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.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.
Since about one year back there are Metal developer tools for Windows, so there seems to be some incentive from Apple and ”bigger” games: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.
Pretty good show by the MacBook but a terrible review.
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.
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.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.
Dude I have a full gaming PC but you're an idiot if you think that your games don't fluctuate 10fpsIn the buttery smooth 50-60fps zone? ? I wouldn't call -10 fps fluctuation from 60 fps buttery smooth, but hey. ?♂️
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.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)
AFAIK @leman said Metal has no direct equivalent for the mesh shader pipeline.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.
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.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.
Basically what @nickgovier says...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?
![]()
The 20 Most Graphically Demanding PC Games
They're gorgeous, but these games have some high-spec GPU requirements. These are the most graphically demanding PC games to date.www.thegamer.com
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12 GPU Intensive Games in 2023 - Can your Rig Run it?
Are you finding the most GPU intensive games? If so, then you have come to the right place. We have found 12 miraculously GPU demanding pc games.www.gamingcutter.com
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...
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.
Kudos for honesty.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.
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).Windows uses C / C++ / C#
If you make a game on Windows, it works on Xbox, Playstation, Nintendo, Sega, etc.
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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)
![]()
Apple to Phase Out 32-Bit Mac Apps Starting in January 2018
Apple is already putting an end to 32-bit apps on iOS devices with iOS 11, and soon the company will make the same changes on its macOS operating...www.macrumors.com
![]()
32-Bit Apps 'Not Optimized for Your Mac' No Longer Working on macOS Catalina
When macOS Mojave was announced, Apple warned that it would be the last version of macOS that would support older 32-bit apps. Apple has been phasing...www.macrumors.com
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:
![]()
Announcing Call of Duty®: Vanguard
www.callofduty.com
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:
![]()
Google paid Android creator Andy Rubin $90 million when he left following sexual assault allegations
Google later invested in Rubin's startup Playground to make his exit look amicablewww.indiatoday.in
First of all, the majority of noteworthy games still use proprietary engines.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.
They do reuse their game engine along with adding features to it as time progresses.
![]()
IW (game engine) - Wikipedia
en.wikipedia.org
Oh I am sure ZeniMax (cough Microsoft) gets their money for any idTech3 code used in their modern IW engine.Is the license from the original creator in 2005 valid for 20 years?
No. Windows uses binary code, which you can create from these languages and many others.Windows uses C / C++ / C#
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.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)
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.?
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…
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.