What excites me is that the kernel gets better not only for windows games but can also get benefits that can be more general purpose, such as what the article writes about: program able to wait for multiple events at once.

It will be interesting to see how native Linux games differ in what fancy under the hood kernel or syscall features they use.

NTSYNC seems quite cumbersome to use for your own linux software though

> The ntsync driver creates a single char device /dev/ntsync. Each file description opened on the device represents a unique instance intended to back an individual NT virtual machine. Objects created by one ntsync instance may only be used with other objects created by the same instance.

So you need a server process that can open the char device and hold onto the fd that you can then request through a Unix domain socket.

There will never be native games that use unique Linux kernel features because no studio will waste their time spending those development resources on an OS with even 10% market share, which Linux is nowhere near. The exception would be if, say, Playstation switches to Linux from BSD, which they will never do, as GNU licensing in essentially fatally incompatible with copy protection and anti-cheat functions.

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