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@Boshen Boshen commented Nov 13, 2025

hypothetical release date: 2025-12-22

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@Boshen Boshen changed the title Add Oxlint JS Plugins Alpha blog post Oxlint JS Plugins Alpha Nov 13, 2025
Boshen and others added 2 commits December 5, 2025 01:00
@overlookmotel
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I've pushed a commit with a very rough draft. Lots of gaps, and it's not slick writing, lots of repetition.

Purpose is to communicate the broad strokes of what I think the thrust should be.

In short: We need to set expectations about performance - this release is about API coverage and JS plugins actually usable in the real world, not stellar performance.

That said, we've not done a lot of benchmarking yet. Once we do, if it performs better/worse than expected, we can tilt the narrative a bit.

@connorshea
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I think you can also speak to the benefits of being able to move over more fully. Even if some individual rules are run via JS Plugins and are slower than they would be in ESLint, more than 640 rules have been ported to Rust.

So if you have a large project and the slowest rules in ESLint are because of the import plugin, you can switch to oxlint right now, use native Rust versions of those rules for a huge performance boost, and then maybe you lose a bit of perf on some other plugins that still run via JS, but that's probably fine.

It depends on the specifics of your needs and your project, but:

  1. you get to keep all/almost all of your existing linter rules, including custom rules

  2. you may only need one linter now, instead of needing both Oxlint and ESLint simultaneously

  3. most core rules and many rules from popular plugins are already ported to Rust, and so much faster

  4. we'll keep working on perf improvements to JS Plugins, and native ports of rules from the plugins we support natively

So if you migrate right now, your setup will likely become >10x faster even with some JS-based rules dragging things down, and it'll only get faster as we continue to improve :)

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4 participants