Maybe? I’m just guessing.Could also be that it runs at a "high" resolution with no upscaling. It is also more memory bandwidth sensitive (as is Solar Bay) than GPU clock speed sensitive.
Maybe? I’m just guessing.Could also be that it runs at a "high" resolution with no upscaling. It is also more memory bandwidth sensitive (as is Solar Bay) than GPU clock speed sensitive.
Yeah sometimes they update articles, but unfortunately they settled on CB R23 and so don't always test R24, so maybe the same will be true for CP2077 - they will eventually test the native version and occasionally do so, but normally it will be non-native.Thanks for picking this up, I hadn’t noticed. That’s disappointing. I get the reasons, but still.
Steel Nomad seems to be the outlier afaik. I wonder if SN is more simple than actual games and thus utilization is very high on pretty much all gpus? Given the lack of core count increase or frequency increase it’s not surprising. Just a guess.
Could also be that it runs at a "high" resolution with no upscaling. It is also more memory bandwidth sensitive (as is Solar Bay) than GPU clock speed sensitive.
Why not? Can you please expound upon your point.
The market has largely been the same for 5+ years and there's been scant new titles.My original point was that there is a juicy market out there for both Apple (more people buying Macs) and game publishers and developers (more people buying their game on Mac), if the situation improved with game compatibility.
If its worth it, why haven't we seen more games coming to macOS?ie, it's worth the effort from Apple and game publishers and developers to improve things.
What I'm saying is not in some theoretical future but rather in 2025, if someone wants to play a AAA game, its more likely then not that its a windows only game, and thus he/she will need crossover, and with the added overhead, the M4, and M4 Pro are inadequate. Will that change in the future maybe, but as of today and to a large extent 2026 crossover is the a mac owners best bet to play a gameYou're saying Apple silicon game performance is a barrier at the hardware level,
A little extra pedantry from me (sorry): For a lot of games, Proton will also often have to translate from DX12 to Vulkan - some are already Vulkan of course, but many (most?) are not. But another little translation quirk on the Mac is also translating from 4KB page sizes to 16KB. Not sure about performance impact of that one but it's another thing WINE-Mac/XOver has to do and Apple spent a lot of time ensuring that worked so user space and kernel space could have different page sizes specifically for that reason (also for older macOS titles and Rosetta 2).My original point was that there is a juicy market out there for both Apple (more people buying Macs) and game publishers and developers (more people buying their game on Mac), if the situation improved with game compatibility.
ie, it's worth the effort from Apple and game publishers and developers to improve things.
You're saying Apple silicon game performance is a barrier at the hardware level, but you're citing performance over a translation layer like Crossover. Running games through translation layers isn't a valid performance metric to talk about how powerful the hardware is, because the mere fact you're running it non natively is likely to completely tank performance.
Your experience is still valid, ie if you want to run Bethesda games right now on Mac, that is the performance you will get, but it's not valid in the context of talking about how powerful Apple's chips are for gaming.
I should clarify as well that Crossover, Game Porting Toolkit, and other tools like that on Mac shouldn't be compared to Proton. All Proton has to do is translate from Windows to Linux, because the hardware is identical.
Crossover has to:
- translate from x86 to ARM
- translate from Windows to macOS
- translate from whatever graphics API is being used to Metal
The market has largely been the same for 5+ years and there's been scant new titles.
If its worth it, why haven't we seen more games coming to macOS?
What I'm saying is not in some theoretical future but rather in 2025, if someone wants to play a AAA game, its more likely then not that its a windows only game, and thus he/she will need crossover, and with the added overhead, the M4, and M4 Pro are inadequate. Will that change in the future maybe, but as of today and to a large extent 2026 crossover is the a mac owners best bet to play a game
KB right?A little extra pedantry from me (sorry): For a lot of games, Proton will also often have to translate from DX12 to Vulkan - some are already Vulkan of course, but many (most?) are not. But another little translation quirk on the Mac is also translating from 4GB page sizes to 16GB. Not sure about performance impact of that one but it's another thing WINE-Mac/XOver has to do and Apple spent a lot of time ensuring that worked so user space and kernel space could have different page sizes specifically for that reason (also for older macOS titles and Rosetta 2).
