Such surprising and welcome news at WWDC 2022! Apple really surprised me and others with their focus on Mac gaming. While time will tell how well the news will be received by the devs I am optimistic about the future of gaming on Apple Silicon despite all the usual doomsday verdicts by PC pessimists about Apple not caring about gaming or devs not caring about Mac. Mac users are all aware of the limitations and benefits of their platform of choice and neither delusional nor fool enough to think that Steam’s Mac user base of 2.55% is going to increase dramatically in the future or even less overtake Windows 96,31%, but yesterday was a major step in the right direction.
Last year Apple showed how they had worked for a long time on helping Larian Studios and 4A to optimize Baldur’s Gate 3 and Metro Exodus for Mac. This year they went all in and brought Capcom and Resident Evil Village on stage while they also announced No Man’s Sky. Feral also announced Grid Legends. Although I have limited gaming time and a backlog of Mac games for a decade or two to come I still get very excited about such news, like seeing Capcom go up on stage and praising the hell out of the Apple Silicon:
”With its incredible performance now the Mac with Apple Silicon is a great platform for games. And with the support for new Metal 3, our game screams on Apple Silicon, from the MacBook Air to the blazing-fast Mac Studio. Look how fluid we’re able to move through these hauntingly beautiful scenes. We’re using high-quality textures, geometry, and complex shaders. And with MetalFX upscaling we’re able to render amazing high-resolution visuals across the entire line, with MB Air running effortlessly at 1080p and Mac Studio delivering a breathtaking 4K experience. Previously this was only possible with high-performance consoles and gaming PCs, but we’re now able to bring this to every Mac with Apple Silicon. We’re simply astound by the fidelity these new Macs enabled us to achieve. These new Macs handle whatever we throw at them effortlessly. That’s incredible.”
Sure, they may be paid to praise Apple but technically they were speaking the truth. Metal 3 has removed one of the biggest obstacles for Mac game development. Its functionality is now much closer to DX 12 with the introduction of Mesh shaders, Fast Resource Loading and MetalFX upscaling making it much easier to bring newer games to Mac. Notice that RE Village and Grid Legends are DX 12 only and that was a big problem for porting such games. Codeweavers wrote about this regarding Crossover:
”Generally, games need access to at least one million shader resource views (SRVs). Access to that many SRVs requires resource binding at the Tier 2 level. Metal only supports about 500,000 resources per argument buffer, so Tier 2 resource binding isn’t possible. Metal’s limit of half a million is sufficient for Vulkan descriptor indexing, but not for D3D12. This limitation means CrossOver Mac can't support Tier 2 binding and therefore a lot of DirectX 12 games will not run.”
It seems that Tier 2 resource binding now is possible. Another exciting opportunity is that with the latest RE engine now ported to Mac all the future and past Capcom titles could easily be ported to Mac as well, like Monster Hunter, other RE titles, Devil May Cry, Dead Rising and Street Fighter. RE Village will run much smoother than Metro Exodus for sure. That game used MoltenVK on top of Metal and it ran well even on M1 with 8 GPU cores on medium 1080p. Now RE will be much more optimized than Metro Exodus. I looked at the pc benchmarks and it seems to run well on even old low-end GPUs. As Capcom said it will fly on Apple Silicon.
I found an article by Windows Central saying this is a good opportunity for Apple to turn into an Alienware rival.
"If Apple plays its cards right, MetalFX could turn the Mac into an attractive PC gaming alternative. The attractiveness of Apple's hardware proposition is there, but Apple will need to prove to gamers that it will continue to drive innovation and improvement where it matters for its platform to truly be appealing in the long run. In the PC gaming space, Microsoft and its partners have already shown that they are committed to gaming."
