Editing Compatibility layers
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
While not strictly emulation ''per se'' (hence why [[Wine]] stands for "Wine Is Not an Emulator"), '''compatibility layers''' allow software written for one operating system to run on a different OS, often by translating API and system calls made by an application to their equivalent calls in the host operating system. In theory, this should allow for near-native performance since no processor emulation takes place, but in practice some software such as games will tend to run a bit slower due to other bottlenecks that occur as a result of [[Emulation accuracy|replicating the correct behavior]], such as accounting for graphics APIs like Direct3D that aren't supported on non-Microsoft platforms. Additionally, compatibility layers may also use emulation in order to run software built for a different architecture, see [[Emulation Accuracy]] page for more information about terms like "[[Hypervisors|hypervisors]]", "[[Simulators|simulators]]", "[[Compatibility_layers|compatibility layers]]", "[[Wrappers|wrappers]]", "[[FPGA|FPGA-based hardware cloning]]" and "[[:Category:Emulators|software emulators]]". | While not strictly emulation ''per se'' (hence why [[Wine]] stands for "Wine Is Not an Emulator"), '''compatibility layers''' allow software written for one operating system to run on a different OS, often by translating API and system calls made by an application to their equivalent calls in the host operating system. In theory, this should allow for near-native performance since no processor emulation takes place, but in practice some software such as games will tend to run a bit slower due to other bottlenecks that occur as a result of [[Emulation accuracy|replicating the correct behavior]], such as accounting for graphics APIs like Direct3D that aren't supported on non-Microsoft platforms. Additionally, compatibility layers may also use emulation in order to run software built for a different architecture, see [[Emulation Accuracy]] page for more information about terms like "[[Hypervisors|hypervisors]]", "[[Simulators|simulators]]", "[[Compatibility_layers|compatibility layers]]", "[[Wrappers|wrappers]]", "[[FPGA|FPGA-based hardware cloning]]" and "[[:Category:Emulators|software emulators]]". | ||
− | == | + | ==Emulators== |
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
! scope="col"|Name | ! scope="col"|Name |