We are doing a native Mac port of Deus Ex: Mankind Divided using Metal, and it's going to be great. Maybe you could get it for a friend when it's released... it is an excellent game, after allI've given up waiting and am playing the game on Bootcamp. A shame, but there really is a limit to how long we can wait for updates and news on planned releases.
I am very loyal to Feral and others and buy a lot of their games, but there comes a point when we are getting no news, and releases are not announced or get delayed indefinitely (Deus Ex) or get cancelled just before release (F1 2015), that I have to give up and buy the Windows version. I wish it was another way!
The game is excellent, BTW, but I guess you already know that!
I can't really get into the nitty-gritty of this, but rest assured that we're doing what we can to get Metal ready to support Deus Ex: Mankind Divided. It's a demanding game, so it's taking us longer than anticipated. Thanks everyone for your patience!
Seconded. Having staff frequent third party forums is nothing short of amazing. Good work!Entirely unrelated comment, but I'd just like to say that I think it is incredibly awesome how you guys actually reach out and talk to the community. You get a massive thumbs up. I love the work you do.
No probs! It's what I'm here forEntirely unrelated comment, but I'd just like to say that I think it is incredibly awesome how you guys actually reach out and talk to the community. You get a massive thumbs up. I love the work you do.
I'm reading these posts about metal and vulkan..im new to gaming on a mac, can someone explain to me what metal and vulcan are?If Apple wants to waste its time and money with Metal, fine. For the rest, bring Vulkan.
Metal is a growing API by Apple, which game developers can use to bring games to Mac and iOS. Vulkan is another relatively new API, but it is used for games on Windows and Linux.I'm reading these posts about metal and vulkan..im new to gaming on a mac, can someone explain to me what metal and vulcan are?
Android also has Vulkan.Metal is a growing API by Apple, which game developers can use to bring games to Mac and iOS. Vulkan is another relatively new API, but it is used for games on Windows and Linux.
I'm reading these posts about metal and vulkan..im new to gaming on a mac, can someone explain to me what metal and vulcan are?
There is MoltenVK for Mac and iOS.
I'm reading these posts about metal and vulkan..im new to gaming on a mac, can someone explain to me what metal and vulcan are?
To be realistic, it's likely that you'd be using a game engine anyway, so it's not as big of a deal as it might seem. It's more likely to be something for engine developers to take care of rather than individual game developers.Metal is Apple's graphics API for iOS, now also available in macOS. It doesn't mean you can take an iOS Metal game and run it on macOS, but it does make it far easier for games developers to develop for both. *As long as they don't plan on porting the game to Window/Android/Linux*
To be realistic, it's likely that you'd be using a game engine anyway, so it's not as big of a deal as it might seem. It's more likely to be something for engine developers to take care of rather than individual game developers.
It's very possible to write games that require little or no actual work in the engine to adapt, at least with similar platforms (e.g. PC/Mac/Linux). Packaging things up for distribution requires some work, but in any case that's completely unrelated to the graphics API, which is what we're discussing here.Well, I wouldn't say that. First off, even if you do use middleware, like Unity or Unreal Engine, you still need to do work to adapt a title to another platform.
At least with Unity that's generally not true (not familiar enough with UE4 to comment on that). Writing shaders is API-agnostic; the shaders are auto-compiled to Metal/OpenGL/Direct3D/etc. as needed. For certain specialized/advanced things you do need to take platform differences into account, but that's not too common.Second, you might also need to write shaders in the engine, using the relevant APIs.
Regardless of the percentage, lots of developers do use an off-the-shelf engine, so I'm just going to stick with "not as big of a deal as it might seem", since that's accurate. Also I would expect the trend toward using third-party engines to continue, as the move to "closer to the metal" APIs seems like it would encourage more people to want to leave that stuff up to engine programmers.And third, not that many titles use an off the shelf middleware engine that it eliminates the need to consider the rest of the market. I'd honestly only put it at around 65-70% of the market.
Regardless of the percentage, lots of developers do use an off-the-shelf engine, so I'm just going to stick with "not as big of a deal as it might seem", since that's accurate. Also I would expect the trend toward using third-party engines to continue, as the move to "closer to the metal" APIs seems like it would encourage more people to want to leave that stuff up to engine programmers.
I'd guess better drivers on Windows are the reason for the difference.Metal is definitely faster than Open GL in my World of Warcraft tests but still about 10-15 frames slower than Windows 10 using boot camp.
On the topic of Metal - though unrelated to Deus Ex - support for Metal was added Starcraft 2 in the latest 3.1 patch.
On the topic of Metal - though unrelated to Deus Ex - support for Metal was added Starcraft 2 in the latest 3.1 patch.
Heroes of the Storm has it as well, as the two share the same engine.
I can't say anything about SC2, but in HoS, the Metal renderer is labeled as "beta" – and obviously for a reason: on my 2016 15" rMBP with the AMD 460, the game keeps stut-t-t-t-t-t-t-t-tering, completely independent of the settings. There are also a few visible glitches. Between the stutters, it seems to run minimally smoother than the default OpenGL 2.1 renderer, but without means to display any actual metrics, it's hard to say.That's great news! Any idea how much of a difference it made in SC2?