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Because it's even more money in their greedy little pockets. Simple!
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.
 
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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.

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."
 
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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.
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.
 
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
 
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.

They also have a compatibility database people should check before buying and if you're willing to put in some effort you can become a BetterTester and eventually get a free license of Crossover for Mac, Linux and Chrome all at once. I did it in about two weeks.
 
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.
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”.

Day-to-day responsibilities are hard. I think too many people underestimate the importance of down time, and sometimes even feel guilty about it because they don’t think it’s “productive”. Down time is absolutely worthwhile and no one should feel guilty about any activity that successfully takes their mind off real life for a while, be that reading, playing a sport, playing a game, watching a show/movie, or even just taking a nap if that feels right at the time.
 
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.

which apps/games do you run? I have 2015 macbook intel but even running games from 1999 makes it loud and hot like an airplane about to take off so I am guessing anything past 2007 is no dice (unless you have some beefy desktop mac)

Its ludicrous to wait a full year to get that $30 discount

The idea is that paying $64 for a 1 year subscription to play games pre-2005 is a bit ludicrous when a better solution is to get another gaming device like Nintendo Switch for $300 or even a hand down PC. Even worse I am not sure where its going with Apple move in M1 chips, will cross over continue to exist? IDK

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.

Its a liesure activitiy like watching a movie or a sport game but you are right, do it more than necessary and they are a huge time sink holes and a waste of life. A lot of games will take 60-80 hours to complete or play competitive and that would amout of 2.4 days of your life time on earth. SO yeah...spend whatever time you have in life where you want
 
It is an inherent part of how monitors work that above a certain luminosity you aren't going to be able to have saturated colors. If you are seeing PCs do this, I can guess that either, 1) the PC has an inherently brighter monitor with the luminance restrained. Or, 2) You are destroying croma information by oversaturating it. You may like the resulting look, and that's fine for games, but those settings will set you up for trouble for any task where accurate color is important. The Mac interface is doing the right thing by making you understand that you are asking for something non-standard.
 
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I am amazed at the number of people who obsess over computer games.
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.
 
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How does this work? And does it work for games a generation or two ago? Can we run Steam Windows games via Crossover or do we need to install games separately? I’d really like to try this.
 
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.
But you get the same problem on Wintel just a few years later.
Even now, Intel is trying to phase out 32 bit - just like Apple did.

It would be nice if they could set up something that would help port titles from DX12/Vulkan to Metal like a smarter compiler.
 
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.
Game engines. They exist.
 
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.
Yes, I was just thinking of this exactly! Those were the good ol’ days, Mac versions of games even before the Intel Macs.

Now with Microsoft buying Activision-Blizzard, seems like this is gonna be a fat chance in Hell (pun intended).
 
Game engines. They exist.
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.
  1. 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.
  2. 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.
  3. 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.
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.
 
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 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.

Once in a while, we can see a small studio with the guts to do things for all platforms. Even if we've lost most everything, there are others coming. I was surprised when I saw Neverwinter Nights Enhanced Edition available for modern Macs.
 
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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
I used to use my PowerBook G4, then my MacBook Pro for games like UT2004 and they were fine.

I ended up with an Omen by HP gaming laptop computer with a 7th generation quad-core i7 and GTX 1050 and it was acceptable but not really faster than the MacBook Pro with a 3rd generation quad-core i7. My latest ASUS laptop computer with Ryzen 7 5800H and 3050Ti makes things considerably better but it doesn't seem to be faster than the MacBook Air M1 that I have. It's just easier to find games and other software available.
 
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."

Only about 8 months may not sound long, but if you realize what this development time for an entire team costs it’s still too often not worth it. If it were, we would be seeing a way more interesting macOS gaming market.
 
When this comes out I’m tempted to have a crack at installing XCom2 and see if it runs any better than the Mac version. That said, it runs pretty sweet already at 1050p on a 2015 MacBook Pro modded to hell and back lol
 
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.
  1. 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.
  2. 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.
  3. 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.
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.
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?
 
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OpenGL didn’t make things easier for games to get ported to macOS… what makes you think Vulkan would?

OpenGL absolutely did make things easy back in the day when many game/game engines were still written for OpenGL, or were written to support multiple graphics engines. Back then, the market was pretty split between titles written for DirectX and those written for OpenGL. OpenGL titles, broadly speaking, were cross-platform and usually got Mac ports.

This was almost a golden era for Mac games, between around 2000 and 2015 or so. Although PCs tended to run the latest games better (typically having more powerful graphics cards etc), at least Mac versions were (often) available.

Vulkan seems to be gaining in popularity, but is not yet as ubiquitous as OpenGL was back in the day.
 
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?
Was gaming was a top priority when you chose to buy a Mac?
Was gaming even a top-5 consideration when you chose to buy a Mac?
Do you think gaming has ever been a top consideration for the vast majority of Mac buyers since 1984?

Even Apple does not play up gaming among Reasons to buy a Mac.
 
I'm not really in the market for gaming on the Mac. But I would be interested in something like playing Tomb Raider on Apple TV. Because my 4K Apple TV is always plugged in and I could just relax on my sofa. I gather that you can get a PS5 controller that will work with Apple TV.

For anyone who has done this (Lara Croft Go on Apple TV), how does it compare with the days of old, running Tomb Raider on a PS1? Is it any good? Better? Or is the Apple TV just too underpowered?

I imagine one day there will be photorealistic games on a little Apple TV, but I guess I will be long dead before that hardware sees the light of day.
 
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