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		<title>Research on Walnut Games</title>
		<link>https://walnut.nanobyte.dev/gamedb/research/</link>
		<description>Recent content in Research on Walnut Games</description>
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		<language>en</language>
		
		
		
		
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				<title>Excluded games re-evaluated (research, 2026-10-19)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/game-reeval/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/game-reeval/</guid>
				<description>&lt;p&gt;The second pass over games first ruled out for reasons other than GL 3: RAM measured on the PC (amd64, Xvfb + llvmpipe, which adds about 100-200 MB), build and big-endian costs estimated. The first pass is build/tmp/newgames/RESEARCH.md, summarised in the games&amp;rsquo; technical notes (gamedb/games/&lt;!-- raw HTML omitted --&gt;/technical.md). Builds of DDNet, OpenTyrian, UQM and Hedgewars started the same night.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Where this lives now (2026-10-26).&lt;/strong&gt; This survey moved from docs/research to gamedb/research. Every game it names has a bundle in gamedb/games/ (a draft when it is only a candidate, &lt;code&gt;status&lt;/code&gt; and &lt;code&gt;status_note&lt;/code&gt; saying where it stands) whose technical.md cites this file by section. Part B (OpenRCT2&amp;rsquo;s big-endian port estimate) moved into the game&amp;rsquo;s investigations/. The per-game tables and blocks here are kept by hand for now; they become generated blocks (tools/gamedb/blocks.py) in a later step, and until then a game&amp;rsquo;s current state is its bundle&amp;rsquo;s, not this file&amp;rsquo;s.&lt;/p&gt;</description>
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				<title>Game candidates for the suite (research, 2026-10-16)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/game-candidates/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/game-candidates/</guid>
				<description>&lt;p&gt;This is the survey that picked the benchmark suite, done on 2026-10-16 before any of these games&#xA;ran on the PS3. Step 0 had rested on OpenArena alone, which misled us about VRAM and sound, and the&#xA;SPU offload and memory decisions needed 5-10 titles. Every pick has run since, and so have most&#xA;reserves: Yamagi Quake II, Extreme Tux Racer and Armagetron joined the suite, Teeworlds, SuperTux&#xA;and Red Eclipse were smoke-tested, TORCS waits for the user, and Nexuiz runs on our own older&#xA;DarkPlaces build. Current results are in &lt;a href=&#34;https://github.com/nanobyte-dev/walnut-linux/blob/main/docs/games/README.md&#34;&gt;games/README.md&lt;/a&gt;; where this survey&#xA;and the measurements differ, the measurements win.&lt;/p&gt;</description>
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				<title>GL 3 census: open-source games that need GL 3&#43;, and what it takes to run them on the PS3 (2026-10-19)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census/</guid>
