I would be surprised if they did abandon that strategy, I was just reacting to the idea presented in the video. I think whether the Proton route has a detrimental effect on native gaming depends on a few things, but it’s hard to argue it has destroyed Linux native gaming. Feral came out and stated it specifically.
Feral has a vested interest in saying so. And while it may have killed *their native porting to Linux* that's different from saying that Steam killed native Linux gaming in the long run (which as
@exoticspice1 already said wasn't really a thing much anyway even in comparison to the Mac). Steam's long term goal is to grow the steam deck to a large enough user base that developing for Linux becomes a profitable endeavor. It becomes a worthwhile target to make sure your your game runs and performs well - for intensive games, native will be superior so native games will increase if developers want "Steam deck native" tags (which Steam should make a thing if it isn't one). Whether this pays off remains to be seen, but their approach has merit. Lastly, as much as I personally appreciate Feral's efforts over the years, both Valve and Apple would rather native ports (which Feral and Aspyr didn't always do!) be handled in-house which again in an era of Unity and Unreal is something most development houses could easily handle. Only the major studios with bespoke engines have difficulties with this. Obviously those represent big, high profile AAA games, but 80+% of the market isn't those and aren't native Linux/Mac and the technical side to porting isn't the issue.
If what Apple/Codeweavers are presenting isn’t a complete solution, then I agree it wouldn’t replace native games, but then I also think the comparison to Proton is half-baked, as is the premise of Andrew’s video. It may be this is the easiest way to allow devs to test their games, rather than having to spend any time making non-DX12 components.
Right but the important thing is a viable market for paid gaming. Allowing people to run games they already purchased on steam doesn’t add much to the argument for Mac gaming. Devs need to see money from games they make for the Mac.
The issues is that most of them aren't games for the Mac, that's the first thing that needs to change! They can't see revenue from a source they don't develop for. Chicken and egg. And again, to borrow
@exoticspice1 's point about the overall quality of native Linux ports, if a non-native version is superior to the native port, that shows they aren't serious about the market anyway. Again, we agree that so far Apple isn't going full Proton and I think they won't unless native development stalls, but increasing the capabilities of Crossover is a net win for everyone and gives them the flexibility to change course if they need to. This about proving the viability of the market - it's worth it to develop games for the Mac people are playing their games on there and want to, make the experience better and you'll get even more users.
I’m sure wine is a help for Apple, in the sense that what they really want is gaming across all their platforms. GPTK helps with the Mac, but what they want I believe is to allow devs to go from PC/Console to Mac as a way to then get those games on iPhone/iPad.
That's not much of a concern. The Mac is going to remain an afterthought for devs relative to the iPhone/iPad for a long time. iOS is the biggest gaming market in the world. Yes it is often (though not always) a different market from AAA PC/console gaming and yes Apple is trying to change that, but that's not a detriment to either strategy - for developers access to the massive iOS/iPadOS market is an extra hook to Mac gaming regardless. The issue has often more been the opposite: the developer makes an iOS/iPadOS port but never bothers with releasing a Mac version.
Yes iirc one of the devs for GPTK said that they were happy if people found value in running games using it.
Yup.