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We'll see. I've seen efforts in the past from Apple that parallel your second paragraph more than once. They talk about how superior their frameworks are at gaming and trot out some CEO from a game company--and then everything languishes. I would love to be able to game successfully with AAA games like Apex Legends on my mac. To get to that point, Apple would have had to work for years to alleviate even non-direct gaming concerns like modding and how they will work with anti-cheat tech.

The other issue would be how things would run on a baseline Macbook Pro. That is the equivalent of what I bought (4060 i7 13700 16GB RAM) and if I really had to have just one machine, I would probably go with a hackintosh tower...

Instead I paid $1000 for my gaming laptop and around $1000 for my 13" MBP M1 with 16GB RAM (both refurbed/used).

(There is also the smartcard compatibility issue with Azure Virtual Desktop but that is not Apple--that's Microsoft and not gaming anyway LOL...)
Yeah exactly. It's not raw performance. It's performance per dollar. Even for the rich people buying 4090s, it's still performance per dollar. Why buy an M2 Ultra with worse performance for the same money?

And games existing for the Mac doesn't mean Mac gaming is a success. The Wii U and Vita both had games, yet they were very clearly flops in the overall gaming landscape. And at least they had unique titles and things going for them as a reason to pick them up.
 
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I argue that Apple should either pay for ports or buy developers to make AAA games.
They’re already paying for ports and I don’t think making AAA games has any benefit to them.

The fact is that game development isn’t the same as it used to be. It’s pretty much divided between huge budget AAA titles and small indie titles now, with the middle decimated.

Personally, I think that the best course of action is to steadily increase Mac marketshare and dedicate resources to making tools to make porting technical issues easier. Perhaps making tools to adapt DirectX calls into Metal calls on compile. Or maybe making their own DRM or AntiCheat system that could be a drop in replacement for things like Denuvo.

I don’t think there’s a silver bullet option here.
 
They’re already paying for ports and I don’t think making AAA games has any benefit to them.

The fact is that game development isn’t the same as it used to be. It’s pretty much divided between huge budget AAA titles and small indie titles now, with the middle decimated.

Personally, I think that the best course of action is to steadily increase Mac marketshare and dedicate resources to making tools to make porting technical issues easier. Perhaps making tools to adapt DirectX calls into Metal calls on compile. Or maybe making their own DRM or AntiCheat system that could be a drop in replacement for things like Denuvo.

I don’t think there’s a silver bullet option here.

Except making D3DMetal open source so we can have a compatibility layer like Steam Proton. If it worked for Valve, it'll work for us, even moreso since they could design an easy and accessible way to do it and introduce compatibility layers to the masses.

Hell just saying "We can run Windows apps and games out of the box on Mac now" would be a massive selling point that would get so many people to buy Macs.
 
I don’t think there’s a silver bullet option here.
Agreed. Before Game Porting Toolkit they were effectively in the same spot as Microsoft trying to entice developers to use WPF (“it runs on your phone, Xbox, and Windows!”) But even at Microsoft’s scale it never caught on, including internally.

Apple’s North Star seems to be games compiled for Apple Silicon that shine on all of its devices. So I’d expect:
- more tools that lower the cost of implementation and conversion like Game Porting Toolkit, the Shader Conversion utility, and wouldn’t be surprised if they leveraged an LLM to help with converting lines of code
- porting more high profile games, but prioritizing ones that port engines and not just one off implementations (games that have a social network effect could also make the cut)
- widen the conversion funnel for games that already work on iPad to run on Mac. These should be the cheapest to convert and employs devs already familiar with Apple’s ecosystem. Many (most?) Apple Arcade games seem to fall in this category.
- improve Mac App Store conversion, including highlighting sales, adding price matching and wish list features, etc. (as an aside, Stray was on sale for $19.99 USD yesterday on the Mac App Store.) “Sales” might be a no-go from a brand perspective, though, since Apple never highlights sales on its store fronts (eg AppleTV, App Store, Apple.com). Sure, they’ll have items on sale, but you only ever see the current price and no mention of the discount.

But nowhere in this strategy do I see open sourcing Game Porting Toolkit, especially after the lackluster experience I had with the most recent production build of Crossover. Nor do I see them buying a studio, while their current strategy is working within Apple’s timeline (which is admittedly much longer than many would like)
 
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- porting more high profile games, but prioritizing ones that port engines and not just one off implementations (games that have a social network effect could also make the cut)
A lot of the other games that folks wish were on macOS are using third party engines that already work on macOS. Few of the games are using custom/in-house engines.
 
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Alright, bit of a question.

Was 2023 a good year for Mac gaming? In terms of releases, new information, new features, etc.

I'll save my answer until a few people have posted, but... I'd say yes, all things considered.
 
Alright, bit of a question.

Was 2023 a good year for Mac gaming? In terms of releases, new information, new features, etc.