				<description>&lt;p&gt;The question: which open-source games need GL 3+ (or GLES 3), and what would it cost to get each one&#xA;working on our RSX (Mesa nv30: GL 2.1, GLSL 1.20, GLES 2.0) with everything else that comes with it:&#xA;memory, CPU, big-endian ppc64, data. Less bling is fine; not working is not. Games new on the PS3&#xA;come first. Vulkan-only engines are out.&lt;/p&gt;&#xA;&lt;p&gt;The per-game detail is in the six parts next to this file, one section per game in a fixed&#xA;template, with file:line citations: &lt;a href=&#34;../gl3-census-a-space/&#34;&gt;A, space&lt;/a&gt;, &lt;a href=&#34;../gl3-census-b-2d/&#34;&gt;B, 2D and Java&lt;/a&gt;,&#xA;&lt;a href=&#34;../gl3-census-c-rts/&#34;&gt;C, RTS&lt;/a&gt;, &lt;a href=&#34;../gl3-census-d-fps/&#34;&gt;D, FPS&lt;/a&gt;,&#xA;&lt;a href=&#34;../gl3-census-e-idtech-doom-fs2/&#34;&gt;E, id Tech, Doom, FreeSpace&lt;/a&gt; and &lt;a href=&#34;../gl3-census-f-engines/&#34;&gt;F, engines and runtimes&lt;/a&gt;;&#xA;the driver-level analysis is &lt;a href=&#34;https://github.com/nanobyte-dev/walnut-linux/blob/main/docs/research/gl3-census/G-driver.md&#34;&gt;G-driver.md&lt;/a&gt; (it stays in&#xA;docs/research: it is about the driver, not a game). The brief the agents worked from was not kept.&#xA;This file is the cross-game view. Labels as in the parts: measured, read in source, estimate, UNVERIFIED.&lt;/p&gt;</description>
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				<title>Part A: space games (Endless Sky, Naev)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census-a-space/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census-a-space/</guid>
				<description>&lt;h2 id=&#34;endless-sky-own-c-engine-sdl2--glew-upstream-master-2026-10-18-debian-sidports-0112-1&#34;&gt;Endless Sky (own C++ engine, SDL2 + GLEW, upstream master 2026-10-18; Debian sid/ports 0.11.2-1)&lt;/h2&gt;&#xA;&lt;p&gt;Verdict: the only game of the pair worth porting, and upstream already ships an &amp;ldquo;experimental OpenGL 2&amp;rdquo; path (3D textures instead of texture arrays, no VAO, EXT FBO) that needs GLSL 1.20 shader files supplied as a plugin, so effort is M. The blocker is memory: 1.3 GB RSS on the PC with the lowest texture settings, 477 MB of it GPU textures; it fits 256 MB only after DXT compression plus more cuts, and that is unproven. ppc64 binary exists in debian-ports, novelty is 5 (no PS3 port found).&lt;/p&gt;</description>
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				<title>Part B: 2D games and Java (Taisei, OpenClonk, Hypersomnia, DDNet, Mindustry)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census-b-2d/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census-b-2d/</guid>
				<description>&lt;p&gt;All measurements: Debian sid amd64 in a podman box, Xvfb + llvmpipe (Mesa 26.2.5, GL 4.6 core), no audio&#xA;device. Taisei at 960x540, OpenClonk and Hypersomnia at 1280x720, Mindustry at 1280x720 (llvmpipe at&#xA;1080p ran at 7 fps for Taisei and starved the game logic, so the smaller windows were used; texture MB&#xA;do not depend on window size, framebuffer MB do). llvmpipe baseline ~100 MB is subtracted for PS3&#xA;estimates. Reports (small) are under /mnt/data_linux/Temp/ps3/gl3census/traces/{taisei,clonk,hyper,mindustry}/c*/report.md;&#xA;big traces and downloads were deleted.&lt;/p&gt;</description>
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				<title>Part C: RTS games (Warzone 2100, OpenRA, Beyond All Reason / Recoil, 0 A.D.)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census-c-rts/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census-c-rts/</guid>
