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Static recompilation isn't really viable for a large amount of applications due to code obfuscation or encryption. Code caching is the approach we are taking to improve performance for subsequent runs. |
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Hello,
Recently quite a few new static recompilation projects have appeared in the retro scene, for example, one of many: https://hackaday.com/2025/03/07/run-xbox-360-games-on-your-pc-with-xenondecomp/
Is this approach viable at least to some extent for the FEX project? Like, for instance, the tools could be provided to facilitate x86 to ARM static recompilation for the people who are into reverse-engineering, or the users could somehow gather / log information about how a given game works during playthroughs (a bit like shader cache) to make it perform better for other players on subsequent launches... Even if a gamer would have to wait some time for a game to have a good performance, I think it still might be worth it.
Keep up the great work!
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