Windows games running under translation on an Android handheld. Every result here comes from a real play session with frame-rate telemetry — not a guess, and not a thumbs-up. Where a game needs a fix to run at all, there is a guide.
Status reflects what happened on this device, at 720p, on the configuration described in each entry.
“Blocked” means blocked, not slow. Kernel anti-cheat and publisher launcher authentication are not performance problems and no amount of tuning addresses them. Screening for those before downloading 40 GB saves a lot of time.
Most compatibility reports are self-reported impressions — someone plays for a few minutes and rates it out of five. That is genuinely useful, but it cannot distinguish “this game is too demanding” from “this game never actually started”. Those look identical from the outside and need opposite responses.
Everything here is taken from GameHub’s own performance telemetry, filtered to a single play session and to samples at least 60 seconds past loading so start-up is excluded. Frame rates are reported as a median and a 1 % low, because an average hides exactly the drops that ruin a game. Where something failed, the cause comes from Android’s process exit records rather than a guess.
Assetto Corsa is the clearest example of why that matters: it is widely reported as unplayable on this exact chip, and the reports are describing a launcher that fails before the game is ever reached.
One device, one tester. Other people’s results make this more useful — especially contradictions. If something here is wrong, that is worth more to me than agreement.