Become a MacRumors Supporter for $50/year with no ads, ability to filter front page stories, and private forums.
No chance. These games were not even ported to Linux despite the use of Vulkan. I'm sure the guys at ID would have ported the DOOM games, but someone at Bethesda must be a d*ck about ports to less-profitable platforms.

These games run well with Proton though, and linux people can enjoy them.
However, I'm not optimistic about the possibility to play these games in crossover. MoltenVK simply doesn't support some Vulkan features they use.
MoltenVK has limited support. That is to say, MoltenVK needs to work hard to expand its functions, otherwise it will not work properly. I have never been able to use this thing as a bridge. If I want to migrate to MAC or IOS, I can only use Metal. But for many game studios, it is impossible to use DX12 plus vulkan plus metal at the same time, because programmers need to master three APIs at the same time, unless they use ue5 or unity.
 
  • Like
Reactions: goro123
Microsoft now officially allows Windows 11 to be used with Parallels on Apple Silicon. Could be because Microsoft's exclusivity deal with Qualcomm was expired.

https://www.macrumors.com/2023/02/16/windows-11-pro-parallels-apple-silicon-mac-support/


I wonder what that might mean for game compatibility for Parallels? Does it mean that it puts it in the dev's hands to make more Windows 11 games work on MacOS via Parallels?
 
I wonder what that might mean for game compatibility for Parallels? Does it mean that it puts it in the dev's hands to make more Windows 11 games work on MacOS via Parallels?
Wouldn't it be up to Parallels to improve compatibility (via the translation layer/drivers) to get games working?
 
  • Like
Reactions: Homy and Irishman
Wouldn't it be up to Parallels to improve compatibility (via the translation layer/drivers) to get games working?

That's what I meant by the devs. That sentence just kept getting more awkward, and I didn't want to type Parallels one more time. :)

I didn't see anything there resembling a list of launch titles, either, so, to whom should we make suggestions?
 
I wonder what that might mean for game compatibility for Parallels? Does it mean that it puts it in the dev's hands to make more Windows 11 games work on MacOS via Parallels?

I think Parallels is in the same situation as Crossover. It's up to Codeweavers and Alludo to improve the compatibility.
 
MACOS and LINUX have never been the platforms that game developers focus on, because the game is still better optimized by WINDOWS. Even if you use VULKAN. This is a super complex and troublesome API. It requires 880 lines of code to render a triangle (DX12 only needs more than 300 lines of code). The development efficiency is very low.
Unless UE5 or U3D is used, the development efficiency of the game will be seriously affected. However, the use of these two tools will lead to the restriction of the development freedom of the game.
 
  • Like
Reactions: Irishman


An interesting reveal for a fairly demanding indie title (55 GB storage space recommended).

Great catch! It was released in Jan 2021 for Win and Xbox, Sep 2021 for PS5 and Feb 2022 on Amazon Luna. It uses UE4. Perhaps not surprising since Bloober Team has previously released Brawl, Layers of Fear and Observer on Mac but their last Mac game was Observer from 2017. Layers of Fear 2 2019 wasn't released on Mac.

So a bit surprising after all when they now make a comeback for "Apple Silicon Mac Lineup" after 6 years. It has "very positive" reviews on Steam. Maybe they want to join the hype of RE Village which is in a similar horror genre. :)

Their tweet says "later this summer" so maybe it's the next game to be shown at WWDC?

Skärmavbild 2023-02-18 kl. 05.13.20.png
 
Last edited:
Great catch! It was released in Jan 2021 for Win and Xbox, Sep 2021 for PS5 and Feb 2022 on Amazon Luna. It uses UE4. Perhaps not surprising since Bloober Team has previously released Brawl, Layers of Fear and Observer on Mac but their last Mac game was Observer from 2017. Layers of Fear 2 2019 wasn't released on Mac.

So a bit surprising after all when they now make a comeback for "Apple Silicon Mac Lineup" after 6 years. It has "very positive" reviews on Steam. Maybe they want to join the hype of RE Village which is in a similar horror genre. :)

Their tweet says "later this summer" so maybe it's the next game to be shown at WWDC?

View attachment 2160493
Actually, it seems Apple held a private press event yesterday in New York, with Youtuber NothingButTech, as well as reporters from TomsGuide and CNN attending.

