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I'm kinda looking forward to seeing more games come to Mac. So long as I can still use my Steam library rather than having to buy again through Mac App store...
I strongly suspect you will be able to.
NO WAY, I'm paying Apple for the same titles again. If they force that, I'll just buy a PS5. (Assuming I can find one).
 
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.
Rofl, golden era.
 
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.
Try a different genre of games than. I can't stand FPS's, but love ARPG's. Time killers like bejeweled can be fun, while Soduku is supposed to help with mental health and Tetris can prevent PTSD.
 
New Game Porting Toolkit needed to run Intel-based games that are primarily built for Windows systems on Apple Silicon instead.



Using its XCode 15 Command Line Tools to play DirectX12 games like Diablo IV on Silicon based Macs (as opposed to Intel based ones) running the latest releases of the Sonoma and Ventura operating systems. A step-by-step guide by Senior C# Developer and former Microsoft Development Engineer Denis Gladkikh, aka Outcoldman, details how to set up Rosetta 2 and the Game Porting Toolkit needed to run Intel-based games that are primarily built for Windows systems on Apple Silicon instead. Although the amount of command line manipulation looks daunting, the guide is fairly straightforward and easy to follow, showing the game running on a very high end 16" M2 Max MacBook Pro 2023.
 
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.
Well, there is also the convergence of iPad, iPhone, TV, and MacOS. Something that runs on M1 iPads is a lot closer to running on phones and MacOS, and that suddenly makes for a much larger market than you had before.

It isn't perfect, but it is a foot in the door.
 
Well, there is also the convergence of iPad, iPhone, TV, and MacOS. Something that runs on M1 iPads is a lot closer to running on phones and MacOS, and that suddenly makes for a much larger market than you had before.

It isn't perfect, but it is a foot in the door.
I've tried a few of the iPadOS-compatible games and they're okay. I've also tried the Google Play Games beta on Windows. If you want certain games, it's fine, but most developers seem to shy away from making modifications, even for just a controller. I hope for the best.
 
It's going to be a long time before it's good on Mac lol.
Not really as the work on has already been done by all the developers to have their games work with D12. And so has MS on their side to make the code more performant. All Apple has to do is translate it, which is trivial compared to the work already done.

If anything, Apple has a huge spring to launch from.

I've been tinkering with CrossOver/Whiskey and Apple's GPTK and the results are astonishing in how an entire new generation of games became available overnight.

Apple definitely did the work. This is the closest we've been to real gaming on Macs.
 
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