Wine is a project that I've grown a near-infinite level of respect for.
I don't know for sure, but I suspect that a lot of the work for Wine is boring and thankless. Digging through and trying to get exact parity with both the documented and undocumented behavior of Windows for the past 30 years doesn't sound fun, but it's finding every little weird edge case that makes Wine a viable product.
The fact that Wine runs a lot of games better than Windows now (especially older games) shows a very strong attention to detail and a high tolerance for pain. I commend them for it.
Wine has a lot of tests that are run across platforms to check conformance -- https://test.winehq.org/data/. These are a large part of why it has good compatibility.
Those benchmark numbers are slightly misleading, as they are a comparison of Wine+ntsync against Wine+nothing. There has been a somewhat fast "fsync" library built around Linux's futex and the gains over Wine+fsync are modest (just a few % in most cases).
That said, Wine+ntsync is still a win, just not a 8x improvement like the Dirt 3 benchmark suggests.
(And it case it's not clear, ntsync is https://docs.kernel.org/userspace-api/ntsync.html, which is a driver for Linux that offers syncronization primitives (mutex, semaphore, events) that more closely match the semantics of the Windows primitives. It's easier to do a direct implementation in Wine to support code compiled for Windows that expects to be talking to an NT kernel.)
As someone who works on systems at this level, believe me, it’s a learnable skill. And at least an intellectually valuable one I think too. Even if you never really need the knowledge for the things you do, there’s a nice feeling that comes from seeing something done at a high level and understanding how that makes its way down into the system and why those design choices were made.
If I were more money motivated I’d probably be building CRUD apps too. I just like weird puzzles XD.
You can probably learn to do these things too with enough determination, but don't sell yourself short. Some CRUD apps can get deceptively complicated. Businesses have a way of coming up with just the right requirements to completely invalidate your architecture if you don't know what you're doing.
The grass is always greener on the other side - many low-level programmers feel like an imposter when it comes to high-level systems such as CRUD apps.
I felt this way moving from embedded into backend for the first time and having no idea where to start. Was incredibly daunting, but both domains become trivial over time.
I know literal kernel developers who can handle drivers and race conditions any day of the week who can't wrap their mind around Outlook, let alone GUI updates.
Start working through the layers! It's incredibly rewarding to go from just typical day job stuff to understanding bits and pieces of esoteric low level implementation. One level at a time, it's not that bad, although it is hard and takes effort. I know next to nothing either, but having felt the same way a few years ago, these kind of posts now at least excite me instead of just intimidate.
Before anyone gets too excited about ntsync, the performance gains are (with few exceptions) mild, usually in the lower single percentage range. These extreme gains are the result of benching against vanilla wine without fsync, anyone playing demanding games on linux would have been doing so using fsync. This is mentioned in the article but treated like a side note. I've been running benchmarks between both and while the performance increase is real, please temper your expectations. A few titles might also run slightly worse.
The common gaming-focused Wine/Proton builds can also use esync (eventfd-based synchronization). IIRC, it doesn't need a patched kernel.
The point being that these massive speed gains will probably not be seen by most people as you suggest, because most Linux gamers already have access to either esync or fsync.
Maybe you are right about esync but anyway I would also gather a lot of people don’t have that either. At least personally I don’t bother with custom proton builds or whatever so if Valve didn’t enable that on their build then I don’t have it.
Wine might be oddly self-defeating. Broad game support on Linux increases the viability of Linux as a desktop, which increases market share, which may result in developers creating Linux ports as a 1st class concern, which don't need Wine to run.
What I wonder about is if MS wants to keep people on windows, what methods they can use to do that. For simple desktop stuff I don't think they have many options to lock in other developers (and their audiences) to windows unless they want do so themselves (putting aside web based or not PC-desktop).