It was there that The Medium was shown running on a M2 Mac mini.

Edit - ShackNews was there as well.
 
Last edited:
Actually, it seems Apple held a private press event yesterday in New York, with Youtuber NothingButTech, as well as reporters from TomsGuide and CNN attending.

It was there that The Medium was shown running on a M2 Mac mini.
"a closer look at games coming to iPhone, iPad, Apple TV, and Mac this year."

Apple seems to be serious and starts early with showing new upcoming games. Wow!

  • Call of Duty: Warzone Mobile
  • Honkai: Star Rail
  • Lego Starwars castaways
  • Run Legends
  • The Medium
"I demoed The Medium on a new Mac Mini M2, and it looked just about as good as I remember it on my fully loaded PC back home — one that sports a high-end Nvidia RTX 3080 graphics card, mind you. The game’s moody cinematic action ran at an immersive 4K resolution and what looked at least 60 frames per second (i.e., it was nice and smooth), and while I noticed the occasional stutter once we got into some dual-reality gameplay, it still held up impressively well during cutscenes and intensive split-screen action sequences alike. While developer Bloober Team couldn’t speak to specific performance numbers, the company noted that the game has been tested on both M1 and M2-powered Macs, and should run well on even the basic 2020 MacBook Air. That can be chalked up in part to Apple’s Metal technology, which uses software smarts to optimize games for Mac devices on the fly."

"In fact, Call of Duty: Warzone Mobile was something of an oddity in that regard. It’s not designed by Apple; it’s not exclusive to iOS; it’s not part of Apple Arcade. But it does provide a perfect showcase for how well iOS can run mobile games, as well as how those games are starting to overcome the limitations of their platform."
 
Last edited:
MACOS and LINUX have never been the platforms that game developers focus on, because the game is still better optimized by WINDOWS. Even if you use VULKAN. This is a super complex and troublesome API. It requires 880 lines of code to render a triangle (DX12 only needs more than 300 lines of code). The development efficiency is very low.
Unless UE5 or U3D is used, the development efficiency of the game will be seriously affected. However, the use of these two tools will lead to the restriction of the development freedom of the game.


It seems like you’ve shifted your cheerleading from OpenGL to DX12.

Why are you suddenly praising Microsoft’s proprietary 30-plus year old graphics API, over Apple’s 3-year old proprietary graphics API (Metal)?

Why shouldn’t they be given the chance to optimize their API so that Metal 12 becomes the dream API that every developer loves to use?
 
  • Like
Reactions: Homy and 1885507
Why are you suddenly praising Microsoft’s proprietary 30-plus year old graphics API, over Apple’s 3-year old proprietary graphics API (Metal)?
Not to say that you are wrong, but, to be fair, one has to acknowledge that Direct3D 12 is a modern low-level low-overhead API similar to Vulkan and Metal.
 
Not to say that you are wrong, but, to be fair, one has to acknowledge that Direct3D 12 is a modern low-level low-overhead API similar to Vulkan and Metal.
DX12 came out in 2015 and DX12 Ultimate in 2021 if memory serves right. The first version of DX back in 95. If we compare these old versions to other systems, then we're comparing it against Metal which came out 2014 running on an over 20 years old OS (back then OS X, now macOS). Of course each was updated over the years, so we're looking at DX 12 Ultimate from 2021 vs Metal 3 from 2022. Not that it matters in this context. ;)
 
  • Like
Reactions: Irishman
It seems like you’ve shifted your cheerleading from OpenGL to DX12.

Why are you suddenly praising Microsoft’s proprietary 30-plus year old graphics API, over Apple’s 3-year old proprietary graphics API (Metal)?

Why shouldn’t they be given the chance to optimize their API so that Metal 12 becomes the dream API that every developer loves to use?

Interesting question, you seem to be a little unhappy with me snubbing metal, but I learned OPENGL and DX11 at first, only upgrading from DX11 to DX12. I never gave up OPENGL interface, and I still keep OPENGL and DX11 interface,
The core of my development project remains unchanged. It has always been based on the Windows platform, not MACOS or IOS. So why should I focus on metal? Even if Metal5 or Metal10 appear, it doesn't appeal to me. I am not a mobile game developer. Generally, Chinese or Japanese game companies like to make mobile games.
But I don't like it.
 
