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I just use PS remote.
 

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People can complain as much as they like about how old these games are. But personally, the last game I installed on a computer (excluding cell phones and iPads) was probably Civilization IV. So there is indeed a target audience for this article, and it is me. ?
 
I admit it. M1 Max is as powerful as mobile RTX 3080 even with Rosetta 2. At this point, it's up to game developers to support Apple Silicon for native performance just like Baldur's Gate 3.
No, it is up to Apple to create easy to use tools that would allow developers to port their games on the Mac and get out the full potential from the Apple Silicon and Metal. It is up to Apple to get in touch with big game studios and create partnerships and incentives for these studios to develop Mac versions of their games. It is up to Apple to be more game-focused, as the market of people who use their computers for gaming in absolutely ENORMOUS. Intel, AMD, Nvidia dedicate almost or more than 50% of their keynotes time when presenting new chips to talk about gaming performance, gaming enhancements s and game-related features of their new chips. In the presentation of its M1 chips, Apple dedicated little to no time talking about gaming performance, and gaming in general. As a result, people don't see the Mac as a gaming machine, gamers don't buy Macs and consequently, game studios do not develop for the Mac.
 
No, it is up to Apple to create easy to use tools that would allow developers to port their games on the Mac and get out the full potential from the Apple Silicon and Metal. It is up to Apple to get in touch with big game studios and create partnerships and incentives for these studios to develop Mac versions of their games. It is up to Apple to be more game-focused, as the market of people who use their computers for gaming in absolutely ENORMOUS. Intel, AMD, Nvidia dedicate almost or more than 50% of their keynotes time when presenting new chips to talk about gaming performance, gaming enhancements s and game-related features of their new chips. In the presentation of its M1 chips, Apple dedicated little to no time talking about gaming performance, and gaming in general. As a result, people don't see the Mac as a gaming machine, gamers don't buy Macs and consequently, game studios do not develop for the Mac.
Since about one year back there are Metal developer tools for Windows, so there seems to be some incentive from Apple and ”bigger” games:

As Apple moves the Mac to custom silicon, where it will no longer support Boot Camp, it is interesting that Apple is releasing developer tools specifically for gaming with regards to Windows. Seeing that these new developer tools allow Windows games to be compiled into Metal for Apple platforms, rather than being completely rebuilt, it should now be easier for developers to port native PC games and AAA titles to the Mac.


Especially interesting if Apple can get graphics performance comparable to what AMD, Nvidia and Intel offers at a much lower power consumption.
 
I need a Mac for my work. I also like playing the latest AAA games at decent settings. And if possible, on one machine. The 2020 iMac can do all this. I'm so glad I bought it.

However, I'm glad the M1 Max is performing so well. I hope the new iMac (Pro?) will get an even better GPU. Then developers will need to start porting their games more.

If they don't, which I fear, I will have to buy a PC alongside my next iMac.
 
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I admit it. M1 Max is as powerful as mobile RTX 3080 even with Rosetta 2. At this point, it's up to game developers to support Apple Silicon for native performance just like Baldur's Gate 3.
Pretty good show by the MacBook but a terrible review.

He should have had both systems the same wherever possible as a benchmark.
At the outset he says one is on airplane and the other is not.
Then one has optimised drivers the other does not.
Why not get them further apart and monitor the fans?

Also. How do things scale? Does a 10% increase in fps only require 10% more power?
On the strength of that particular review that guy has little credibility for me.
 
No, it is up to Apple to create easy to use tools that would allow developers to port their games on the Mac and get out the full potential from the Apple Silicon and Metal. It is up to Apple to get in touch with big game studios and create partnerships and incentives for these studios to develop Mac versions of their games. It is up to Apple to be more game-focused, as the market of people who use their computers for gaming in absolutely ENORMOUS. Intel, AMD, Nvidia dedicate almost or more than 50% of their keynotes time when presenting new chips to talk about gaming performance, gaming enhancements s and game-related features of their new chips. In the presentation of its M1 chips, Apple dedicated little to no time talking about gaming performance, and gaming in general. As a result, people don't see the Mac as a gaming machine, gamers don't buy Macs and consequently, game studios do not develop for the Mac.
now the main point apple to cut loose ipa on m1 platform but not all company participate like genshin impact even in early stage can deploy their ipa.
** two of my apps enable on m1 because universal compile.
 
