sure the Windows version works with proton than it is to develop a native Linux version that's liable to break the second you stop maintaining it. | |||||||||||||||||
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| ▲ | codebje 2 hours ago | parent | prev [-] | ||||||||||||||||
The killer for games tends to be the anti-cheat or anti-piracy layers. I have a Windows game I can't run under CrossOver (aka Wine 11) or a VM, only because its anti-piracy layer doesn't accept those circumstances. | |||||||||||||||||