Bleeding edge gaming and multiplayer anti-cheat is one area where I think having a big company owning the OS probably helps them stay ahead, as that structure probably lets them work with hardware designers to get the capabilities in use (i.e. in new versions of DirectX) and available to software developers first. There's generally a lag in adoption for new features within Vulkan and then usage downstream in wine/proton to get compatibility parity with windows, then the games themselves being able to run feature/performance parity. It'd be interesting to see what cooperation would be needed to have the linux gaming stack equal at the point new features are released, and with the least amount of manual hacks or command line tweaking required for the users. As discussed a few weeks back, tough anti-cheat for linux seems like a paradox with the current methods.
I've experienced multiple instances where (so I heard; I don't use Windows) a Windows Update completely broke a game on Windows for everyone, but Wine/Proton kept running it just fine. So we're already there in some sense.
It certainly runs 16-bit Windows games better than Windows 11, which can't run them at all. Not that there are a ton of those, but it's still pretty neat that they work.
People always say this to shit on glibc meanwhile those guys bend over backwards to provide strong API compatibilities. It rubs me off the wrong way.
What glibc does not provide is forward compatibility. An application built with glibc 2.12 will not necessarily work with any older version.
Such application could be rebuilt to work with an older glibc as the API is stable. The ABI is not which is why the application would need to be rebuilt.
glibc does not provide ABI compatibility because from their perspective the software should be rebuilt for newer/older versions as needed. Maintaining a stable ABI mostly helps proprietary software where the source is not available for recompilation. Naturally the gnu guys building glibc don’t care about that use case much.
I guess you didn’t mention glibc in your comment but I already typed this out
No other operating system works like this. Supporting older versions of an OS or runtime with a compiler toolchain a standard expectation of developers.
Plenty of operating systems work like this. Just not highly commercial ones because proprietary software is the norm on those.
From a bit of research it looks like FreeBSD for example only provides a stable ABI within minor versions and I imagine if you build something for FreeBSD 14 it won’t work on 13.
Stable ABI literally only benefits software where the user doesn’t have the source. Any operating system which assumes you have the source will not prioritize it.
What I'd like to see would be some useful extra APIs in Wine, that would allow it to perform even better in some situations, and that such APIs would be then embraced by the game developers.
Finally some embrace, extend, and extinguish love right back at Microsoft!
I actually think it'll be the opposite. Even for games that have native ports I pretty much always run the Windows version with Proton, since that just tends to be more stable. People develop against the Windows API because it's familiar and somewhat unchanging, and that's fine since Proton does such a good job running it.
short term yeah, probably hurts native ports since "why bother". Long term though if the market share for Linux is particularly high I could see more native development.
Either way my comment is intended as more humorous than truly insightful or prophetic.
If any Wine devs are reading this, I'd love to see a talk on this topic at the 2026 Carolina Code Conference. Call for Speakers is open until March 31st.
This is such an amazing accomplishment! Absolutely wild to see Linux basically re-implement Windows and doing it better, while MS is dead set on making everything about their software worse.
The full 16bit support here is a big thing especially given 64bit Windows (now everywhere) dropped it. With old games, there's thousands that are 16bit, and even odd cases where the game is 32bit but the installer for it is 16bit.
I mean, I know Mac has had some great games (eg. I spent so much time on school Macs playing that Bolo tank game) ... but they have probably <1% of the number of games Windows has. I'd expect a simiilar percentage of devs to be interested in Mace (or whatever you call Mac Wine).
That's interesting. I thought the point was that it needed to be in-kernel for performance reasons; if it works in userspace why did linux not do that?
While I am not a big gamer anymore, I am curious whether this new Wine release make it possible to run Windows software such as Photoshop or Visual Studio on Linux with decent speed and decent resource usage.
i would love to know how much of these gains are due to help from AI. i have no problem with AI usage at all in coding but i would love to know if the dramatic gains are because of insights from ai usage.
No, the gains here aren't very dramatic when compared properly (against fsync), and have nothing to do with AI help. The gains come down to Linux kernel support for certain synchronization primitives like the Mutex on Windows, such that there is a more direct mapping of what a Windows binary expects to what the Linux kernel provides. See https://docs.kernel.org/userspace-api/ntsync.html for the kernel support that makes this possible.
