Intentionally necroing an old thread here, as this pops up at the top for a Linux search.
Ignore accordingly -- it's just nice for players to find a resolution.
TL;DR; -- CP2077 plays great on Linux these days.
Thunderbringer: ...Also Apple is moving to ARM and no way in hell game that demanding will be running fast with CPU emulation. Not to mention that those CPUs aren't as fast as Apple wants us to believe.
Turns out those CPUs actually were as fast as Apple wanted us to believe --
and even faster for some development cases.
And thanks to MoltenVK, a good number of games are getting ported far quicker than expected.
Shame a MoltenGL license costs $20K a year to license, or there'd be better mobile ports happening right now too.
But... yeah... ARM's a pain.
The M1/M2 chips still require a good bit of hacking to get a number of popular dev libraries to run correctly on macOS -- I'm looking at you, tinyxml -- and the Xcode simulators are still in a bit of flux. Additionally, even though QEMU/KVM is working great on the new macs, virtualized x86_64 Docker containers are still running at a snail's pace, making every dev's life difficult -- still digging, but so far I blame the Docker team for this, as standalone QEMU VMs are performing great in all my tests.
Thunderbringer: Apple did EVERYTHING to make porting games to Mac OS very hard and not really profitable.
So much this.
No apologies when I say Metal sucks. It's getting better, but a straight port isn't worth it.
Vulcan + MoltenVK is the way to go.
The bigger straw on the camel's back for gaming, though, was dropping 32-bit support. They didn't have to.
They literally just deleted a lib directory from the distribution that they already hadn't touched in nearly a decade.
The performance gain on their end was a slightly smaller macOS installer.
There is a saving grace, though.
CodeWeaver's 32-to-64-bit converter that they built into CrossOver wine works a treat.
Don't think it's made it into mainline yet, but it's open source -- custom builds aren't difficult, and I've successfully used it to port over a few legacy 32-bit applications for development, as well as a test game (one of the Blackwell series).
So the future's even looking bright for bringing back the classics.
Thunderbringer: For Linux ... porting requires time and money and judging by delays, they don't have enough resources to do it for 3-8% of potential customers.
Since this was written back in 2020, Steam Deck happened and was a real game-changer in the industry.
A solid half of new games work in Proton or the latest Lutris engine right out of the box without any tweaking, regardless of engine.
Thunderbringer: But i'm 100% sure that this game will run fine in wine in less than a year.
On the nose. Indeed it does, and I've actually found the CPU-bound bottlenecks to be more performant on Linux than Windows :)