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What if a game tries to access the kernel directly?

NTSYNC solved the synchronization bottleneck, but there was another kernel-level problem lurking underneath: what happens when Windows software bypasses Wine entirely and issues a raw x86 syscall instruction? Normally, Wine intercepts Windows API calls through its own reimplemented DLLs. A game calls a function in ntdll.dll, Wine's version of that DLL catches it, and everything gets routed correctly. But some Windows software skips the DLL layer and issues direct NT syscall instructions instead. On real Windows, the NT kernel handles those. On Linux, they hit the Linux kernel instead, which se

Wine has been translating Windows games to Linux since 1993, but Proton is what made it effortless

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