DOOM 3 runs fine for me =/ then again maybe their code was better back then? Can't imagine anything being slower than a Windows game in a wrapper.
I think (not 100% sure though) that Doom 3 is coded by ID. John Carmack loves Macs, and so I'm pretty sure they coded the Mac version in-house. Perhaps Aspyr published it, but never coded the port themselves.
I was going to say, yeah... that's one of the few things I really respect about Aspyr. When they do a Mac release, it's actually coded to run on the native machine -- not some emulation or wrapper around a PC version of the code.
I agree, proper, native ports are much better. Blizzard manages to do it, so I'm sure other companies can.
However, you should give SimCity 4 a try... Geez. It's coded by Aspyr, and even on my '06 Mac Pro with a 5770 it's not exactly snappy. Everything's sluggish and scrolling is like walking through soft tar. Aspyr's games have always been slow, on PPC and Intel. Feral Interactive do a good job of porting it seems, though lately they seem to have gotten attached to using Cider wrappers. All EA games use Cider, but even so, Cider's faster than anything Aspyr can come up with.
Apple is using 3.2 in Lion, but it isn't enabled by default. Apps have to explicitly call the new stack because of various incompatibilities with the old OGL stack. The new stack was designed completely from scratch to work with newer GPUs, and should be easier for Apple to update in the future, so we may see 4.x in Lion's lifetime.
That's pretty cool, seems Apple's seen what games have done for iOS, and they're starting to fix things up on the OS X side. I suspect Steam helped that along, as Valve push Apple to fix things, and have much more clout than someone like Aspyr. It'd be great to get similar frame rates and detail as Windoze users do on the same hardware. It'd fix one of the last sticking points people use against the Mac. I ran some kind of OpenGL 4 benchmark in Windows the other day, and it was most impressive, it clocked in about 4 fps slower than DX11. The cobbled road in the benchmark had each cobble individually shaped with a shadow applied, it looked really great. Certainly not something OpenGL 2.x/3.0 can handle.