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[return to "Building the DirectX shader compiler better than Microsoft?"]
1. mouse_+L9[view] [source] 2024-02-10 11:35:17
>>emidoo+(OP)
Microsoft has no incentive to make good software. Most people will use it no matter what.
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2. lukan+eg[view] [source] 2024-02-10 12:48:12
>>mouse_+L9
That is not true. People use it as long as the pain of using it, is lower than the pain of switching. Assuming they have even something to switch for.
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3. pjmlp+kh[view] [source] 2024-02-10 13:01:01
>>lukan+eg
Thankfully Valve is doing the good work to keep game developers targeting Windows and DirectX without caring about alternatives on the PC space.
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4. timlat+pk[view] [source] 2024-02-10 13:41:56
>>pjmlp+kh
Apologies if I'm misreading your intention, but are you suggesting that Valve's work on Wine is somehow worse than asking game developers to target Linux/other OSes natively? As a Linux desktop enthusiast, I much prefer the Valve's approach: the library of existing Windows-only games that are unlikely to be ever ported is too vast, and the benefits of targeting a disjointed[1] platform with <2% market share[2] for new games are not at all clear. It's only thanks to Valve that I (and hopefully many other Linux users) do not need to maintain a second Windows system for fun, as the majority of games run perfectly fine on Linux and require nothing more than clicking Install then Play in the Steam client.

[1] Case in point: glibc's compatibility guarantees are weaker than what you get on Windows. (For instance, your system's glibc cannot be older than what a game is built against, which may present problems for devs using Fedora/Arch and players on Debian/LTS Ubuntu, something I've experienced first-hand for my apps.) The X11 to Wayland migration is also still underway. (Though things are getting better, the attitudes of some Wayland maintainers are a bit concerning: "I don't [care] what you think is normal behavior for games. You get certain guarantees with wayland. Deal with it. If clients decide to do exactly what they do on windows or X11 they won't work correctly." [3] I'm not sure game developers would enjoy such reception.)

[2] https://store.steampowered.com/hwsurvey

[3] https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18...

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5. Cloude+V42[view] [source] 2024-02-11 05:09:08
>>timlat+pk
That mesa issue reminded me of wayland issue thats been open for 3 years now where apps crash if theres even a slight stall due to the wayland socket becoming full. Instead of providing quick fix for actual app devs and users who are affected most, they have been designing this perfect solution for apps and compositor to agree on the socket size for 3 years now. Its similar crap with the server size decorations where they finally had to admit people want them and merged the protocol but don't implement it in gnome compositor :) I'd say wayland really was barebones when it was being pushed and major contributions to actually get it usable on desktop was from outsiders.

I'd say win32/flatpak/libretro are the only sane way for games to target linux right now. The fact that linux doesn't have real "runtime" and major components required by games link against libc is what makes linux really unstable for anything that needs to open window, draw stuff using GPU and play audio. It's possible to create static binaries for linux that work for eternity, thanks to kernel being actually stable. But link against something in /usr/lib and it all goes to hell. If the GPU drivers and libs that provided basic window / audio did not depend on libc and were standalone, the situation would be much better. Here's good video about this problem space btw https://www.youtube.com/watch?v=pq1XqP4-qOo

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