DirectX 10 Coming To Linux and Mac
twickline writes "Jeremy White posted the 2009 roadmap for Crossover, and wrote, 'We've just shipped a lot of those "under the hood" improvements for games out in CrossOver Games 7.2. We're really pushing Direct X 9 support pretty far along, and getting ready to move on Direct X 10. ... In addition to our normal work of broadening and deepening our application support in Wine, we're going to try to dramatically improve the CrossOver GUI itself. First, the Linux version will get a fresh new look. But both versions are going to get an interface that we hope will bring the power of the Compatibility Center right into the installation view. The key idea is to make it easier to distill the gathered wisdom on unsupported applications and make it far easier to use.'"
The good news: increased base of support for games.
The bad news: Codeweavers makes much noise about their "supported games". But what they don't make explicitly clear is that these games are, for the most part, games that have been reported to work. Don't take my word for it, go and check. Out of 174 games listed on that page, one is "known not to work", 149 get an "honourable mention" (meaning they've been reported to work, but they are not supported by Codeweavers), two get a bronze, and 22 get a silver. So that's 174 games listed, and just 24 of those are supported if there are issues.
Rather disingenuous, really, to have that information tucked away in a pop-up tooltip that only appears when you hover over the medal. I wish them luck, but I can't help but feel that they need to be a little bit more open with their customers.
It also doesn't help that that list hasn't been updated since July ... eight months. Not exactly confidence inspiring, alas.
Working on it!
(Status: doesn't actually, er, compile as yet. And even if it did, the program launcher wouldn't work. But more people to at least solve the inability to compile would be most welcome. Current block: Cygwin's header files are on crack.)
http://rocknerd.co.uk
PAE won't help with this problem, because it splits the memory space into multiple 4GB chunks, and you can only access one chunk at a time. Technically, you could have a game use more than 2GB ram using PAE, but the performance hit switching between memory spaces is astronomical, so you'd have to find a way to streamline it.
A flat 64-bit memory space is so much easier. PAE was really intended for multiple server processes to run at-once, with a small hit for process switching. Nothing real-time was ever intended for PAE.
Man is the animal that laughs.
And occasionally whores for Karma.