I am amazed at the number of people who obsess over computer games. I've tried them a few times, but after a few minutes I always felt guilty for wasting time and not doing something more productive. Like reading.
No not really, it takes money to do and the return is so very little for the majority it's simply not worth it. Sorry but Apple are far too small and change things far too much (ditching 32bit app support), to make it a viable gaming platform.Because it's even more money in their greedy little pockets. Simple!
I agree that going "native" Metal would be best for performance. However, given the time and costs involved for developers and the currently tiny market it doesn't really make business sense for developers. At least not without Apple doing some serious subsidising, something I'm not sure Apple is willing to do on a large enough scale. Especially given that subsidies have not always been a succes. You can ask Microsoft how it worked out for them and Windows Phone apps.
They do it all the time for free. They helped 4A with Metro exodus, Larian with Baldur's Gate 3, Piranha Bytes with ELEX II, Capcom with Resident Evil Village, Hello Games with No Man's Sky... the list goes on.Apple should be supporting these efforts. This "gaming" issue with Macs is not only comical at this point it borders on negligence. Lacklustre gaming is in the top 5 reasons people don't transition off windows.
Cant support this statement at all.
I have been using Crossover for years. You can buy the yearly license on Blackfriday for 30ish. The upgrade
per year is then another 30ish.
Everytime i submitted a bug report i got a response from a person - not just a bot. Often enough it was fixed soon enough.
When the upgrade from 32-64 bit happened - they were not only first to implement this but also gave like free months on your yearly subscription while they were ironing out bugs.
DX 12 support on Apple Silicon on Bootcamp/Paralles/VMWare ? Exactly right.
Is it perfect? Guess not. And the translation layer will not be easy on an already loud Intel based mac.
But my user experience vastly differs from what you described.
Hey, to each his own. But I don’t see what is inherently more “productive” about reading unless you are reading something related to something you have to get done, in which case it sounds more like ”work” than down time. My wife is in your camp and prefers to read. Games work better for me as a release for “down time”.I am amazed at the number of people who obsess over computer games. I've tried them a few times, but after a few minutes I always felt guilty for wasting time and not doing something more productive. Like reading.
Cant support this statement at all.
I have been using Crossover for years. You can buy the yearly license on Blackfriday for 30ish. The upgrade
per year is then another 30ish.
Everytime i submitted a bug report i got a response from a person - not just a bot. Often enough it was fixed soon enough.
When the upgrade from 32-64 bit happened - they were not only first to implement this but also gave like free months on your yearly subscription while they were ironing out bugs.
DX 12 support on Apple Silicon on Bootcamp/Paralles/VMWare ? Exactly right.
Is it perfect? Guess not. And the translation layer will not be easy on an already loud Intel based mac.
But my user experience vastly differs from what you described.
I am amazed at the number of people who obsess over computer games. I've tried them a few times, but after a few minutes I always felt guilty for wasting time and not doing something more productive. Like reading.
It is because Macs are expensive, and ought to be able to do everything we want. If you have to buy a PC anyway for games, why buy a Mac at all? It is easier to understand one OS then two, even if one of them is a Mac.I am amazed at the number of people who obsess over computer games.
But you get the same problem on Wintel just a few years later.This is a huge part of the problem. It doesn't matter how good your graphics API story is if you change it every five years. I *hope* that Apple throwing all their weight behind Metal and tile-based deferred rendering on Apple Silicon GPU cores is a sign that it's going to be around a loooong time. But really, by failing to embrace Vulkan while deprecating OpenGL, they built the walls of their walled garden just that much higher.
Game engines. They exist.No not really, it takes money to do and the return is so very little for the majority it's simply not worth it. Sorry but Apple are far too small and change things far too much (ditching 32bit app support), to make it a viable gaming platform.
Hence apps like Crossover.
