Wine 11 rewrites how Linux runs Windows games at kernel with massive speed gains

https://www.xda-developers.com/wine-11-rewrites-linux-runs-windows-games-speed-gains/

Wine 11 rewrites how Linux runs Windows games at the kernel level, and the speed gains are massive

Wine 11 is the biggest jump for Linux gaming in years.

XDA

Wine is a project that I've grown a near-infinite level of respect for.

I don't know for sure, but I suspect that a lot of the work for Wine is boring and thankless. Digging through and trying to get exact parity with both the documented and undocumented behavior of Windows for the past 30 years doesn't sound fun, but it's finding every little weird edge case that makes Wine a viable product.

The fact that Wine runs a lot of games better than Windows now (especially older games) shows a very strong attention to detail and a high tolerance for pain. I commend them for it.

It is a superb project, and a hard thing to do.

It is a pity that the apps most business people use everyday, like Word and Excel and Outlook don't work in it (Excel 2010 is the last version that has Platinum status). It is interesting that these are harder to get working than games.

> It is interesting that these are harder to get working than games.

Games are mostly just doing their own thing, only interacting with the system for input & output. MS Office is using every single corner of Windows: every feature in the XML libraries, tons of .NET type stuff, all the OLE and COM and typelib and compound storage features, tons of Explorer integrations, auto-updating stuff via Windows patching mechanisms... there's almost no corner of the Windows OS that MS Office doesn't use.

You're onto something but that's not entirely true for all games. There's plenty of vintage games, made before DirectX standardized everything into the late 90s, that don't work well under wine because back in their day, they would try to bypass windows by "hacking" their way to the hardware via unsupported APIs and hooks, to squeeze every bit of performance from the hardware, and also because every hardware vendor back then from graphics to sound shipped their own APIs.
You mean dos games, just run them under a dos emulator then.
NO, I meant Windows games.
90s Windows ran inside of DOS, and you can run e.g. Windows 98 games (through Windows itself) in DOSBox. Look up exowin9x where they're trying to compile all of the necessary configs for one-click launchers.

Oh, no, before everything kind of converged to OpenGL and DirectX, there were oodles of different things trying to be the next graphics API.

There are the more obvious ones like 3DFX/Glide, but there was also stuff like the Diamond Edge 3D, which used Sega Saturn style "quads".

> Games are mostly just doing their own thing, only interacting with the system for input & output.

They should be trivial to port then, no?

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.

The hard part of Linux ports isn't the first 90% (Using the Linux APIs). It's the second 90%.

Platform bugs, build issues, distro differences, implicitly relying on behavior of Windows. It's not just "use Linux API", there's a lot of effort to ship properly. Lots of effort for a tiny user base. There's more users now, but proton is probably a better target than native Linux for games.

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.
As someone once said it best, Win32 is the only stable ABI on Linux: https://blog.hiler.eu/win32-the-only-stable-abi/
Win32 Is The Only Stable ABI on Linux

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.

Parts of the OS were designed for Office. (Windows installer service, for example)
Office used to work well on WINE. It was the switch to a rolling release model that killed it.
So that's what's keeping Microsoft from just running WINE on an MS-flavored Linux or perhaps a clean slate kernel as their next OS. I've been wondering for a while, this is by far the best explanation.
The Windows Kernel (and arguably the Windows APIs) are the only good part of Windows; they should dump everything else and run Linux above it; wait they did do that and then changed it to a boring VM.