Part of the RAM problem is Windows not having overcommit and how that interacts with the GPU.
If the game is using 8 GB of textures then that's filling up the graphic card and also reserving 8 GB of system memory that's unused unless something else uses GPU memory.
So a game with 8 GB of textures and 8 for the game itself needs 16 GB RAM, or you can run it with 8 GB RAM and 8 GB swap - which works ok because it's not actually used, unless you run two games and then the system dies from swap.
In Linux there's overcommit so you'd only need the 8 GB and if you run two copies at once one just crashes out.
Part of the RAM problem is Windows not having overcommit and how that interacts with the GPU.
If the game is using 8 GB of textures then that's filling up the graphic card and also reserving 8 GB of system memory that's unused unless something else uses GPU memory.
So a game with 8 GB of textures and 8 for the game itself needs 16 GB RAM, or you can run it with 8 GB RAM and 8 GB swap - which works ok because it's not actually used, unless you run two games and then the system dies from swap.
In Linux there's overcommit so you'd only need the 8 GB and if you run two copies at once one just crashes out.