Eve Online. Can run servral clients on high settings without fan noise. Native client using metal. The only game I play.
 
I would suggest someone try running it under crossover to see it runs the windows version.

This YouTube video shows how to install both Parallels with Windows 11 ARM and Crossover (runs faster comparably)

There is Plenty of YT accounts who do game test and reviews for native crossover or Parallels.Just search mac m1 game test or benchmark. Of course DX12 based games do not work yet.
 
My guess is the cost to hire a professional developer to port a game to macOS from Windows would cost more than the revenue generated from MacBook Pro users.

You can actually do the math yourself:


Also, Apple numbers are misleading because Google buys 20,000 exclusively for the office.

I doubt you’re playing Tomb Raider at work…

I would hope not.
 
Honest question: which features, specifically, does DirectX have which limits what game devs can do? I've heard loads of praise from GPU folks, including forum members like @leman for Metal api's in terms of both ease-of-use and completeness. I think the only "negative" I've seen had to do with a very specific batching method for ray tracing that is incredibly error prone in Vulkan/DX, which Metal api's do automatically for you, rather than requiring lower-level (and error-prone) implementation.
AFAIK @leman said Metal has no direct equivalent for the mesh shader pipeline.
MeshShaderPipeline.png

Mesh shaders and amplification shaders are the next generation of GPU geometry processing capability, replacing the current input assembler, vertex shader, hull shader, tessellator, domain shader, and geometry shader stages.


The main goal of the mesh shader is to increase the flexibility and performance of the geometry pipeline. Mesh shaders use cooperative groups of threads (similar to a compute shader) to process small batches of vertices and primitives before the rasterizer, with choice of input data layout, compression, geometry amplification, and culling being entirely determined by shader code. Mesh shaders can enhance performance by allowing geometry to be pre-culled without having to output new index buffers to memory, whereas triangles are currently only culled by fixed function hardware after the vertex shader has completed execution. There is also a new amplification shader stage, which enables tessellation, instancing, and additional culling scenarios.


The flexibility and high performance of the mesh shader programming model will allow game developers to increase geometric detail, rendering more complex scenes without sacrificing framerate.
3DMark has a feature test that shows the framerate difference when using mesh shading versus not. I think it exaggerates the performance improvement, but there is one.



Really? I've frequently see Metro Exodus on lists of the most GPU-demanding games. For instance, PC Gamer lists Metro Exodus as no. 2 on its list of most graphically demanding games. And Gaming Cutter ranks it no. 1 on theirs.

So what's your basis for saying that it's not a game to show off anything hardware-related?




That I'd agree with. If were a gamer, I'd buy a desktop PC. And games, plus a few specialized Windows-only programs I need to use on rare occasions, would probably be all I'd use it for.

But let's check back in five years or so...
Basically what @nickgovier says...
Not only does the Mac not get hybrid RT in the normal game, but 4AGames didn't bother even trying to convert the Full RT Enhanced Edition Engine at all.
 
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It irks me. I know it's my problem, and it's unreasonable, but it's like watching someone buy a Jeep Wrangler to drive around the city. Macs are the most sophisticated tools in the design industry, and for them to be tainted by l33t g4m3r$ obsessing over "Max FPS" just sort of weakens the brand and everything it stands for.
Kudos for honesty.
I think it can actually change the perception… usually the “l33t g4m3r$” laptops aren’t really laptops and as soon as they are on battery everything goes to the ground, the battery having to keep up with all the flashing colored led lights around all the stickers or something (jk).

Here’s then two things:
- Showing potential good gaming done right: silent, efficient, performant, serene that always works. The idea is to be able to have fun and not bother with the right combinations of drivers.
- Showcase the power of the machine in another way besides work tools: once devs (if ever) fully embrace the RT capabilities, tiled rendering, memory savings, etc of the Metal API it will finally be running as intended and that knowledge is transferable to the tools too.

Also, they have the potential to make games that wouldn’t run anywhere else currently, if they can leverage the full 40GB+ equivalent graphics memory, the ML cores in tandem, the imperceptible lossy rendering capabilities (which doubles that effective memory), sparse maps (can make for example, virtual shadow maps 16K+ but costing the same as a 1K one), tiled rendering (performance and memory savings), etc etc etc

Just looking at a very few WWDC out of curiosity (I’m no expert and none of this) it shows some seemingly insane features that no one seems to be using.
 
