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30% actually.

Just a few weeks ago, I tried playing a Japanese game that I was interested in, but it didn't even get past the start menu. Not a big deal for me as I'm not an avid gamer, I just moved on.

But imagine telling a hardcore gamer that no, you can't play that new game released an hour ago. Maybe it'll become compatible a few months later, maybe not.

Or tell a professional artist that no, they can't use that art software anymore, they have to retrain their entire skillset with an entirely different software.

Now that's a show-stopper. For most people, it's 100% compatibility or bust.




The community is really responsive, such that you could point the hardcore gamer to the forums and they would likely get help getting it fixed.

Professional artists are also an interesting choice. If they are in a major art studio, they are probably having to use custom tooling there already. And Wacom is very well supported on linux.


It's responsive but most people aren't so technically skilled.

I have a game that works fine with proton on one machine, but doesn't on another machine. But works fine with windows on both machines.

I tried for hours to get it to work on the other machine, since it clearly can. No luck.

In the end with proprietary software, it's always a black box.


They aren't necessarily technically skilled, but they are often building the skills. Is literally how a lot of us got into computers. Did we actually understand what himem was? Not at all, but we could play with DOS and friends really well. :D

This is also an odd rabbit hole to fight about. I've had so many windows boxes that couldn't play games throughout the years that I've basically accepted that games programming is hard. :D




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