

APIs can be complex too. Look at how much stuff the Win32 API provides from all the kernel calls, defined data structures/types, libraries, etc. I would venture a guess that if you documented the Win32 API including all the needed system libraries to make something like Wine, it would also be 850 pages long. The fact remains that a documented prototype for a software implementation is free to reimplement but a documented prototype for a hardware implementation requires a license. This makes no sense from a fairness perspective. I’m fine with ARM not giving away their fully developed IP cores which are actual implementations of the ARM instruction set, but locking third parties from making their own compatible designs without a license is horribly anticompetitive. I wish standards organizations still had power. Letting corporations own de-facto “standards” is awful for everyone.



There are a handful of mostly-older games that had native Linux ports by third-party porting houses which broke save compatibility between the Windows and Linux versions of the game. However, these old Linux native ports are generally absolute garbage and you’re better off running the Windows version via Proton, which does have compatibility with your Windows saves as it is running the same exact game version. It seems most games with native Linux versions released by the actual developer are fine, it’s just when they offload the Linux version to a porting house that it can get messy. Those old third-party ported games were typically from the original SteamOS/Steam on Linux era (2012-2015 or so) before Proton became a thing though.