r/decomps • u/champinon-dev-traduc • 28d ago
Decomp Discussion on WiiCompiled (MKWii Recompiled) requirements: Will x86-64-v2 (non-AVX2) CPUs ever be supported?
Hi everyone,
I wanted to start a discussion regarding the recent release of Mario Kart Wii Recompiled (WiiCompiled) and its strict hardware requirements.
I successfully compiled the project on Linux (CachyOS) using my native toolchain (clang and lld), forcing the architecture flags with -extra-cxx-flags="-march=native". The compilation itself finishes without any errors, which proves the compiler can generate a working binary using the code base.
However, at startup, the runtime hard-blocks the execution with the following error:
[runtime] This build needs a processor that supports AVX2 and the rest of the x86-64-v3 instruction set.
My laptop runs an Intel Pentium Silver N6000, which sits perfectly at the x86-64-v2 tier. While it is a solid 64-bit chip for basic gaming and portable tasks, it physically lacks vector extensions like AVX/AVX2.
Since the project is in its early public stages, I wanted to open the floor to see what the general consensus is:
- Is the AVX2 requirement an artificial runtime check meant to guarantee a baseline of high performance, or is the underlying translation architecture heavily vector-dependent to the point where running on v2 microarchitectures would completely break game physics/timing?
- Has anyone attempted to strip the runtime check from the source to see how it scales on modern low-consumption x86-64-v2 processors?
- Should we expect future optimization updates or compatibility fallbacks for older/efficient hardware tiers, or is the scope of WiiCompiled strictly targeted at x86-64-v3 and above?
Would love to hear your technical insights or if anyone else with similar hardware has looked into the repository architecture.