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But if that is to happen i really don't know if a VM is the best way to go, in the end it means you have 2 OS taking resources from the PC, so on what ever case it means you will be losing profomance on it for no much benefit, i mean you are not leaving windows, if you are using a VM to run windows
But i guess in the end Valve are working on it, and not only on VR it self, there working to improve the OpenGL for Linux, that may if it works out well get more games to support linux, and not just windows
And if that happens i guess will get a bigger Linux market, that in turn will make setting games for Linux worth it more
If you go with a VM, you kind of say, don't make the game for Linux, il just use a VM and be fine
VROS will come, its just a when and not an if.
And if you all ready have to buy that, and use it for playing, at least for most users, what will be the point of moving to Linux? its not going to be free to play, you are likely to have more issues, you will have less profomance, and add to all that you will also have some software with no Linux support
I cant see VM really giving you a good way to do these over all, expect if they kind of make a "hack" to get windows drivers and stuff to run on Linux (DirectX as well) and that is going to be a legal mess
So i do some what get what you mean, i just cant see it working out very well sadly
Implementing this into something like SteamOS would be a pain though. The developers would need to find a way to simplify running a VM and doing PCI passthrough. Although currently virt-manager seems to do that fairly well. It would still require a lot of work to do it in the Steam big picture mode.
All in all though the best solution is to just get game developers to start building their games for Linux. Most engines now have very simple cross platform compilation tools.
They don't need to make a VR specific OS, all that would stand to do is fragment the userbase for no real gain. Adding a the SteamVR UX ontop of SteamOS I'd totally agree with (and fully expect this to happen eventually). There are still some challenges to making a system be "seamless" in a headless (no monitor) setup with DirectMode only for the VR HMD. This is something that is going to take a while to progress and learn what works and what doesn't in VR.
This is also somthing that is important to realize is a completely separate topic from the push for Linux PC gaming, which you seem to have tied together simply due to the launch support. We are at the birth of real legitmate VR and it is already going to be targeting a smaller segment of the overall PC gaming market. It is fiscally responsible of Valve and the developers to focus their attention on delevering a compelling VR experience on Windows. They do not need to muddy the waters trying to advance an anti-windows agenda by leveraging the launch of VR.
SteamOS is built on Debian, and already can have native KVM virtualization. Not all systems support Intel's VTx or AMD's AMDV to handle this approach reasonably well. Even fewer support VTd for directed IO. Secondly, you don't need an entire VM running windows to run emulation for a single application. If that was the goal, they could work on wrapping their windows installer process using WINE or their own emulation without the need for a full Windows VM (that would also require end-users purchase a Windows License).
Valve does not believe in a heavy handed aproach to this, and leaves platform support for developers to decide (as it should be). What Valve has done is push for more open platform agnostic standards support and encouraged developers to use these. Valve single handedly spearheaded this effort when it went back to the Source engine and did a lot of work on supporting standards like OpenGL. This lead to their entire Source based games (and pretty much any mod or game that used Source) catalog being supported on Mac OSX and Linux.
Thanks to Valve's leadership in this we now have the likes of Tim Sweeny making an effort to build-in great native Vulkan support in the Unreal Engine. Unity will continue work on building in Vulkan support and it's already part of the Source2 engine. This is the way to attack the problem of people being locked to using Windows for gaming, not using virtual machines to give lazy developers a way to tick a box and say they have Linux support. Getting platform agnostic standards built into the major game engines is absolutly the most effective way to tackle this issue.
Will that do anything for all of my old games? no, but if I want to take the time I can do your approach on Linux already, it is just sub-optimal for most semi-demanding games. I'll stick with Valve's aproach and look forward to more and more games not being tied down to a specific OS.
I question the "large percentage of PC gamers" wanting to leave Windows. I do agree there are plenty of people who would like to, however, most people just don't care as long as their system works. Trying to shoehorn this into being tied to SteamVR isn't going to change that and isn't going to accomplish what you are really after. Again, I really believe that Valve's aproach in getting developers of game engines on board with integrating platform agnostic standards is the best approach. I fully expect that over the next couple years we will see Valve add full SteamVR support for SteamOS, and most developers currently making VR games are using Unreal Engine or Unity and it should become easier to add support for Linux because of this.
-PopinFRESH
Honestly, I doubt this would be hard for users to create; the issue of course is licensing windows.