Really strange. Such a fantastic work and no posts? Well then, fgsfdsfgs port Xash3D to Vita. Some info from his GitHub below. If you want try first build - go to his Github. vitaXash3D A port of Xash3D-FWGS to the PSVita. Warning This is currently very broken and not user-friendly at all. Expect severe graphics glitches, crashes and gameplay oddities. HLSDK is statically linked into the engine executable, so you can only use this with Half-Life right now. Any other GoldSrc mod/game would require some modifications to be able to hardlink in the same way, I'll write a guide on that later. Status/Known issues You can create issues for anything that is not listed here. Graphics: dynamic lights cause artifacts in lightmaps, esp. if the dlight hits a transparent surface; model lighting is somewhat broken: there's no normals or glShadeModel; if the engine fails to load a texture for a decal or sprite it will infinitely retry loading it, lagging the game to hell; some translucent textures render as opaque; translucent HUD elements have "holes" in places with high color intensity; might be some issues in particle, beam and tracer rendering; BMP menu elements (gfx/shell/btns_main.bmp & co in WON HL's pak0.pak or in the unpatched extras.pak) don't render at all, so they're disabled for now; rendering is slow, especially for models. Sound: crackling and other shit happens whenever the game hangs/loads something; the internal mixer uses 44KHz sample rate, while snd_vita uses 48KHz, making sound a bit too high pitched. Input: Vita buttons map to keyboard keys, analog sticks are actually handled like joysticks; button->key and joystick axis mappings are hardcoded; deadzones are hardcoded and there's no analog rescaling. Game: apparently after enough mapchanges the engine runs out of memory and dies a horrible death, but this is unconfirmed; saving is SLOW, autosaves hang the game for 20-60 seconds; saving/loading and map transitions via changelevel need extensive testing; HLSDK is statically linked into the engine executable, so there's no easy way to change/port mods. Misc: -fno-short-enums generates billions of warnings and is probably not safe to use, but it seems to work fine, so ignore them for now; code quality is absolute ass, there's ifdefs everywhere, will have to either remove them and make a standalone port or add Vita as a platform properly; heap size might be too small, but increasing it to 192 makes it crash on startup; file I/O is slow as shit, investigate; networking is broken and currently is not a priority. Running Copy the valve directory from your Half-Life installation (preferably the Steam version) to ux0:/data/xash3d/ on your Vita. If you don't have access to a Half-Life installation, you can use the data files from the free demo version of HL, Half-Life Uplink. Copy the build/data directory to ux0:/ on your Vita. Replace everything if asked. Delete everything from valve/cl_dlls and valve/dlls. Install the VPK obtained after building the port. Run it. Selecting the "Dev Mode" icon enables advanced logging and debug features, so use that for debugging. The log will be saved to ux0:/data/xash3d/engine.log. Credits Uncle Mike & co for Xash3D and FWGS team for Xash3D-FWGS; Vita SDK Team for the Vita SDK; Rinnegatamante for vitaGL, vitaQuake/vitaQuakeII and general advice; ArkSource for the Live Area stuff.