Yes, I was just thinking of this exactly! Those were the good ol’ days, Mac versions of games even before the Intel Macs.Great shame that Diablo II Resurrected does not have native Mac support. Blizzard used to be big supporters of the Mac and, back in the day, all their titles (including Diablo II) were released simultaneously on Mac and Windows. But that's all changed since the Activision buy-out. Seems like a "no Mac" edict has been issued from the top-level management.
I’ve seen this thrown around a couple of times here like it’s some kind of silver bullet and it just isn’t. The best known general purpose game engines are probably Unreal, Unity, and CryEngine (inc. Lumberyard derivative). Not sure about Cry (haven’t been interested) but Unreal and Unity support a long list of platforms, including Mac.Game engines. They exist.
I still remember going from 10.4.10 to 10.5.x and losing a fair number of games. Then, with Catalina, there wasn't much remaining at all.Why would anyone spend time resources and money converting their games to run on Apple Silicon Macs? Which are a tiny percentage of less than double digit percentage of the global PC market?
I used to use my PowerBook G4, then my MacBook Pro for games like UT2004 and they were fine.Gaming on a Mac.. I'm getting a Razer Blade 15 2023 for gaming, video/audio recording and editing. Using M1 air for everything else
It sure does make sense for many developers. It only took about 8 months to port a DX12 open world game like ELEX II to Mac with all the bells and whistles and they worked together with Apple engineers, meaning if you approach Apple like this or like 4A, Larian, Hello games, Capcom and more Apple is happy to help you. Look at Piranha Bytes press relase and all their work on the game.
"Piranha Bytes always strives to deliver more complex and enhanced games, and bringing ELEX II to Mac was no exception. ELEX II takes advantage of the Metal shading language to tap into Apple silicon performance. With Metal's Indirect Command Buffer (ICB) approach on Mac, the game also fully embraces GPU driven pipelines. In a little over eight months, a team specializing in GPU and Metal ported the DX12 version of ELEX II to Mac. ELEX II worked closely with Metal engineers to take full advantage of the many powerful features and tools to deliver a truly wonderful game."
If it’s so clear perhaps you can break down the profit potential between PC and consoles vs Mac in detail for us, right?I’ve seen this thrown around a couple of times here like it’s some kind of silver bullet and it just isn’t. The best known general purpose game engines are probably Unreal, Unity, and CryEngine (inc. Lumberyard derivative). Not sure about Cry (haven’t been interested) but Unreal and Unity support a long list of platforms, including Mac.
I‘m sure there are other factors that go into the decision to green light support for a specific platform. Bottom line is it all comes down to business decisions and unless the decision makers believe there is the potential for profit that offsets the above investments, the platform in question won’t be supported. Full stop. The profit potential for games is pretty clear with the user base of PC, Xbox, PlayStation, and Switch. Mac? Not so much.
- Lots of games don’t use any of the above. They use custom game engines developed “in-house”. Implementing support for additional platforms is not a walk in the park and it is not cheap. You’ll need to make sure the newly supported platform faithfully implements every feature of the engine initially, and in perpetuity (regression testing, etc.) when updates are made.
- Even when a game is using an un-modified general purpose “multi-platform“ engine, devs/publishers won’t automatically choose to release a game on every platform supported by the engine. While the engine goes a long way to provide platform abstraction, there are quirks unique to each platform. That aside, the dev/publisher has to commit resources to testing and updating each platform version of the game for the life of the game separately. Running a full test suite on the Windows version (for example) and “passing” does not mean that is the same outcome on any other platform.
- The cost of customer support for the game is likewise multiplied by some factor for each platform. Even when the same user-facing failure is reported across multiple platforms, the root cause may be different.
OpenGL didn’t make things easier for games to get ported to macOS… what makes you think Vulkan would?
Was gaming was a top priority when you chose to buy a Mac?If it’s so clear perhaps you can break down the profit potential between PC and consoles vs Mac in detail for us, right?
Is it so clear that you probably won’t justify that claim?
Or posting!I am amazed at the number of people who obsess over computer games. I've tried them a few times, but after a few minutes I always felt guilty for wasting time and not doing something more productive. Like reading.