>Even Windows itself has adopted some of those exact same compatibility layers to make games run properly.
sure, Microsoft used a compatability layer to translate microsoft's API to an API Microsoft also maintains to an open source API. As far as I see it, it doesn't introduce any further points of failure that I don't already have by relying on Microsoft.
an open source compatibility layer relying on Microsoft's API... It unfortunately isn't a communicative property here.
>SteamOS solved the chicken-and-egg problem and is demonstrating that Linux-based gaming is viable.
Sure, just not in a way I feel is productive for the long term. But again, to each their own.
>2% isn't a massive number, but it might just be enough for a game developer to justify compiling a Linux-native version too.
In my mind, it reduces the need because why not just rely on Valve to do the hard "porting" work for you? It's a win-win for a dev who simply wants to launch a game. I hope your vision is the correct one, but I'm not so optimistic.
Not a personal win for someone who wants less leverage from large corporations.
For now, it's probably better for developers to focus on Windows in such a way that Wine/Proton can easily run it on Linux. But once the percentage of Linux users grows big enough, it may become more attractive for developers to focus on a native Linux version.
That won't be for a while, though. But im the mean time, Wine/Proton/DXVK means that the Linux experience is excellent even without explicit developer support, so the Linux user base can grow beyond just the handful of die hards. Anyone can easily game on Linux now.
sure, Microsoft used a compatability layer to translate microsoft's API to an API Microsoft also maintains to an open source API. As far as I see it, it doesn't introduce any further points of failure that I don't already have by relying on Microsoft.
an open source compatibility layer relying on Microsoft's API... It unfortunately isn't a communicative property here.
>SteamOS solved the chicken-and-egg problem and is demonstrating that Linux-based gaming is viable.
Sure, just not in a way I feel is productive for the long term. But again, to each their own.
>2% isn't a massive number, but it might just be enough for a game developer to justify compiling a Linux-native version too.
In my mind, it reduces the need because why not just rely on Valve to do the hard "porting" work for you? It's a win-win for a dev who simply wants to launch a game. I hope your vision is the correct one, but I'm not so optimistic.
Not a personal win for someone who wants less leverage from large corporations.