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, but thats exactly the use case MultiArch was build for.... What sth like
and if this fails poorly i would suggest to open an GH issue and wait for their kind reply :)
Did anybody take a short ride of "windozed steam" via Hangover [github.com] backed by wine as they did not even mention steam?
edit: typo
Aditionally...
It may be possible, depending on hardware, kernel and qemu to add [read: emulate] a totally different architecture like ARM, but it isn't going to automatically emulate all the other hardware in, say, a Nintendo Switch, for example. You can't just magically turn your x86 computer into a PS4 with a single line ; ). Performance will also be greatly hindered by the use of software emulation.
Just wishing that Valve may one day go beyond x86 and offer a platform for both game developers and customers for ARM-based systems, as well.
but IIRC the next apple generation will be backed by ARM only which may help
Running Steam in a little ARM sbc server stack configuration is slightly intriguing.
sbc: single board computer for anyone unfamiliar with the terminology FYI.
i was referring to binfmt [en.wikipedia.org] support and qemu user-mode, which provides good performance and pretty handy for my embedded stuff - eg sth like
would run armhf binaries on x86_64 - same goes for sh4. mips, risc, ppc etc and vice versa
qemu-user doesnt emulate all the hw, just the CPU.. It executes foreign code in the "emulated CPU", captures all the syscalls and forwards them to the host kernel... User mode has many benefits, by not emulating all the hardware, which is slow, and also not emulating the kernel which is a decent part of the computation that takes place, which should give you an idea why this runs much faster than qemu system emulation.
We can even run foreign arch binaries transparently by setting up our own interpreters for binfmt_misc! eg
, which instructs kernel to recognizes the SH4 ELF magic and make use of the interpreter /usr/bin/qemu-sh4-static , which is the correct QEMU binary for SH4 architecture of older enigma2 boxes. Couple it with runc/nspawn/docker/chroot/whatever - eg use sth like
and you got fully transparent cross arch support by using dynamic translation with really good performance out of the box!
edit: typo
Historically, games have driven PC hardware. Not the case with phones, SBC and similar small factor computing.
Gimme Power, no more, no less ;-)
https://www.youtube.com/watch?v=Q_7KaMDHoGs
you r missing more RAM [downloadmoreram.com] :)
Time is something I don't have as much as I like... Sadly, it's still a global unmutable variable -- can't do much with it, must take it as it is.
When Valve decided to support Proton compatibility layer, they tapped into Wine, which was already very viable outside Steam.
I doubt they can replicate that burst of success with x86 to ARM emulation, because the available FOSS bricks they would need to tap into aren't as ready to perform as Wine was.
It's not that it can't be done... Wine also evolved very fast once Valve started acting as a catalyst... but it was already a solid and performant foundation... so this may take a long long while before anything gets going for heavier games, right?
ps: I'm so sorry for Apple gamers... OpenGL deprecated, Vulkan eschewed for Metal, architecture change... how is it even possible for them to maintain a respectable games library these days?
A lot of mac steam library games are already unplayable after apple removed 32-bit support from their operating system. The switch will finish this job and make all of the library unplayable. At first only their laptops will be ARM-based, and you can't play much on those anyways, so don't expect magic when the percentage of users are so low.
Keep in mind the main reason valve supports linux is to have an easy way out when the need to ditch windows arises. There is no such reason with apple products.
but who's is going to invest into a different architecture if there is no clear consumer target for it? it might be a huge success, but who is willing to take that risk?