this post was submitted on 24 Oct 2023
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Modern games are generally written at such a high level these days that architecture barely matters. Java never delivered on its "write once, run everywhere" promise, and nothing else has either, so the main limiting factor is the lack of some unified ARM OS for gaming ... which is maybe a great place for Linux to step in?
Anyway, all this is doing right now is put money in ARM's pockets, so that's not great. Sadly, an open RISC platform like RISC-V will take a while to reach the maturity that ARM has.
Note that there's a bunch of proprietary middleware in use by games that will likely never see support on platforms other than x86_64-windows. The high-level nature of individual components doesn't mean much when some parts are just inherently unportable.
While you have a good point about the proprietary middleware, that would be far from inherently unportable - just not yet ported, likely due to low profitability. Something truly unportable would rely on specific hardware quirks, like - and I'm very sorry I can't find the original source - one old instance of some game that relied on the timing of a spinning drumhead in order to select the correct data or instruction after the completion of one prior; and even then, a port could be made with sufficient understanding of the original system.
Oh the individual components could absolutely be ported but they won't.