So....
I'm eager to see how they managed x86/x64 to ARM translation in Frame.
Most current approaches are JIT (Just-In-Time) translation layer, but part of why x64 code runs so well on Apple's ARM hardware is AOT (Ahead-of-Time) compilation, so I'm wondering if Valve will have AOT code cache that will be distributed once you install PC game on ARM device, like they do with shader cache for games on Deck.
Other thing is unfortunately hardware dependent - Apple's M chipsets are built with TSO, Total Store Order for memory, so that they can run PC code in memory as it was intended, which reduces a lot overheads (ARM uses WMO, Weak Memory Order) - at least this is how I understood it. This can be achieved only if Qualcomm decides to invest more aggressively in ARM gaming handhelds ecosytem (or even maybe collaborates with Valve on this) and makes future SoCs with this particular feature.







