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I completely agree. I've worked on the Whisky project and am fairly familiar with WINE, Proton, and CrossOver. Proton uses the underlying technology of WINE, which is largely supported by CodeWeavers, who mainly create CrossOver, essentially Proton for MacOS. CodeWeavers also supported the creation of GPTK, which uses WINE as well. CrossOver, considering it's live-translating Windows x86 calls to MacOS x86 calls, and then piping that through Rosetta, works INCREDIBLY well on my M1 Pro. Elden Ring was easily out-performing there than on my Steam Deck.

As far as I can tell, the main issue for putting CrossOver on iOS is a lack of API support and an inability for iOS software to start new processes. AltStore and emulators on iOS are exciting, and with iPadOS and MacOS becoming increasingly similar, I hope to see someone give WINE on iOS a shot.

I would love to see a world where I can play my Steam library on my iPad or my iPhone, considering the wild amount of performance they can output, but the limitations of iOS make it very difficult or likely impossible.



Apple does not take 30% cut from this hence this will never happen.


Apple certainly allows a lot of free without in-app purchases apps on the App Store.

They don’t care that much about the 30% (which was the best deal ever for a phone app store when it came out) except how the App Store sells hardware.


This is simply not true anymore. I really believe when the App Store started, they did not see it as a profit center, but in the last 10 years, the bean counters took over.




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