So basically, rather than end users waiting for years for the decompilation to be finished to get a working PC port, now recompilation will allow that in a fraction of the time, with the trade-off being that the port will be fairly simple and we'll still have to wait for the decomp to get mods on the level of the SM64 or OoT ports?
I'm not knowledgable about this stuff, I just absorbed a bunch tech jargon during the course of making this. But as I understand it:
When it comes to really in-depth modding stuff I think that's basically right, but with the big caveat that the SoH port can't really use RT64 unless some large compatibility hurdles are overcome. I mentioned it briefly in the video, but RT lighting was one of the things that "OpenGL/vertices being processed on the CPU" was holding back. Material map support was another thing that seemed really tough with the way SoH functions right now.
I don't think it's just limited to enhancements, some of the basic operations of the game were also easier to accurately implement thanks to RT64. The recomps have some fundamental advantages as a result of being built around the newer low level APIs that the SoH port may never be able to catch up to while using OpenGL.
Again, not trying to trash SoH because it's great in a lot of ways, but it seems to have a lot of limits. I wouldn't say that the recomp is a shortcut to getting what a decomp+port offers because in a number of ways the recomp is already
ahead of that. It depends a lot on the game and port, though. I guess we'll see if the results are as successful once other games without decompilations get the recomp process