				<description>&lt;p&gt;Measured 2026-10-19 on the PC (Debian sid box &lt;code&gt;wz&lt;/code&gt;, Xvfb 1920x1080, llvmpipe, Debian package 4.7.0-3).&#xA;Census report kept at /mnt/data_linux/Temp/ps3/gl3census/traces/wz/c47/report.md, mem files in work/wz/.&lt;/p&gt;&#xA;&lt;h2 id=&#34;warzone-2100-own-engine-sdl2--glad-quickjs-master-of-2026-10-17--47x-debian-sid-470-3&#34;&gt;Warzone 2100 (own engine, SDL2 + GLAD, QuickJS; master of 2026-10-17 = 4.7.x, Debian sid 4.7.0-3)&lt;/h2&gt;&#xA;&lt;p&gt;Verdict: the current line (4.4 to 4.7) needs GL 3.0/3.1+ and is not worth porting, but &lt;strong&gt;release 4.3.5 (2023-04-16) is the last one that runs on plain GL 2.1 or GLES 2.0&lt;/strong&gt; with GLSL 1.20 shaders, no instancing, no UBOs, no texture arrays. So the route is &amp;ldquo;build 4.3.x, change nothing in the renderer, maybe cut textures&amp;rdquo;. Effort S to M, RAM is the open question (estimate 300-450 MB, so it needs cuts to fit; not 256 MB friendly), novelty 5. ppc64: Debian ports ships 4.5.5deb-1+b1 on ppc64 (so the game compiles and links big-endian); 4.5.5 itself needs GL 3.0 though.&lt;/p&gt;</description>
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				<title>Part D: first-person shooters (Xonotic, Unvanquished, Red Eclipse 2, Warfork, OpenMoHAA, ET: Legacy)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census-d-fps/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census-d-fps/</guid>
				<description>&lt;h2 id=&#34;xonotic-darkplaces-release-086-of-2023-06-20-and-engine-git-master-of-2026-01-22&#34;&gt;Xonotic (DarkPlaces, release 0.8.6 of 2023-06-20 and engine git master of 2026-01-22)&lt;/h2&gt;&#xA;&lt;p&gt;Verdict: Xonotic 0.8.6 is NOT GL3-blocked: its own DarkPlaces still has the GL 1.1/1.3/2.0 renderpaths and runs on GL 2.1 + GLSL 1.20 as shipped (measured). Only engine master (and Debian&amp;rsquo;s darkplaces) dropped them for GL 3.2 core / GLES2. Route: build the 0.8.6 engine for ppc64 like darkplaces-gl2 (effort S-M), keep the GL20 path. The cost is memory (about 200 MB of textures, 850 MB PC RSS) and &lt;del&gt;450 draws/frame: a &amp;ldquo;needs cuts&amp;rdquo; game, not a port.&#xA;FEATURES (0.8.6 GL20 path): glsl_min=120 core_only=n fallback=gl2 (also gl13, gl11) int_ops=no bitwise=no texelFetch=no textureSize=no ubo=no (guarded, 19 programs link at #version 120) instancing=no tex_arrays=no float_tex=opt float_rt=opt (HDR/bloom only) rg_tex=no mrt=1 vao=no sync=no geom=no tf=no compute=no derivatives=opt (offsetmapping, GLSL130 only) textureLod_fs=no vertexid=no flat=no arb_fbo=opt (EXT_fbo is enough; blit only for video capture) srgb_fb=no vtf=no dyn_loops=opt (blur/SSAO-style loops, bloom) big_shaders=opt (permutation uber-shader, 19 programs in the lowest preset, each of 74 KB source before preprocessing; the per-permutation size is UNVERIFIED on nv30; Nexuiz Classic&amp;rsquo;s older shader already needs the lean config)&#xA;FEATURES (engine master, GL32 path): glsl_min=140 if available else 120 core_only=y (context request) fallback=none; GLES2 path exists, see section 1. int_ops=no ubo=opt (r_glsl_skeletal only, GLSL 140) vao=req (core profile) blit=opt&#xA;SCORES: popularity=5 novelty=5 playability_256MB=2 effort=M&#xA;ppc64=not-in-debian (no xonotic package in sid; engine builds on Debian ports as darkplaces 0&lt;/del&gt;20180908+git20260122, which is GL32/GLES2 only) data=free size_MB=1180 (zip 1.24 GB; data pk3 317 + maps 626 + nexcompat 125 + music 111)&lt;/p&gt;</description>
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				<title>Part E: id Tech 4, the Doom source ports, FreeSpace 2 Open</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census-e-idtech-doom-fs2/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census-e-idtech-doom-fs2/</guid>