People say Apple must have paid Capcom as if it would be a negative thing. At the same time there are lots of posts saying Apple should pay studios and devs to bring games to Mac. Well, in that case maybe Apple did just that as you wanted. I think a good way for Apple would be to pay for porting game engines to Mac. That would make it much easier to bring games to Mac. Because there are currently lots of game engines lacking Mac support, like Anvil Engine, Blizzard Engine, Creation Engine, CTG Engine, Essence Engine 5, Frostbite, Galactic Engine, Havok, Luminous Engine, Platinum Engine and Snowdrop Engine.
Others say Macs suck for gaming due to the lack of HW ray tracing. Well, RT is only a thing now on the most expensive GPUs and not for the majority even on the pc side, considering the most popular cards on Steam are GTX 1060 and 1650. It will take another 2-3 years before it will be common and lots can happen in just 2 years. Does Apple Silicon ring a bell? Feral couldn’t port Deus Ex MKD to Mac because of Metal 1 and the port was delayed. It became possible when Apple released Metal 2. Or now when Metal 3 was just announced along with new AAA games making it possible for DX 12 games to be ported to Mac. Metal does also already have SW ray tracing and Apple may very well release HW RT soon.
What do you Mac/PC devs think about the news at WWDC? I’m not talking about small one-man devs with no resources to support the Mac or the usual PC pessimists despising the Mac saying there is no money in it despite all the AAA games and franchises ported to Mac now and before. I’m looking for constructive and creative thoughts on the news.
Here are this year’s sessions about Metal: https://developer.apple.com/videos/graphics-games
Mesh shaders: https://developer.apple.com/videos/play/wwdc2022/10162/
Fast Resource Loading API: https://developer.apple.com/videos/play/wwdc2022/10104/
MetalFX upscaling: https://developer.apple.com/videos/play/wwdc2022/10103/
Even Ray tracing performance been updated: https://developer.apple.com/videos/play/wwdc2022/10105/
UPDATE!
It appears that the Tier 2 binding limit of 500,000 resources is a misconception and Metal never had such limitations according to Apple engineers:
"This limit refers to the number of separate buffers a shader or kernel can access in a single draw or dispatch. 500,000 is basically code for "more than you will ever need".
I expect that if your kernel/shader accesses more than 500,000 separate allocations in a single draw or dispatch, you will likely hit some pretty significant performance limitations. Having millions of buffers in a single argument buffer shouldn't have any real performance effects, accessing so many buffers would though."
Last year Apple showed how they had worked for a long time on helping Larian Studios and 4A to optimize Baldur’s Gate 3 and Metro Exodus for Mac. This year they went all in and brought Capcom and Resident Evil Village on stage while they also announced No Man’s Sky. Feral also announced Grid Legends. Although I have limited gaming time and a backlog of Mac games for a decade or two to come I still get very excited about such news, like seeing Capcom go up on stage and praising the hell out of the Apple Silicon:
”With its incredible performance now the Mac with Apple Silicon is a great platform for games. And with the support for new Metal 3, our game screams on Apple Silicon, from the MacBook Air to the blazing-fast Mac Studio. Look how fluid we’re able to move through these hauntingly beautiful scenes. We’re using high-quality textures, geometry, and complex shaders. And with MetalFX upscaling we’re able to render amazing high-resolution visuals across the entire line, with MB Air running effortlessly at 1080p and Mac Studio delivering a breathtaking 4K experience. Previously this was only possible with high-performance consoles and gaming PCs, but we’re now able to bring this to every Mac with Apple Silicon. We’re simply astound by the fidelity these new Macs enabled us to achieve. These new Macs handle whatever we throw at them effortlessly. That’s incredible.”
Sure, they may be paid to praise Apple but technically they were speaking the truth. Metal 3 has removed one of the biggest obstacles for Mac game development. Its functionality is now much closer to DX 12 with the introduction of Mesh shaders, Fast Resource Loading and MetalFX upscaling making it much easier to bring newer games to Mac. Notice that RE Village and Grid Legends are DX 12 only and that was a big problem for porting such games. Codeweavers wrote about this regarding Crossover:
”Generally, games need access to at least one million shader resource views (SRVs). Access to that many SRVs requires resource binding at the Tier 2 level. Metal only supports about 500,000 resources per argument buffer, so Tier 2 resource binding isn’t possible. Metal’s limit of half a million is sufficient for Vulkan descriptor indexing, but not for D3D12. This limitation means CrossOver Mac can't support Tier 2 binding and therefore a lot of DirectX 12 games will not run.”
