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I don't think the Game Porting Toolkit is useful these days: LLMs one-shot ports from one graphics API to another.

Just like programming languages, graphical API choice is irrelevant now.



You're going to need a source for an LLM one-shotting a port of a AAA title from one graphics API to another...


I one-shotted non trivial software from OpenGL to Metal with a cheap (=non state of the art) LLM. That was 6 months ago.

Anything in Unreal Engine that you think Fable wouldn't be able to adapt on its own to a different graphics API?


The binary is the source.


The game porting toolkit allows windows DX shaders to get runtime translated to high performance metal shaders.

It provides a path for Rosetta and Wine to handle what they are good at while letting Apple handle the shader lowering in many cases better then dxvk -> moltenvk -> metal (or whatever the new state of the art thing is, I forget the name).

It’s not JUST for helping with manual porting of the cpu side code.




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