Looking back the the M5 announcement, they talk about the shader core being 30% faster. So maybe the Steel Nomad scores are more reasonable?Yeah sometimes they update articles, but unfortunately they settled on CB R23 and so don't always test R24, so maybe the same will be true for CP2077 - they will eventually test the native version and occasionally do so, but normally it will be non-native.
Not sure. In fact, given that I agree that it's a pretty demanding test in terms of bandwidth I would've expected more from this update since Apple pushed bandwidth higher. Looking at the Steel Nomad Light numbers, I suppose the A19 uplift in SNL was only a little better than the M5 - 38% over the A18 vs like 33% for the M5 over M4 in SNL, but still it's only like 28% for the M5 over the M4 for the full SN. Interesting.
EDIT: you know ... maybe SNL and especially SN don't do much FP16? That's a big part of the raster performance increase for the M5. If the engine doesn't do much of that, it would look less impressive. Then again, SNL iPhone performance improvement is close to the 40% we see for some of the better titles even for the M5, so 🤷♂️
Edited thanks!KB right?
Maybe but then that would imply no additional benefit from bandwidth which ... shouldn't be the case? I dunno.Looking back the the M5 announcement, they talk about the shader core being 30% faster. So maybe the Steel Nomad scores are more reasonable? View attachment 2571073
The Cinebench GPU R24 benchmark does show the kind of improvement we anticipated from M5 GPU hardware-accelerated raytracing.Yeah sometimes they update articles, but unfortunately they settled on CB R23 and so don't always test R24…
I was actually talking about the CPU-version (Notebookcheck sometimes measures CPU efficiency with CB R24) but thanks for the GPU info!The Cinebench GPU R24 benchmark does show the kind of improvement we anticipated from M5 GPU hardware-accelerated raytracing.
(CB R24 tests GPU-rendering using Maxon Redshift).
View attachment 2571118
Notebookcheck shows a 44% uplift for CP2077 (no upscaling, or rt). 1080p Ultra.
View attachment 2570984![]()
Test Apple MacBook Pro M5 (2025) - Der schnellste Single-Core-Prozessor der Welt
Notebookcheck testet das Apple MacBook Pro 14 M5 mit dem neuen M5-SoC, 32 GB RAM und Nanotexturglas-Mini-LED.www.notebookcheck.com
For what it's worth arstechnica claims to have tested the Mac version of CP 2077 and gotten basically the exact same numbers:I think macOS only got 2.3, so any older version would be via Crossover. Unless the graph is just mislabeled.
arstechnica.com
If we believe the steam stats, that conclusion seems sus, as the number of mac gamers on that platform hasn't broken 3% in a very long time. But I like your optimism.
Edit: 46% for CB R24 GPU is impressive, but I do wonder, as has been brought up as a possibility several times in reviews, if the 60-70% we're seeing in Blender GPU, also a 3D renderer, is due to Apple leveraging the GPU neural accelerators there? I'm pretty sure in Blender Nvidia has OptiX code to do denoising using their tensor cores and I think Apple has worked hard to ensure parity, so maybe it was using the Neural Engine for that purpose and that code is now using the GPU? Because I'm seeing the same 60-70% increase on Blender 4.2 released in the summer so this isn't something new they just added and Metal 4 doesn't seem like it's really ready yet anyway. Blender was already Apple's best GPU renderer, so I'm thinking maybe it was already using the NE somehow and now the GPU matrix accelerators have just improved on that?
No idea - had actually meant to tag you to get your input specificallyDoesn't Blender use Open Image Denoise? I don't recall that library using CoreML, and it certainly does not seem to use the new Metal tensor APIs. Not to mention that the denoising step shouldn't be dominant in these tests.
IMO the Blender results make perfect sense to me given what we know about M5 GPU. It's a combination of improved efficiency (new dynamic caching, new RT work scheduling hints etc.), improved compute (double half-precision), and faster memory.
