Windows kept logging down the system trying to download a dozen different language versions of word (for which I didn't have a licence and didn't want regardless). Steam kept going into a crash restart cycle. Virus scanner was ... being difficult.
Everything just works on Linux except some games on proton have some sound issues that I still need to work out.
Is this 1998? Linux is forever having sound issues. Why is sound so hard?
As always It is Not Linux Fault, but it is Linux Problem.
It's one of the reasons why I moved to OSX + Linux virtual machine. I get the best of both worlds. Plus, the hardware quality of a 128GB unified RAM MacBookPro M4 Max is way beyond anything else in the market.
It doesn’t help that they only officially support rocky Linux. I use mint. I assume there’s some magic pipewire / alsa / pulseaudio commands I can run that would glue everything together properly. But I can’t figure it out. It just seems so complicated.
Similarly, Bluetooth on my Thinkpad T14 is slightly wonky, and it sometimes fails to register a Bluetooth mouse on wake-up (I have to switch the mouse off and back on). This mouse registers fine on my other Linux machines. The logs show a report from a kernel driver saying that the BT chip behaved weirdly.
Binary-blob firmware, and physical hardware, do have bugs, and there's little an OS can do about that, Linux or otherwise. Macs have less hardware variety and higher prices, which makes their hardware errata lists shorter, but not empty.
I think it’s a software issue in how resolve uses the Linux audio stack. But I have no idea how to get started debugging it. I’ve never had any problems with the same hardware in windows, or the same software (resolve) on macOS.
FWIW I lost sound completely 3 times in the last 2 months on my works windows laptop and it would only come back after a reboot. I assumed it was a driver crash.
It depends on having a properly good implementation, which will come eventually for most apps.
The fix is:
mkdir -p ~/.config/pipewire/pipewire.conf.d && echo "context.properties = {default.clock.min-quantum = 1024}" | tee ~/.config/pipewire/pipewire.conf.d/pipewire.conf
Basically, just force the quantum to be higher. Often it defaults to 64, which is around 1ms.Because they keep "updating" it every couple of years. Though, "updating" in latest years, meant just adding additional layers on top of ALSA. SW design and engineering is hard.
What are some examples?
A recent example is that in San Andreas, the seaplane never spawns if you're running Windows 11 24H2 or newer. All of it due to a bug that's always been in the game, but only the recent changes in Windows caused it to show up. If anybody's interested, you can read the investigation on it here: https://cookieplmonster.github.io/2025/04/23/gta-san-andreas...
I see there are guides on Steam forums on how to get it to run under Windows 11 [0], and they are quite involved for someone not overly familiar with computers outside of gaming.
0: https://steamcommunity.com/sharedfiles/filedetails/?id=29344...
It's a great game, unfortunately right now I am not able to play it anymore :( even though I have the original CD.
Unfortunately, Wine is of no help here :(
Also original Commandos games.
One more popular example is Grid 2, another is Morrowind. Both crash on launch, unless you tweak a lot of things, and even then it won't always succeed.
Need for Speed II: SE is "platinum" on Wine, and pretty much unable to be run at all on Windows 11.
Whilst Morrowind is fine under Wine, there's a fantastic engine rebuild called OpenMW [0]. It runs on both Windows and Linux natively.
Some of the memory limits are also lifted, which meant I have a few mods that weren't possible without hacks in the past [1].
[0] https://learn.microsoft.com/en-us/windows/win32/direct3darti...
i got this working on my linux install (on risc-v nonetheless!) with a compile and some small tweaks it works well (getting 100+fps with filtering and ssao etc)
Whether that was a Windows compatibility issue or potentially some display driver thing, I'm not sure. (90's Windows games may have used some DirectDraw features that just don't get that much attention nowadays, which I think may have been the issue, but my memory's a bit spotty.)