I'll save my answer until a few people have posted, but... I'd say yes, all things considered.
It was, though the bar was low ¯\_(ツ)_/¯
 
Alright, bit of a question.

Was 2023 a good year for Mac gaming? In terms of releases, new information, new features, etc.

I'll save my answer until a few people have posted, but... I'd say yes, all things considered.
Not only is it good year, I’d deem it the best year in a decade or two.

Releases: Two of this year’s GOTY contenders got same year native releases in BG3 and RE4R, with BG3 winning it and RE4 performing stunningly. Stary, best indie GOTY of last year. No Man’s Sky, a game transformed itself to be genre-defining.

Tech: the presence of M3 Max and its GPU, in a laptop. The movement in dev space, Game Porting Tool Kit and realization of cross macOS / iOS development.
 
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Was 2023 a good year for Mac gaming? In terms of releases, new information, new features, etc.
Same old, same old. With the exception of their downfall back in the 90s, when they nearly went bankrupt, I feel like it's a year as usual but with more press. The "golden age" of Mac gaming was still in the 1980s and 1990s.
 
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Same old, same old. With the exception of their downfall back in the 90s, when they nearly went bankrupt, I feel like it's a year as usual but with more press. The "golden age" of Mac gaming was still in the 1980s and 1990s.

I would argue the real golden age was during the middle of PowerPC as there were loads of Mac games during that time. There was a golden period though during the early days of Intel era back when Macs had Nvidia GPUs in them that there was a push for Mac games, even fanboy wars online when Steam for Mac arrived


Man those were the days. Back when there was fun content like this. Nowadays it's all Instagrammers arguing over phones. No quality Mac vs PC content made anymore.
 
You say that, but the reaction to Starfield winning “most innovative gameplay” is extremely entertaining

Well hey I'm happy since I actually like Starfield. The game is essentially tailor made for me. Plus Lethal Company won an award

The Last of Us winning best soundtrack though over Pizza Tower and Hi-Fi Rush made me lose a little faith in humanity
 
The good times were when we had Quake 3 and Unreal Tournament released close to the PC versions and G4 (velocity engine) optimisations 😆

But regarding 2023, the main difference is Apple “never seen before” efforts to market gaming on Mac. The results are not there yet, but if they keep pushing to get big publishers like Capcom (also Sega on Apple Arcade) and major indie games on Mac, there may soon be enough great games on Mac for many of us. But Apple needs to keep the effort for a few years: marketing games and improving metal.

Apple buying a game studio to ensure same day releases on platforms including the Mac would be a great move, imo.
 
Well hey I'm happy since I actually like Starfield.
🤢

Except making D3DMetal open source so we can have a compatibility layer like Steam Proton. If it worked for Valve, it'll work for us, even moreso since they could design an easy and accessible way to do it and introduce compatibility layers to the masses.

Hell just saying "We can run Windows apps and games out of the box on Mac now" would be a massive selling point that would get so many people to buy Macs.
Let's take this to its logical conclusion instead.

Apple should just ditch their own OS and run Windows. They can brag about their compatibility being 1 to 1, solve their gaming problem with one fell swoop, and save on development costs for the Mac!
 
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Bro the Crimson Fleet kicks ass

Let's take this to its logical conclusion instead.

Apple should just ditch their own OS and run Windows. They can brag about their compatibility being 1 to 1, solve their gaming problem with one fell swoop, and save on development costs for the Mac!

Funny you say this when I just started my year long No Windows Challenge.
 
Now over 70% and fewer with M1.

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Bro the Crimson Fleet kicks ass
Deus Ex had better gameplay and it's 24 years old.

Funny you say this when I just started my year long No Windows Challenge.
I'd consider it a challenge if you'd included "No Proton" in it. Otherwise it just looks like an advertisement for Proton. But that's my lame opinion.

EDIT: Reading the responses to the Steam Awards, it looks like I'm not the only one who decided to troll with my votes.
 
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Would metalfx upscaling be different for M1 and iphone15 pro? This Sep apple event mentioned it's powered by neural engine, but WWDC22 didn't
 
Would metalfx upscaling be different for M1 and iphone15 pro? This Sep apple event mentioned it's powered by neural engine, but WWDC22 didn't
While it could be different, I'm not sure why they would bother using hardware acceleration for the phone, but not anything else.
 
Alright, bit of a question.

Was 2023 a good year for Mac gaming? In terms of releases, new information, new features, etc.

I'll save my answer until a few people have posted, but... I'd say yes, all things considered.

Of course it was a good year compared to last year which was a better year compared with 2020-2021 since the release of AS. We got more games from many publishers, like Lies of P, Resident Evil 4 and Village DLC and Baldur’s Gate 3 among others and more game related tech news from Apple. It was also a good year for me personally since I bought a Mac Studio and found the time to play and finish several Mac games in my backlog. :)
 
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