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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[–] mnemonicmonkeys@sh.itjust.works 3 points 3 days ago (2 children)

We know there's a growing number of people who use their phone as their primary and only computing device

There's also some people moving in the other direction, and I wouldn't be surprised if that grows. My parents only had their smartphones for years, but recently had me pick out a laptop for them because trying to use their phones for everything was a headache.

I think one thing to consider is that cost of living has been going up in the US with wages not keeping up. So budgets are getting tighter, and if you can only afford a single device to buy, you're going to buy the phone, even if a PC makes a lot of things significantly easier.

None of that will change the fact that gaming will always push technology forward with the need for faster CPUs and GPUs

Tbh, I think we've reached a point of diminishing returns on video game graphics. Do we really need games to be any more photorealistic and power hungry than they are now?

That being said, I don't think android phones are going to usurp this domain any time soon. Power requirements for 4k 60fps are way too high, and mobile devices simply can't distribute enough heat to handle it unless there's enormous bumps in efficiency. And advancements in chip design have seriously slowed down the past few years

[–] ericwdhs@discuss.online 1 points 2 days ago

I definitely think graphical fidelity is "good enough" now, but there's still quite a bit of advancement available in other areas still drawing on the CPU and GPU, VR and local AI being a couple. I've been all in on VR since the Vive, and while I reject corporate AI as much as most people here, I do run local models occasionally and would like to have NPCs using the tech.

[–] darcmage@lemmy.dbzer0.com 0 points 2 days ago* (last edited 2 days ago) (1 children)

Tbh, I think we've reached a point of diminishing returns on video game graphics. Do we really need games to be any more photorealistic and power hungry than they are now?

Need? No. Want? Absolutely.

There are two interesting articles that have shaped my view on this:

I'm not hung up on who is right about 1000Hz vs 1800Hz, only that >=1000Hz at >=1000fps is the goal. We're a long way away from that when the best gaming CPU can only manage ~600fps in CS2 at 1080p.

One of the digitalfoundry guys got hands-on time with a prototype monitor at CES and played a game at >500fps and while he couldn't really convey what it was like, it was clear that the experience was very different than even playing on 360Hz displays.

We're at least 2-3 hardware generations away from being able to push >1000fps with relatively simple games and much further away for AAA games. I think it's something worth looking forward to.

[–] mnemonicmonkeys@sh.itjust.works 1 points 2 days ago (1 children)

No, people aren't going to want 1000+fps in games. As someone else pointed out in the thread, 4k 60fps is <5% of builds in Steam hardware surveys. Going even higher framerates just adds more and more cost, with reduced returns.

If you could build a system that goes from 500fps to 1000fps, you're theoretically reducing latency by 1ms (it'll most certainly be less though). But how much more expensive is the 1000fps build? Based on tech trends the past few years, that's probably going to be a lot more expensive, since architectural improvements of chips has slowed down over the past few years. Right now, Nvidia's just pushing more and more power into their cards to get more performance, because efficiency has plateau'd

Add to that, the human eye only sees up to 500fps in ideal conditions. Why would you pay a bunch of money for extra framea that you physicall can't see?

[–] darcmage@lemmy.dbzer0.com 1 points 1 day ago (1 children)

Add to that, the human eye only sees up to 500fps in ideal conditions. Why would you pay a bunch of money for extra framea that you physicall can't see?

Eyes don't work in fps and the 500fps limit is a myth that is shown to be false in the linked articles. The need for >1000fps is more about how our brains perceive motion and getting as close as possible to eliminating judder.

Also, talking about costs isn't really relevant when we're talking about future tech. What is aspirational today will be the norm tomorrow. We'll get there first with upscalers and mfg and who knows what else is in the pipeline to improve the rendering process.

[–] mnemonicmonkeys@sh.itjust.works 0 points 14 hours ago* (last edited 14 hours ago) (1 children)

Also, talking about costs isn't really relevant when we're talking about future tech.

Then explain why the VRAM requiremwnts for 4K gaming hasn't really changed in the past 10-15 years. And no, DLSS doesn't reduce it, the AI models also require a decent chunk of VRAM so you often end up using a similar amount of memory to what you did before. Not to mention that DLSS has a lot of other problems.

And again, if you followed tech at all it's pretty clear that Moore's law is dead and we're not getting exponential improvements in tech anymore. All the GPU companies have been able to do lately is work around hard limits, and they're running out of space for that. There's an old adage in investing that's relevant: "past performance does not predict future results".

[–] darcmage@lemmy.dbzer0.com 1 points 12 hours ago

Then explain why the VRAM requiremwnts for 4K gaming hasn't really changed in the past 10-15 years.

"past performance does not predict future results"

Anyway. Any performance limits due to the physical limit of transistors will be overcome with things like 3D cache, increased cores and better multithreading performance. Can't wait to see what EUV and better materials tech brings especially on the efficiency front. Unfortunately, the exponential performance gains we're seeing atm is geared towards ML but I believe it'll eventually make it's way towards consumer tech.