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My answer was focused to show my experience on ARM SoC and to mention that this CPUs are pretty decent for daily use on a desktop environment, but I never mention that they would run any
nowday game crosscompiled (in fact, W10 RT emulation layer is a bad idea IMHO).
Don't know what you mean with this, but do you think that an Apple A11 is the same as any MediaTek SoC?
These new Windows on ARM devices have SnapDragon 835 which is much more powerfull than most x64 CPUs in laptops. And Even more powerfull SD845 is comming soon
Not so! Have a look at the Geekbench scores for the Apple A11: http://browser.geekbench.com/ios-benchmarks The A11 is scoring 4200ish, and the score is calibrated such that 4000 is the score of an Intel Core i7-6600U.
Admittedly, Apple's ARM processors are pretty far ahead of their competition (which is one of the reasons it's weird that there are Windows ARM laptops before Apple came out with ARM Macs) and the latest-and-greatest x86_64 processors are faster, but the gap is not so vast as you're making out.
I don't think it's likely that you're going to want to play the most intensive games on an ARM laptop any more than you'd want to play them on an x86_64 laptop, but there are plenty of games out there, especially older games, which would be just fine on ARM. It'd be good if Steam could at least do what they do for 64-bit support, i.e. allow a game to download different binaries depending on the CPU type, and to launch the appropriate executable, so that if games do want to support ARM natively (and for many games, this could be as easy as a recompile! For the others, they might want to rewrite stuff that's using x86_64 SIMD intrinsics to use ARM ones) they can.
it shows coprocessor performance, not CPU (you can see it scales fairly bad in multicore test). This is only one of the reasons, of course.
It should also be pointed out that there are AES instructions for x86 (in most CPUs from Sandy Bridge up), and there are SHA instructions shipping in AMD's Ryzen processors, so accelerated crypto is not unique to ARM.
The multiplier on A11 for multicore is 2.4, which is not too surprising given that it only has two high-performance cores; the remaining 4 are low-power cores, and you almost never get a multiplier equal to the number of cores anyway (c.f. Amdahl's law).
The set of SIMD commands (NEON) is significantly inferior even to SSE, not to mention AVX. For example, this processor does not have a division operation. At all. Neither integer, nor floating, nor vector. And so on.
Thus, x86 can perform roughly the same number of instructions per sec as ARM, but these are complex instructions. ARM code has about 2 times less code density (I spend enough time doing cross-compilation of Linux applications).
64-bit ARM does have a division instruction. (Section 5.5.2, Page 47[www.element14.com]) There are plenty of ARM CPUs out there which don't have a divide, but the high-performance 64-bit ones do.
Apparently, the worst-case latency for an SDIV on a Cortex-A72 is 12 cycles (Page 9[infocenter.arm.com]), on a Intel Broadwell, it's 36 cycles.[gmplib.org]
As a general rule, more complex instructions take longer to perform. This isn't so bad because the CPU can out-of-order execute and perform speculative execution past branches (probably a big part of the reason for the A11 being so fast; it has a pretty deep pipeline compared to other designs). So there's not so big a win either way, really.
This is a reasonable point in that fitting more instructions into a smaller space means you spend less time fetching instructions from main memory, and more instructions fit in L1 cache. This is all good. It's a part of the reason for the existence of the Thumb mode.
I also spend a lot of time cross-compiling (or, right now, writing tools to automate cross-compiling). I'm cross-compiling the same codebase for x86-64 Linux, macOS, FreeBSD, and iOS Simulator, and ARMv8 & ARMv7-a for Android and iOS. The delta between size of code isn't all that big between architectures, although because of difference in the way they're linked they're not directly comparable.
Anyway: the point is: yeah, ARM is not so much slower that playing games on one is inconceivable. I mean, you would think that games like (Game Awards 2017 GOTY) Breath of the Wild or Super Mario Odyssey would be proof enough of that.
So, I ready to believe that you know this arch better.
Valve needs to prioritize ARM64 support, both for Windows and MacOS, in light of recent developments.
x86 is dead.
With Valve you never know, if they have someone internally with an interest in this we could see an ARM build of Steam for Windows/Linux/MAC tomorrow. And if nobody internally cares that much or they just don't have the time it might be a few more years when RISC really becomes mainstream.
I'd like to interject that what you are refering to as ARM64 is in fact AArch64,
You have to rely on Rosetta from Apple, as that your x86-x64 support emulator to running your non-ARM base apps, and games.