Since the PS5 is already x86-64, the main friction point here is likely the proprietary graphics API rather than CPU instruction translation. I wonder if they handle GNM command buffers by pre-compiling them into Vulkan during that static relinking phase or if there is still some runtime interception happening when the game tries to queue those draw calls.
No human knows the answer to that question or to any any other technical question. that will be the world we live in
i asked copilot it says runtime interception and translation
The PS5's 3D audio chip might also present some difficulty to work around, since it's proprietary. I wonder if the 1st party games that feature it have any issues.