  • Like
Reactions: eltoslightfoot
Still no mention of Mac but they have launched support for PSVR2. My guess is they're working on support for Apple VR and it will come at WWDC.

 
  • Like
Reactions: goro123
Baldur's Gate 3 gets PC, Mac and PS5 release date


Baldur’s Gate 3 releases on August 31, 2023 for PC, Mac, and PS5.

Earlier today we unveiled a brand new gameplay and story trailer during Sony’s State of Play livestream. Fret not, our PC-focused friends, as you will still want to see this trailer:


Those of you who prefer to navigate the world using analogue sticks and buttons may have caught a glimpse at what full controller support for Baldur’s Gate 3 will look like for launch. With split-screen co-op, too, you’ll be able to experience the entirety of your adventures in Faerûn with another player on the same device!

Baldur’s Gate 3 will also support cross-save progression between PC, Mac and PS5, allowing you to transfer your saves between platforms and continue your adventure wherever you purchase the game.

Baldur’s Gate 3 is getting a Digital Deluxe Edition on launch. Do you already own Baldur’s Gate 3 on PC? Are you planning to purchase it in Early Access before launch? You’re going to get a free upgrade to the Digital Deluxe edition on launch day!

(And system requirements got updated. 4 GB graphics card, 8 GB RAM minimum, or a 8 GB M1 Mac.
Recommended is 8 GB graphics card and 16 GB RAM, or a 16 GB M1 Mac.)
 
  • Like
Reactions: Irishman and Homy
Doublepost, but a surprise drop.

The Skyrim mod which became a standalone game, The Forgotten City, has received a Mac release on the Mac App Store. Looks to have been done by Virtual Programming, going by the copyright.


https://store.steampowered.com/app/874260/The_Forgotten_City/ for reference.
 
Doublepost, but a surprise drop.

The Skyrim mod which became a standalone game, The Forgotten City, has received a Mac release on the Mac App Store. Looks to have been done by Virtual Programming, going by the copyright.


https://store.steampowered.com/app/874260/The_Forgotten_City/ for reference.

Thanks! Didn't know about the mod or game. VP's website is a bit outdated though. It says they're working on Archaica: The Path of Light but I discovered the game was released last year on MAS.
 
Last edited:
Thanks! Didn't know about the mod or game. VP's website is a bit outdated though. It says they're working on Archaica: The Path of Light but I discovered the game was released last year on MAS.
VP's website's... weird. In the news section, they've announced the release of Archacia 7 times this month.
(Feb 17, 15, 14, 10, 9, 7, 6.) And 11 times in January.

And that's just on Facebook.

I don't want to be mean or anything but... there's other games they've worked on, right.

But... going through literally over 100 posts, there's... 2 mentions of My Memory Of Us, 1 of Constructor Plus, and 2 of Revita. And 1 of VP being on Tiktok.
 
  • Like
Reactions: Homy and Irishman
Nice, it ran like poo on PC hoping the macOS version is done right.

Oh it's gonna run like poo on Mac too because this game tries to do too much. It's one of those where idea seems so great but executions is like almost not worthy. Cutting edge graphics with splitview separate render environments and models seems enticing from gameplay mechanics pov but it's a performance hog.
 
Oh it's gonna run like poo on Mac too because this game tries to do too much. It's one of those where idea seems so great but executions is like almost not worthy. Cutting edge graphics with splitview separate render environments and models seems enticing from gameplay mechanics pov but it's a performance hog.
I wonder if AS being TBDR would help it save resources on the viewport that isn't actually shown. Do you know if this would be the case @leman?
 
So why should I focus on metal?

If you don't care about supporting Macs, then yes, you probably won't care about Metal. But I wonder, why are you on this forum then?

Frankly, I'd be very happy for a Metal-like library which translates to Vulkan or DX12 so that I can use Metal on other platforms. Metal is so much more convenient to work with.

I wonder if AS being TBDR would help it save resources on the viewport that isn't actually shown. Do you know if this would be the case @leman?

I don't think TBDR is any different from any other rendering architecture in this regard. Pretty much any GPU will cull stuff outside the viewport and the mechanisms for doing that is the same for both IMR and TBR.
 
Register on MacRumors! This sidebar will go away, and you'll see fewer ads.