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[return to "Valve reveals it’s the architect behind a push to bring Windows games to Arm"]
1. the__a+AW2[view] [source] 2025-12-03 18:02:59
>>evolve+(OP)
Does anyone know what the limfac is? The machine code produced is of course different on different CPU arches, but isn't this handled at the compiler level? I.e. lower level than game devs worry about.

The exception I see is if SIMD intrinsics.

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2. jitl+AY2[view] [source] 2025-12-03 18:13:28
>>the__a+AW2
This system allows playing unmodified production x86 executables on arm64. It doesn’t have anything to do with the developers.
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3. the__a+C23[view] [source] 2025-12-03 18:33:44
>>jitl+AY2
That's great, but begs the question: why not just compile the games for ARM?
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4. wlesie+z33[view] [source] 2025-12-03 18:37:19
>>the__a+C23
Because this works for the enormous back catalog of games that already exist, many of which I bet companies no longer have the code or a working build system for, and for new games it doesn't require the developers to do anything because many (most?) of them wouldn't bother

They may provide an option for developers to distribute a native ARM build (which some are already building for Quest titles that can be brought over to Steam Frame) but one of Steam's main advantages is their massive x86 games catalog so they certainly don't want to require that

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