				<description>&lt;p&gt;The agent for this part stopped at the usage limit after its measurements; the coordinator wrote the&#xA;part from its saved runs (&lt;code&gt;$B/traces/dhewm3&lt;/code&gt;, &lt;code&gt;$B/traces/gzdoom&lt;/code&gt;) and from the clones it left&#xA;(&lt;code&gt;$B/src/{dhewm3,gzdoom,tdm,fs2open.github.com,doomsday}&lt;/code&gt;). Clone dates: dhewm3 455b88e&#xA;2026-06-08, GZDoom c26ce2e 2026-08-10, fs2open 2026-10-18.&lt;/p&gt;&#xA;&lt;h2 id=&#34;dhewm3-doom-3-gpl-engine-155--git-455b88e&#34;&gt;dhewm3 (Doom 3 GPL engine, 1.5.5 / git 455b88e)&lt;/h2&gt;&#xA;&lt;p&gt;Verdict: not GL3-blocked. It renders with GL 1.x fixed function plus ARB_vertex_program /&#xA;ARB_fragment_program, which nv30 exposes; big-endian is a first-class build option. The blocker is&#xA;memory: the free Doom 3 demo&amp;rsquo;s first map peaked at 1161 MB on the PC. Effort M (our ppc64 build,&#xA;texture downsizing and compression, memory cuts), playable only if those cuts land.&#xA;FEATURES: glsl_min=none (ARB assembly) core_only=n fallback=gl1 int_ops=no bitwise=no texelFetch=no&#xA;textureSize=no ubo=no instancing=no tex_arrays=no float_tex=no float_rt=no rg_tex=no mrt=1 vao=no&#xA;sync=no geom=no tf=no compute=no derivatives=no textureLod_fs=no vertexid=no flat=no arb_fbo=no&#xA;srgb_fb=no vtf=no dyn_loops=no big_shaders=no (ARB programs written for NV30/R300-class cards)&#xA;SCORES: popularity=4 novelty=3 playability_256MB=2 effort=M ppc64=not-in-debian (contrib, arch any:&#xA;our build) data=non-free (free demo, 462 MB) size_MB=462 (demo) / ~1500 (retail)&lt;/p&gt;</description>
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				<title>Part F: engines and runtimes (OpenMW, Barotrauma, Godot 3 games, SDL3 GPU / raylib, skips, scan)</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/gl3-census-f-engines/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/gl3-census-f-engines/</guid>
				<description>&lt;p&gt;Measured on the PC in podman boxes (Xvfb 1920x1080, llvmpipe, apitrace). Everything not marked&#xA;&amp;ldquo;measured&amp;rdquo; or &amp;ldquo;read in source (file:line)&amp;rdquo; is UNVERIFIED or an estimate.&lt;/p&gt;&#xA;&lt;h2 id=&#34;openmw-openscenegraph-0510-git-2026-10-18-master&#34;&gt;OpenMW (OpenSceneGraph, 0.51.0, git 2026-10-18 master)&lt;/h2&gt;&#xA;&lt;p&gt;Verdict: Already GL 2.1 / GLSL 1.20 in its default configuration, so it is not GL3-blocked. Real work is&#xA;big-endian (ESM and BSA readers do no byte swapping, so Morrowind.esm cannot be read on ppc64 today; M),&#xA;then CPU and memory tuning for a 3.2 GHz in-order PPE with ~160 MB. Debian-ports ppc64 builds&#xA;0.51.0-1+b4. Data is non-free (Morrowind) unless one plays the CC0 Template and Example Suite. Novel on&#xA;the PS3: yes.&lt;/p&gt;</description>
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				<title>Windows PC classics (1990-2010) with open engines</title>
				<link>https://walnut.nanobyte.dev/gamedb/research/pc-classics/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://walnut.nanobyte.dev/gamedb/research/pc-classics/</guid>
				<description>&lt;p&gt;Popular PC games of 1990-2010 that now have an open-source engine, a decompilation, a reimplementation&#xA;or an official source release, as candidates for the PS3. Researched 2026-10-20 from the projects&#39;&#xA;READMEs, osgameclones.com, PCGamingWiki, the awesome-unofficial-pc-ports list, GamingOnLinux and news&#xA;articles. Nothing here has been built or measured on our console yet. Every alternative project per game,&#xA;with GitHub stars, last activity and the pick for our port, is in&#xA;&lt;a href=&#34;#alternatives-and-popularity&#34;&gt;Alternatives and popularity&lt;/a&gt;.&lt;/p&gt;</description>
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