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Workstation and Application Compatibility

MagicDesk Contributors edited this page Oct 2, 2026 · 1 revision

Workstation and PC application compatibility

The long-term goal is a daily workstation that can replace a Windows/Linux computer for supported workflows, including local PC gaming. This extends product direction without changing the OEM-phone invariants or making root a requirement. Wired and portable sessions remain equal priorities. UX work items track the shell foundations.

Current support and capability requirements

Local Windows applications and PC games are not yet verified. Existing Android, terminal, X11 and Wayland support provides foundations. Desktop presentation and an accelerated compositor do not establish graphics acceleration inside a Linux/Windows client. Read graphics, X11 and Wayland before changing this boundary.

Choose compatibility layers from actual executable architecture, graphics API, client-driver capabilities and supported runtime versions. Probe capabilities rather than recognizing device models. An Android system Vulkan version is not proof of a working Linux client Vulkan ICD, Wine integration or presentation.

Current DXVK driver requirements specify Vulkan 1.4 and additional features; Android/mobile graphics drivers have no first-party support. Current vkd3d-proton requirements specify Vulkan 1.3 plus required features. Legacy layers with lower version floors do not establish compatibility with a current application. Requirements change: pin and verify the actual version set, driver features and workload. Device-specific observations belong in private evidence, not this public roadmap.

The next experiment is a small capability/rendering probe in an explicitly prepared Linux environment before installing a large application. Prove the client driver, required features and real frame presentation. Preserve one codebase and runtime capability reporting across current and future hardware.

Ownership and implementation approach

Keep executable environments separate from the shell. Use existing selected Termux/shell executors and configured environments. X11/Wayland own protocols, hosted-runtime owns shared frame presentation, and Android hosts own input, clipboard, URI grants and window placement. Application integration must not create another task organizer or acquire phone HOME. A failed client must leave independent tools and workstation cleanup usable.

A candidate Windows path uses Wine and matching CPU translation where needed, then a supported graphics translation layer and actual client graphics driver feeding the existing host. Box64 translates x86-64 Linux programs on ARM64; its Wine guide describes Wine with its 32/64-bit Windows compatibility path. Box64 alone does not execute Windows PE programs. DXVK handles Direct3D 8/9/10/11; vkd3d-proton addresses Direct3D 12. Select the route from the actual client and driver capabilities, and pin a reproducible environment. Do not bundle untested launchers or GPU-specific patches in the APK to conceal missing environment support.

Staged work and acceptance

ID Outcome Evidence needed Current status
WS-030 Daily desktop workflows Browser/editor/files/terminal together; open/save, clipboard, drag/drop, keyboard access, reconnect, persistence and cleanup on wired and portable sessions Planned; foundations exist, full workflow unverified
GAME-001 Compatibility preflight CPU/driver/features, client ICD, environment/runtime versions, storage and explicit unsupported reasons Planned; Linux client path unverified
GAME-010 Native ARM64 3D workload Correct animated frames, renderer identity, input, audio and cleanup on the intended display Planned; depends on GAME-001
GAME-020 Small Windows graphics workload Matching Wine/CPU translation, actual D3D API, correct pixels, held keys/buttons, pointer capture/release, audio and recovery Planned; depends on GAME-010
GAME-030 Application launcher lifecycle Interactive login, install/update/relaunch, persistent environment and useful failures; exact component versions Planned; depends on GAME-020
GAME-040 Representative PC game World/scene loading, correct rendering, input/audio, measured frame times and thermal behavior, graceful return to desktop Planned; depends on GAME-030

Daily-workstation acceptance also includes dependable file access, application installation/update, suspend/reconnect, display scaling, error recovery and discoverable settings. Publish supported workflows and remaining gaps rather than declaring operating-system replacement from a shell screenshot.

For gameplay, record resolution, settings, workload, session duration, frame-time distribution and throttling in private evidence. Set practical performance targets after the small workload runs; measure wired and portable transport latency separately. Account credentials and entitlement remain interactive user actions. Do not store credentials in fixtures or bypass application integrity checks.

Public documentation records generic engineering work, aggregate verification and limitations. Never publish personal game choices, hardware inventory, network identifiers, account data, private reports or local environment paths. Keep full reproduction evidence in private storage and publish only a reviewed, anonymized summary. Use fast testing for short feedback; large downloads and long gameplay tests belong after smaller stages pass.