Wine is a project that I've grown a near-infinite level of respect for.
I don't know for sure, but I suspect that a lot of the work for Wine is boring and thankless. Digging through and trying to get exact parity with both the documented and undocumented behavior of Windows for the past 30 years doesn't sound fun, but it's finding every little weird edge case that makes Wine a viable product.
The fact that Wine runs a lot of games better than Windows now (especially older games) shows a very strong attention to detail and a high tolerance for pain. I commend them for it.
Wine has a lot of tests that are run across platforms to check conformance -- https://test.winehq.org/data/. These are a large part of why it has good compatibility.
ReactOS also deserves an honorary mention. A lot of knowledge from that project feeds into Wine.
I simply wouldn’t have the patience to do what Elizabeth did, for a month, much less years. Really really impressive
> Dirt 3 went from 110.6 FPS to 860.7 FPS
> Resident Evil 2 jumped from 26 FPS to 77 FPS
> Call of Juarez went from 99.8 FPS to 224.1 FPS
> Tiny Tina's Wonderlands saw gains from 130 FPS to 360 FPS
Amazing. I don't understand the low level details on how such a massive speed gain was ripe for the picking but I welcome!
I guess thanks Valve for pouring money into Proton.
Those benchmark numbers are slightly misleading, as they are a comparison of Wine+ntsync against Wine+nothing. There has been a somewhat fast "fsync" library built around Linux's futex and the gains over Wine+fsync are modest (just a few % in most cases).
That said, Wine+ntsync is still a win, just not a 8x improvement like the Dirt 3 benchmark suggests.
(And it case it's not clear, ntsync is https://docs.kernel.org/userspace-api/ntsync.html, which is a driver for Linux that offers syncronization primitives (mutex, semaphore, events) that more closely match the semantics of the Windows primitives. It's easier to do a direct implementation in Wine to support code compiled for Windows that expects to be talking to an NT kernel.)
> There has been a somewhat fast "fsync" library built around Linux's futex
The article actually goes into that in quite a bit of detail about that.
* when not using esync nor fsync
Reading these posts always make me feel like an imposter. People are dealing with such low level things, while i'm outta here building simple CRUDs.
As someone who works on systems at this level, believe me, it’s a learnable skill. And at least an intellectually valuable one I think too. Even if you never really need the knowledge for the things you do, there’s a nice feeling that comes from seeing something done at a high level and understanding how that makes its way down into the system and why those design choices were made.
If I were more money motivated I’d probably be building CRUD apps too. I just like weird puzzles XD.
All good. I tell people how to add another mailbox to their Outlook, "click here, now there". Not glorious. Necessary anyways.
You can probably learn to do these things too with enough determination, but don't sell yourself short. Some CRUD apps can get deceptively complicated. Businesses have a way of coming up with just the right requirements to completely invalidate your architecture if you don't know what you're doing.
The grass is always greener on the other side - many low-level programmers feel like an imposter when it comes to high-level systems such as CRUD apps.
I felt this way moving from embedded into backend for the first time and having no idea where to start. Was incredibly daunting, but both domains become trivial over time.
They don't. The "simplicity" of using a "high-level" framework for someone who bit-shifts for a living is almost comical.
Sure mate. And the guy who can do binary sums in his head would think of assembly as mere childsplay.
Jog on.
I met someone who bit shifts for life, uses opengl shaders for compute, but has no sql experience and is afraid of opening a tcp socket.
Really?
I know literal kernel developers who can handle drivers and race conditions any day of the week who can't wrap their mind around Outlook, let alone GUI updates.
Start working through the layers! It's incredibly rewarding to go from just typical day job stuff to understanding bits and pieces of esoteric low level implementation. One level at a time, it's not that bad, although it is hard and takes effort. I know next to nothing either, but having felt the same way a few years ago, these kind of posts now at least excite me instead of just intimidate.
