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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.
 
Thanks for picking this up, I hadn’t noticed. That’s disappointing. I get the reasons, but still.
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.
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.

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 🤷‍♂️
 
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Why not? Can you please expound upon your point.

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
 
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Thanks for your input, I appreciate offering your opinion.

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.
The market has largely been the same for 5+ years and there's been scant new titles.

ie, it's worth the effort from Apple and game publishers and developers to improve things.
If its worth it, why haven't we seen more games coming to macOS?

You're saying Apple silicon game performance is a barrier at the hardware level,
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
 
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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
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).
 
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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?

These things take time. Especially when Macs have been physically bad for gaming for decades.

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

Fair enough but not really relevant to what I was talking about.

Edit: Although you really shouldn't say the M4 line is inadequate because it can't brute force through the translation layer penalty. It's not just some blanket percentage performance penalty that if it was better it could just push through. It's like putting the wrong fuel in a plane and criticising the plane engine for not being able to generate enough power to fly.

Maybe the plane is a bad purchase because it's too hard to get the right fuel, but you wouldn't be citing the rpm of the plane engine as the reason.
 
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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).
KB right?
 
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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 🤷‍♂️
Looking back the the M5 announcement, they talk about the shader core being 30% faster. So maybe the Steel Nomad scores are more reasonable?
1761086415414.png
 
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Yeah sometimes they update articles, but unfortunately they settled on CB R23 and so don't always test R24…
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).

IMG_6304.jpeg
 
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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
I was actually talking about the CPU-version (Notebookcheck sometimes measures CPU efficiency with CB R24) but thanks for the GPU info!

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?

Notebookcheck shows a 44% uplift for CP2077 (no upscaling, or rt). 1080p Ultra.
View attachment 2570984
I think macOS only got 2.3, so any older version would be via Crossover. Unless the graph is just mislabeled.
For what it's worth arstechnica claims to have tested the Mac version of CP 2077 and gotten basically the exact same numbers:


Scores are a little lower for the M4 but those were Airs, so that part is explainable.

But overall it doesn't make sense. I thought the port of CP2077 (especially once the settings bug was fixed) was much more performant than its emulated sibling?

Edit: yeah the native version should be 10-20% faster (and not sure if they had manually fixed the setting bug)


 
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Baldur’s Gate 3 - 1080p Ultra Preset AA:T
M5 MBP: 47fps
M4 MBP: 32fps

Total War: Pharaoh - 1080p Ultra Preset
M5 MBP: 49fps
M4 MBP: 40fps

From Notebookcheck
 
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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.

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.

 
“To put the GPU to the test, I had to try out Cyberpunk 2077, which came out earlier this year on Mac. You can, to my surprise, play the game at 1920 x 1200 without upscaling and get decent frame rates at the Medium or Low graphics settings. Averaging 39 frames per second on Medium or 51 fps on Low is decent”

“I also spun up Lies of P and Resident Evil: Village, and saw similar results. You might have to reduce settings, but you can play these games natively now at playable frame rates, which is a big step forward.”


From Wired
 
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