zlacker

[return to "Paving the Road to Vulkan on Asahi Linux"]
1. jamies+9g[view] [source] 2023-03-20 16:49:09
>>frankj+(OP)
Asahi Lina is truly an inspiration for open source reverse engineering. For those not aware, they also live stream their coding sessions quite often: https://www.youtube.com/@AsahiLina

I'm excited for the day that I can easily install SteamOS (the modern one that runs on the Steamdeck) on an M2 Mac mini for an insanely powered "Steam console" for my living room TV.

◧◩
2. ozarke+oh[view] [source] 2023-03-20 16:53:32
>>jamies+9g
I wonder how long it's going to take for games to start generally supporting ARM. Getting Linux running well on M1/M2/etc.. seems like only half the battle for making a good gaming machine out of these.
◧◩◪
3. smolde+1o[view] [source] 2023-03-20 17:16:27
>>ozarke+oh
I wouldn't count on many developers going back to update old games with ARM support. It's more likely that the community will work to build some sort of Box86 + Proton stack to get games working, which should get a lot of the classics working[0]. From there, I think the struggle will be getting Box86 to run fast enough for modern games. Apple's ARM CPUs have great IPC, but that can still get annihilated when it's forced to simulate SIMD/AVX instructions. I assume Apple has some sort of vector acceleration framework in Apple Silicon, but it will take time and effort to reverse-engineer and implement.

Things are certainly looking better than they did a couple years ago, but getting ARM to run x86 code faster-than-native is an uphill battle. Maybe even an impossible one, but I've been surprised before (like with DXVK).

[0] Crysis on a Rockchip ARM SOC, for example: https://youtu.be/k6C5mZvanFU?t=1069

◧◩◪◨
4. kitsun+hy[view] [source] 2023-03-20 17:49:46
>>smolde+1o
It's a little frustrating how it's the norm in the game industry for companies to toss a binary over the wall and maybe patch it for a short period after release (not a given, ports in particular are vulnerable to being forever stuck at 1.0), with significant technical updates being out of the question until it's been long enough for them to try to sell you a remaster.

Not having any experience in that industry, I wonder what the driving forces of this are. I suspect it's some combination of incredibly brittle codebases that cease to build if glanced at the wrong way and aversion to spending anything on games post-release.

◧◩◪◨⬒
5. maskli+iK[view] [source] 2023-03-20 18:31:46
>>kitsun+hy
> I suspect it's some combination of incredibly brittle codebases that cease to build if glanced at the wrong way and aversion to spending anything on games post-release.

The primary reason is that there's no money in it. Like movies, your "one shot" game (without some sort of continuous billing e.g. mmo, subscription, continuous stream of DLCs) makes most of its revenue in the first few weeks, and once the kinks are ironed out what it makes afterwards doesn't really depend on maintenance.

Additional maintenance doesn't pay for itself, the producer doesn't pay the devs for that, and thus the devs take on the next contract to pay the bills. Not to mention additional maintenance is a risk.

[go to top]