Play with low level things. It'll help you in your daily job in ways you do not yet imagine. Start here: nandgame.com
>People are dealing with such low level things, while i'm outta here building simple CRUDs.
CRUDs do pay the bills.
Before anyone gets too excited about ntsync, the performance gains are (with few exceptions) mild, usually in the lower single percentage range. These extreme gains are the result of benching against vanilla wine without fsync, anyone playing demanding games on linux would have been doing so using fsync. This is mentioned in the article but treated like a side note. I've been running benchmarks between both and while the performance increase is real, please temper your expectations. A few titles might also run slightly worse.
>These extreme gains are the result of benching against vanilla without fsync, which is what anyone gaming on linux uses
Not for anyone using a kernel without these patches. Which would be most people.
Most people? What mainstream Linux distros ship without fsync or esync support?
Well I can tell you that if it didn’t make it upstream Fedora didn’t ship it.
It looks there was a copr for a custom kernel-fsync and projects like Bazzite or Nobara are adding patches.
From my understanding the fsync patches were never upstreamed.
The common gaming-focused Wine/Proton builds can also use esync (eventfd-based synchronization). IIRC, it doesn't need a patched kernel.
The point being that these massive speed gains will probably not be seen by most people as you suggest, because most Linux gamers already have access to either esync or fsync.
Maybe you are right about esync but anyway I would also gather a lot of people don’t have that either. At least personally I don’t bother with custom proton builds or whatever so if Valve didn’t enable that on their build then I don’t have it.
Wine might be oddly self-defeating. Broad game support on Linux increases the viability of Linux as a desktop, which increases market share, which may result in developers creating Linux ports as a 1st class concern, which don't need Wine to run.
Wine's APIs are more stable than Linux's APIs, so it seems more plausible to me that Wine will become the first class target itself.
I wouldn't be surprised if Wine eventually becomes more stable than Windows.
Windows 14 will just be a linux distro with wine acting as backwards compatibility.
It feels like it won't be long before Microsoft starts helping with that (by making Windows less stable, not improving Wine).
What I wonder about is if MS wants to keep people on windows, what methods they can use to do that. For simple desktop stuff I don't think they have many options to lock in other developers (and their audiences) to windows unless they want do so themselves (putting aside web based or not PC-desktop).
Bleeding edge gaming and multiplayer anti-cheat is one area where I think having a big company owning the OS probably helps them stay ahead, as that structure probably lets them work with hardware designers to get the capabilities in use (i.e. in new versions of DirectX) and available to software developers first. There's generally a lag in adoption for new features within Vulkan and then usage downstream in wine/proton to get compatibility parity with windows, then the games themselves being able to run feature/performance parity. It'd be interesting to see what cooperation would be needed to have the linux gaming stack equal at the point new features are released, and with the least amount of manual hacks or command line tweaking required for the users. As discussed a few weeks back, tough anti-cheat for linux seems like a paradox with the current methods.
I've experienced multiple instances where (so I heard; I don't use Windows) a Windows Update completely broke a game on Windows for everyone, but Wine/Proton kept running it just fine. So we're already there in some sense.
Wine actually does run some ancient Windows games better than Windows 11 itself.
It certainly runs 16-bit Windows games better than Windows 11, which can't run them at all. Not that there are a ton of those, but it's still pretty neat that they work.
Ever since Proton came along, it has been a quiet agreement that Win32 APIs are the best target for Linux support.
People always say this to shit on glibc meanwhile those guys bend over backwards to provide strong API compatibilities. It rubs me off the wrong way.
What glibc does not provide is forward compatibility. An application built with glibc 2.12 will not necessarily work with any older version.
Such application could be rebuilt to work with an older glibc as the API is stable. The ABI is not which is why the application would need to be rebuilt.
glibc does not provide ABI compatibility because from their perspective the software should be rebuilt for newer/older versions as needed. Maintaining a stable ABI mostly helps proprietary software where the source is not available for recompilation. Naturally the gnu guys building glibc don’t care about that use case much.
