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Windows ARM64/ARM32 build

Open stevefan1999-personal opened this issue 2 years ago • 3 comments

We could start from the ARM64EC and progressively change it to native ARM.

stevefan1999-personal avatar May 07 '22 09:05 stevefan1999-personal

I think, we do not need some arm64ec for it to work. Xash3d works perfectly on aarch32/aarch64 in non-windows, but we do not have devices now to test it. It should work as is if you add windows arm support to build system

mittorn avatar May 07 '22 17:05 mittorn

I have tested with old engine on surface pro x. The OpenGL performance is terrible on native arm64(at least on SQ1 chip), so it requires additional works. Three solutions:

  1. just use x86 build. The emulated x86 opengl is better than native arm64 opengl.
  2. use a dx to opengl translator like QindieGL and use arm64 dx as backend.
  3. make a native dx ref renderer

MoeMod avatar May 07 '22 18:05 MoeMod

I think, we do not need some arm64ec for it to work. Xash3d works perfectly on aarch32/aarch64 in non-windows, but we do not have devices now to test it. It should work as is if you add windows arm support to build system

Agreed I used to think the problem is there is no VGUI support in ARM64, unless you mean the reverse engineered one. But then I think using ARM64EC wouldn't help either since you still can't use VGUI in x64

stevefan1999-personal avatar May 10 '22 05:05 stevefan1999-personal

Having ARM64 support for Windows isn't a big issue. If you have a device, you can try compiling a port for it, ask questions and send patches, but in the end, you'll have to maintain a port yourself.

a1batross avatar Jan 17 '23 15:01 a1batross