this post was submitted on 23 Apr 2026
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Having spent the bulk of my handheld gaming time with the Steam Deck, it was a bit of a shock last year to discover that PC gaming isn’t just possible on Android phones and retro handhelds, it’s powering on in leaps and bounds.

I’ve seen so many different games running beautifully, from older AAA titles like Tomb Raider and Prey (2017), all the way to more demanding ones like RDR2 and even Cyberpunk 2077 (no surprise that the last one is still an imperfect experience, as things stand...but it is possible!).

GameNative lets you play all manner of PC games on Android from GOG, Epic, and Steam.

I reached out to my friend Utkarsh, who is the lead developer of GameNative to ask if he wanted to share his story and let me interview him.

His background in development and gaming through to how GameNative started and is built, all the way to what the future might bring for his program. This is an interview on what I think might be at least part of the future of handheld gaming, and I hope you find this interesting:

https://gardinerbryant.com/i-genuinely-feel-gamenative-could-replace-handheld-pcs/

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[–] vortexal@sopuli.xyz 0 points 1 week ago* (last edited 1 week ago) (1 children)

I don't know about that. I've tried multiple games with it and none of them are working. I can get them working in Winlator, which GameNative is based on, but not GameNative itself. It's possible that I could be using it wrong even though I'm using the same settings in both apps but I wouldn't know because there's no documentation for either of them.

The best I was able to achieve in GameNative was with a game made in a very old version of Ren'Py. I was able to get in game but I wasn't able to actually play it because mouse inputs aren't working and the controller inputs only work on the main menu. I know that the GameNative's virtual mouse should be working because it works perfectly fine for closing error messages, it's just not working in game for some reason.

It's actually quite a shame that I can't get GameNative working because it does have more options available than Winlator. This means that if I could get it working, then there might be some games that would better in GameNative than Winlator.

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[–] ms_lane@lemmy.world 0 points 1 week ago (1 children)

For a minute or so anyway, until the SoC overheats and thermal throttles.

You're going to need a bigger battery and a real heatsink+fan if you want real gaming out of it, at which point it's going to start getting to Deck size...

[–] detren@sh.itjust.works 0 points 1 week ago (5 children)

Uhm look at the Ayn Thor and Odin 3. It’s pretty much on par in a way smaller form factor. ARM is a game changer.

[–] hackitfast@lemmy.world 0 points 1 week ago* (last edited 1 week ago) (1 children)

At this point in time, with how expensive the Ayn Thor has gotten and the downgrade from UFS 4.0 to 3.1 (WITH a simultaneous price increase), that console is dead to me personally, unless prices return to normal (which won't happen).

However, the future of portable gaming is absolutely in ARM based consoles. Given that the upcoming Steam Frame will come with ARM to x86 translation (FEX), I think that Valve is also aware of this, and that the Steam Frame is the tip of the iceberg and will act as a sort of testing ground for ARM.

I'm hoping that Valve creates a variant of the Steam Deck that runs on an ARM-based chip, in addition to a true Steam Deck successor console running on a normal AMD processor and GPU. I think that Android also adds unnecessary overhead when gaming (latency and CPU cycles), and SteamOS is a great answer to that problem.

While I think Ayn is currently out of reach price wise, more competitors will begin to pop up making similar things (e.g. Retroid Pocket Flip 2).

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[–] artyom@piefed.social -1 points 1 week ago

GameNativeOS when?

[–] Blaiz0r@lemmy.ml -1 points 1 week ago

Yes, it's very good!

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