As others have pointed out below it's going to run multiple separated instances of Steam with the limitations that Valve impose (there's not much we can do there). This project is not limited to Steam though, you could easily run another session from a different device with something like Lutris or Pegasus.
It does! It'll automatically create new virtual displays on demand when a new client connects and it'll match the client resolution and framerate.
Thanks! Let me know how it goes!
Great questions!
Did you look into memory deduplication?
For the Steam library I suppose? There's been some discussions around it both in Discord and Github #83 #69 It's something that I should definitely research further but I'd really like to address it even if it's just something that might be done outside of our container.. Would you like to help us?
Is client software sunshine or custom software?
Wolf is an implementation of a full Moonlight backend from scratch; there's has been many reasons for this but mostly it's because Sunshine has a lot of global and intertwined state and it would be very hard to add support for multiple independent users. I try to contribute upstream where possible; for example I've helped merging our custom library for virtual inputs so that users of Sunshine could also benefit from the new virtual joypad implementation and support for Gyro, Acceleration and so on..
Not fully open source and trying to get paid subscriptions even before having a product doesn't sound too good to me..
What's the killer feature of Lunas that's missing from Rsync?
Wow it's the first time that I see someone suggesting my project out in the wild, thanks! Here's the Wolf quickstart guide
Thanks, I wasn't expecting everyone to take this so seriously, it was supposed to be funny..
Just installed, it looks much better compared to 102 without removing any functionality. I love it!
I'm not sure what you are referring to but in the chart
Mesa
andKernel
layers are shared between the running applications and Wolf in a single host, no VMs involved. One of the main reasons behind the project was to allow exactly this so that you wouldn't incur in the big penalty hit that incurs in GPU splitting