It seems that Tier 2 resource binding now is possible. Another exciting opportunity is that with the latest RE engine now ported to Mac all the future and past Capcom titles could easily be ported to Mac as well, like Monster Hunter, other RE titles, Devil May Cry, Dead Rising and Street Fighter. RE Village will run much smoother than Metro Exodus for sure. That game used MoltenVK on top of Metal and it ran well even on M1 with 8 GPU cores on medium 1080p. Now RE will be much more optimized than Metro Exodus. I looked at the pc benchmarks and it seems to run well on even old low-end GPUs. As Capcom said it will fly on Apple Silicon.
I found an article by Windows Central saying this is a good opportunity for Apple to turn into an Alienware rival.
"If Apple plays its cards right, MetalFX could turn the Mac into an attractive PC gaming alternative. The attractiveness of Apple's hardware proposition is there, but Apple will need to prove to gamers that it will continue to drive innovation and improvement where it matters for its platform to truly be appealing in the long run. In the PC gaming space, Microsoft and its partners have already shown that they are committed to gaming."
People say Apple must have paid Capcom as if it would be a negative thing. At the same time there are lots of posts saying Apple should pay studios and devs to bring games to Mac. Well, in that case maybe Apple did just that as you wanted. I think a good way for Apple would be to pay for porting game engines to Mac. That would make it much easier to bring games to Mac. Because there are currently lots of game engines lacking Mac support, like Anvil Engine, Blizzard Engine, Creation Engine, CTG Engine, Essence Engine 5, Frostbite, Galactic Engine, Havok, Luminous Engine, Platinum Engine and Snowdrop Engine.
Others say Macs suck for gaming due to the lack of HW ray tracing. Well, RT is only a thing now on the most expensive GPUs and not for the majority even on the pc side, considering the most popular cards on Steam are GTX 1060 and 1650. It will take another 2-3 years before it will be common and lots can happen in just 2 years. Does Apple Silicon ring a bell? Feral couldn’t port Deus Ex MKD to Mac because of Metal 1 and the port was delayed. It became possible when Apple released Metal 2. Or now when Metal 3 was just announced along with new AAA games making it possible for DX 12 games to be ported to Mac. Metal does also already have SW ray tracing and Apple may very well release HW RT soon.
What do you Mac/PC devs think about the news at WWDC? I’m not talking about small one-man devs with no resources to support the Mac or the usual PC pessimists despising the Mac saying there is no money in it despite all the AAA games and franchises ported to Mac now and before. I’m looking for constructive and creative thoughts on the news.
Here are this year’s sessions about Metal: https://developer.apple.com/videos/graphics-games
Mesh shaders: https://developer.apple.com/videos/play/wwdc2022/10162/
Fast Resource Loading API: https://developer.apple.com/videos/play/wwdc2022/10104/
MetalFX upscaling: https://developer.apple.com/videos/play/wwdc2022/10103/
Even Ray tracing performance been updated: https://developer.apple.com/videos/play/wwdc2022/10105/
UPDATE!
It appears that the Tier 2 binding limit of 500,000 resources is a misconception and Metal never had such limitations according to Apple engineers:
"This limit refers to the number of separate buffers a shader or kernel can access in a single draw or dispatch. 500,000 is basically code for "more than you will ever need".
I expect that if your kernel/shader accesses more than 500,000 separate allocations in a single draw or dispatch, you will likely hit some pretty significant performance limitations. Having millions of buffers in a single argument buffer shouldn't have any real performance effects, accessing so many buffers would though."
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