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Windows uses C / C++ / C#

If you make a game on Windows, it works on Xbox, Playstation, Nintendo, Sega, etc.


Early iOS games used C++, but it was quickly removed when the App Store was being flooded with old Windows ports. (That’s just a rumor)


Now that Apple is forcing its hand with 64bit, M1, and Swift, the number of games and apps, unsurprisingly, has dropped.

So the big question in Silicon Valley is whether or not the studios are just recycling old code:


That question is probably not going to be answered any time soon since M1 has only been out since 2020.

As for why studios would recycle code, you’re probably not building an engine on $140k salary at Zynga.

For reference, Andy Rubin got $90 million dollars for making Android:

 
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Windows uses C / C++ / C#

If you make a game on Windows, it works on Xbox, Playstation, Nintendo, Sega, etc.


Early iOS games used C++, but it was quickly removed when the App Store was being flooded with old Windows ports. (That’s just a rumor)


Now that Apple is forcing its hand with 64bit, M1, and Swift, the number of games and apps, unsurprisingly, has dropped.

So the big question in Silicon Valley is whether or not the studios are just recycling old code:


That question is probably not going to be answered any time soon since M1 has only been out since 2020.

As for why studios would recycle code, you’re probably not building an engine on $140k salary at Zynga.

For reference, Andy Rubin got $90 million dollars for making Android:

They do reuse their game engine along with adding features to it as time progresses. Call of Duty: Mobile being the exception (runs on Unity).
 
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The difference is that today, many games are developed using third party game engines. Engines, such as Unreal Engine and Unity, support Apple Silicon and Metal, so supporting it should be relatively easy for developers using these kinds of engines.
First of all, the majority of noteworthy games still use proprietary engines.

Secondly, even when the developers are using a third-party engine, it's never as easy as just clicking a checkbox and getting a proper Mac version. Steam is full of crappy Unity and Unreal Engine games for the Mac, where the developers did just that and called it day.

The brunt of optimising your game for every platform individually is still on the developers, and that's still a major cost factor. And that's even ignoring proper testing and after-sales support.
 
Is the license from the original creator in 2005 valid for 20 years?
Oh I am sure ZeniMax (cough Microsoft) gets their money for any idTech3 code used in their modern IW engine.

EDIT: though it is possible IW8 doesn't actually have any idTech code since it seems like that engine was a complete rewrite.
 
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Windows uses C / C++ / C#
No. Windows uses binary code, which you can create from these languages and many others.

Early iOS games used C++, but it was quickly removed when the App Store was being flooded with old Windows ports. (That’s just a rumor)
You can still use C++ to write applications for iOS. As well as C# (in the form of Mono), Python, Java, or some BASIC dialects.

All you need are proper bindings to Apple's APIs, which exist for all the languages I mentioned.
 
?

Shadow of the Tomb Raider - 2018
Metro Exodus - 2035 ;) - 2019
Deus Ex: Mankind Divided - 2019
A Total War Saga: Troy -2020 - Woohhh
Baldur's Gate 3 - 2020 - Woohhh²

These aren’t games to show off anything hardware related… but they are fine to play.

Sounds like macOS still has nothing to offer, game wise, and this won’t change anytime soon.

Just recycled games!

Do yourself a favor and don’t buy Macs for games…
I just spent 2 hours yesterday after work playing some Dungeon Keeper - 1997. Before I played StartCarft 2 - 2010, and WoW - 2005. Those old games are more fun than most new games.
 
No. Windows uses binary code, which you can create from these languages and many others.


You can still use C++ to write applications for iOS. As well as C# (in the form of Mono), Python, Java, or some BASIC dialects.

All you need are proper bindings to Apple's APIs, which exist for all the languages I mentioned.

You’re half correct, I’m not trying to argue.

You can’t run an app compiled for x64 on ARM. So it’s not just binary.

As for the APIs, saying that C# maps to Apple APIs is one thing. Actually doing it highlights all the bugs.

I’m having this issue now with Android.

Coincidentally, Windows, macOS, Android, ChromeOS, and iOS all run Intel x64. :)
 
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