I guess you didn’t mention glibc in your comment but I already typed this out
No other operating system works like this. Supporting older versions of an OS or runtime with a compiler toolchain a standard expectation of developers.
Plenty of operating systems work like this. Just not highly commercial ones because proprietary software is the norm on those.
From a bit of research it looks like FreeBSD for example only provides a stable ABI within minor versions and I imagine if you build something for FreeBSD 14 it won’t work on 13.
Stable ABI literally only benefits software where the user doesn’t have the source. Any operating system which assumes you have the source will not prioritize it.
Building against the Steam runtime containers seems like the other route, which also gets you more stability.
What I'd like to see would be some useful extra APIs in Wine, that would allow it to perform even better in some situations, and that such APIs would be then embraced by the game developers.
Finally some embrace, extend, and extinguish love right back at Microsoft!
I actually think it'll be the opposite. Even for games that have native ports I pretty much always run the Windows version with Proton, since that just tends to be more stable. People develop against the Windows API because it's familiar and somewhat unchanging, and that's fine since Proton does such a good job running it.
This is the very definition of "a good problem to have."
Unlikely. Games need a stable ABI and Win32 is the only stable ABI on Linux.
Proprietary software needs a stable ABI. Not games.
DOOM runs on any Linux system since forever because we had access to the source. You can build it for Linux 2.6 and it’ll probably still work today.
Sadly most games are proprietary
People who keep parroting this clearly have no experience of gaming on linux.
Quiet the other way around. Wine being good will reduce incentives for game studio to produce native Linux ports.
If you game/app runs on Wine, doesn't that reduce the pressure to develop a Linux port?
short term yeah, probably hurts native ports since "why bother". Long term though if the market share for Linux is particularly high I could see more native development.
Either way my comment is intended as more humorous than truly insightful or prophetic.
A solution to itself
Gotta get there somehow.
It's interesting when old Windows games run better in Wine than in actual Windows 10/11.
It's even more interesting when the latest Windows games run better in Wine than in actual Windows 10/11.
OS/2 part deux
If any Wine devs are reading this, I'd love to see a talk on this topic at the 2026 Carolina Code Conference. Call for Speakers is open until March 31st.
This is such an amazing accomplishment! Absolutely wild to see Linux basically re-implement Windows and doing it better, while MS is dead set on making everything about their software worse.
The full 16bit support here is a big thing especially given 64bit Windows (now everywhere) dropped it. With old games, there's thousands that are 16bit, and even odd cases where the game is 32bit but the installer for it is 16bit.
it seems if you want the same on macOS, this is the place to contribute:
https://github.com/Alien4042x/Wine-NTsync-Userspace-macOS-ba...
But does anyone care about MacOS? ;)
I mean, I know Mac has had some great games (eg. I spent so much time on school Macs playing that Bolo tank game) ... but they have probably <1% of the number of games Windows has. I'd expect a simiilar percentage of devs to be interested in Mace (or whatever you call Mac Wine).
That's interesting. I thought the point was that it needed to be in-kernel for performance reasons; if it works in userspace why did linux not do that?
awesome, finally wine is getting proper ntsync support... and i reckon wow64 will let me run so many old games...
I'll be very interested to see how this plays out with final 3rd-party benchmarks.
Now if we can just get some decent Nvidia drivers......
What's wrong with the Nvidia drivers for Linux?
Does it finally support visual studio?
While I am not a big gamer anymore, I am curious whether this new Wine release make it possible to run Windows software such as Photoshop or Visual Studio on Linux with decent speed and decent resource usage.
i would love to know how much of these gains are due to help from AI. i have no problem with AI usage at all in coding but i would love to know if the dramatic gains are because of insights from ai usage.
No, the gains here aren't very dramatic when compared properly (against fsync), and have nothing to do with AI help. The gains come down to Linux kernel support for certain synchronization primitives like the Mutex on Windows, such that there is a more direct mapping of what a Windows binary expects to what the Linux kernel provides. See https://docs.kernel.org/userspace-api/ntsync.html for the kernel support that makes this possible.