- Added native support for Apple Silicon and the BNNS library on macOS (currently requires rebuilding from source)
If Steam's overall user base continues to grow, even if the Mac share stays at 2%, we could see 4–5 million Mac gamers in a few years. The M-series chips already made the Mac platform more appealing, and this is just the start.People seem to forget that the Steam survey shows its Mac market share in percentage, not actual numbers. Even though it can seem that the number of Mac gamers hasn't grown the number of monthly active users on Steam grows by millions each year. This year Steam has 154 million active users and 147 million monthly active users. 1.91% of that is 2.81 million monthly active Mac users or 2.94 million active Mac accounts. So even if the Mac market share doesn’t grow the number of Mac users grows each year.
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Steam Statistics 2025: Users, Revenue, Top Games & Market Trends
Steam Statistics 2025: Users, Revenue, Top Games & Market Trendssqmagazine.co.uk
Just trying to figure out if there was a relationship between Blender already being the best GPU renderer for Apple and the even higher uplift in the M5 GPU other than the obvious "Apple engineers helped contribute to the open source code project". Because a 60-70% performance increase in a single generation is nuts, especially when a lot of other software, including other 3D renderers like CB R24 GPU, is seeing 28-45% increases (which by itself would be excellent).
That's probably accurate however I think there might be a little something to this idea of denoising being improved on the M5. While you were typing out your response, I was researching your mention of OIDN and editing my post above.My guess would be that Apple's involvement is likely a big factor. I wouldn't be surprised if Blender is more strategic about using half-precision, which would mean big boosts on Apple architectures specifically (while doing little for other vendors).
Also, dynamic caching is likely a very important part of the puzzle. Blender shaders are complex, with many dynamic paths, so occupancy really becomes a problem. I remember for M1/M2 Apple was submitting these patches where they would experimentally figure out the most performant dispatch size for a given model. For M3, all of this was replaced by a generic grid size with a comment "dynamic caching will sort it out". So improvements here will definitely have a large impact, especially in combination with RT improvements (looking at new RT-related patents, it's all about improving occupancy and reducing synchronization overhead). I am also certain that Apple engineers broke down the shaders so that the occupancy is maximized on their hardware. I doubt that Redshift is as mature.
Finally, nature of the benchmarks also probably plays a role. CB R24 is essentially a tech demo. It uses a single scene, which is not even that complex. Blender benchmark uses multiple scenes, so there is higher chance to hit cases where M5 performs particularly well.
Aye, we already know that not every game engine and renderer are being boosted the same amount - some as "low" as 28%, most around ~40%, Blender being about 60%-70% on the three scenes chosen.If a significant portion of the performance gain in Blender is coming from half-precision FP16, doesn't that mean the performance boost isn't universal?
If a significant portion of the performance gain in Blender is coming from half-precision FP16, doesn't that mean the performance boost isn't universal?
Maybe M5 isn't bandwidth starved?Edited thanks!
Maybe but then that would imply no additional benefit from bandwidth which ... shouldn't be the case? I dunno.
With as many macs out there as there are the absolute number of mac gamers using steam isn't outpacing the growth of the the steam userbase. It does/can cause questions like: Why has Capcom ported the RE entries, but none of the Monster Hunter ones that use the same engine? Where is Death Stranding 2? Etc.People seem to forget that the Steam survey shows its Mac market share in percentage, not actual numbers. Even though it can seem that the number of Mac gamers hasn't grown the number of monthly active users on Steam grows by millions each year. This year Steam has 154 million active users and 147 million monthly active users. 1.91% of that is 2.81 million monthly active Mac users or 2.94 million active Mac accounts. So even if the Mac market share doesn’t grow the number of Mac users grows each year.
![]()
Steam Statistics 2025: Users, Revenue, Top Games & Market Trends
Steam Statistics 2025: Users, Revenue, Top Games & Market Trendssqmagazine.co.uk
1200p with no upscaling seems like an odd setup. Surely 1080p with MetalFX at upscaling from 720p or 900p would be the way most people would play this?CP2077 benchmark
1200p Ultra - No Upscaling
MBP M5: 27FPS
MBP M4: 21FPS
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