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dsedgwick • today at 12:46 AM • 2 replies • view on HN

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.


Replies

the_voice • today at 8:36 AM

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.

saejox • today at 6:53 AM

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

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