Often the port that we provide is good enough, or equivalent to the Windows client and if that’s the case they don’t feel they need to build their own client any more.
#Winebottler steam mac
JR: We see a lot of game companies – they see WINE/Crossover as a stopgap solution: “is the Mac and Linux market big enough for us to go in or not, is there enough interest?” And they employ us to do the port for them, then they gauge demand and determine what they do from there. Some are driven by a desire to make a port as low cost as possible, some other want to see what is possible and then judge what they should do next… but cost is definitely what seems to drive them to Crossover first. There are actually a number of different attitudes when developers reach Codeweavers to consider Linux ports. JR: It’s actually probably about 50% coming from our Crossover product, and 50% comes from supporting specific applications for developers (games and other applications). But how much revenues come from each side of the business? ON PORTING TO LINUXĬrossover is a commercial WINE distribution (with additional tools bundled with it), but Codeweavers also generates revenues from other sources (such as porting and maintaining Linux ports for other companies). We expect games support to be better across the board and not just DirectX11. There will be improvements to a couple of different things. JR: GPU improvements will be from DirectX 9 up, as well as the command stream. The announcement of DX11 support also hinted at better GPU performance – and that is apparently not going to be limited to DX11. He is really at that rock-star level in what he does.
So for anything graphics related, it comes down to Henry. He is the foremost authority on Gaming and Graphics in the WINE community, he is considered to be an expert by most peers regarding his experience in this particular area of WINE. Henri has been working on the WINE project for years. I am sure there are other people who contribute a little, but all is pretty much depending on the work that he does at this stage. Henri Verbeet is the person actually doing it. Do they literally mean a single contributor, or several people working on it part time ? We’ve been working on this since the fall of 2014, and we anticipate sometime in November to have that framework in place. We anticipated it was going to be a one man/year project. We are about 4 months to having a framework for DirextX 11 in Crossover/WINE. James Ramey (JR): It has taken about 9 months to get to where we are today. While the announcement of DX11 support is fairly new, they have actually been at work on it for quite a while. James was not too familiar with what Virtual Programming and their eON wrapper actually does and could not comment on their technology, but WINE/Crossover will surely become another option in the market of porting DX10-11 games, fairly soon.