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Came across this old article from 2001, PPC era, where Tim Wood, a programmer who worked on Quake 3: Arena, Star Trek: Voyager — Elite Force, Oni, and American McGee's Alice talks about why to port to Mac. Still interesting!

"The first reason is obviously economics. Sure, writing games is one of the most exciting and most challenging jobs around, but if you aren't generating income, you are either independently wealthy, or you won't be doing it for very long. Every developer should strive to write portable and modular code as a matter of course. The benefits of doing this are many and diverse. One of the benefits is being able to move your code easily to a new platform and attract an audience that you wouldn't have attracted otherwise. If your game is written correctly from the beginning, a port to the Mac will generate much more money than the cost of porting it. If you don't do the port, you might as well toss money in the trash."

"Revenue in the Mac market will certainly not be as high as in the PC or console markets, but neither are costs. Advertising does not cost millions of dollars in the Mac market. Due to the high level of community, the word-of-mouth advertising, and possibly piggybacking on your PC marketing, if you have a simultaneous release date it can yield very good market penetration. The Mac market also doesn't demand that you produce a game with a $3 million budget. If you are looking at original development on the Mac, you can build games very cheaply that will be well received (and perhaps focus more on gameplay rather than having to spend time on all the latest graphics effects just to get on the shelf). Simple and well-designed titles are possible on the Mac."

"The Mac market has a longer shelf life for titles than the PC market, and there is less overall competition. Thus, while it is very easy to lose money on a PC or console title, it takes much more effort to do so on a Mac title."

"Also, if you license your PC publication rights, you can often hold back the Mac rights. Many PC publishers will not see the economy of scale on the Mac that they need in order for them to turn a profit. By doing so, you can either publish on the Mac yourself or find a publisher that specializes in the Mac market and knows how to make money there. This will give your development house additional income beyond the advances and royalties you get from your PC publisher."

"There are other, less obviously money-grubbing reasons to port to the Mac. If you plan on licensing or reusing the engine that you are using for your current title, the work in making your engine run on the Mac can be amortized over multiple titles, and it can generate more licensing interest."

"Finally, moving your code to another platform can help uncover many latent bugs in your code. In this case, the extra effort involved in supporting multiple platforms can actually reduce the amount of work at the tail end of a project by ensuring that the base you are building your game on is as stable as possible."
 
Came across this old article from 2001, PPC era, where Tim Wood, a programmer who worked on Quake 3: Arena, Star Trek: Voyager — Elite Force, Oni, and American McGee's Alice talks about why to port to Mac. Still interesting!

"The first reason is obviously economics. Sure, writing games is one of the most exciting and most challenging jobs around, but if you aren't generating income, you are either independently wealthy, or you won't be doing it for very long. Every developer should strive to write portable and modular code as a matter of course. The benefits of doing this are many and diverse. One of the benefits is being able to move your code easily to a new platform and attract an audience that you wouldn't have attracted otherwise. If your game is written correctly from the beginning, a port to the Mac will generate much more money than the cost of porting it. If you don't do the port, you might as well toss money in the trash."

"Revenue in the Mac market will certainly not be as high as in the PC or console markets, but neither are costs. Advertising does not cost millions of dollars in the Mac market. Due to the high level of community, the word-of-mouth advertising, and possibly piggybacking on your PC marketing, if you have a simultaneous release date it can yield very good market penetration. The Mac market also doesn't demand that you produce a game with a $3 million budget. If you are looking at original development on the Mac, you can build games very cheaply that will be well received (and perhaps focus more on gameplay rather than having to spend time on all the latest graphics effects just to get on the shelf). Simple and well-designed titles are possible on the Mac."

"The Mac market has a longer shelf life for titles than the PC market, and there is less overall competition. Thus, while it is very easy to lose money on a PC or console title, it takes much more effort to do so on a Mac title."

"Also, if you license your PC publication rights, you can often hold back the Mac rights. Many PC publishers will not see the economy of scale on the Mac that they need in order for them to turn a profit. By doing so, you can either publish on the Mac yourself or find a publisher that specializes in the Mac market and knows how to make money there. This will give your development house additional income beyond the advances and royalties you get from your PC publisher."

"There are other, less obviously money-grubbing reasons to port to the Mac. If you plan on licensing or reusing the engine that you are using for your current title, the work in making your engine run on the Mac can be amortized over multiple titles, and it can generate more licensing interest."

"Finally, moving your code to another platform can help uncover many latent bugs in your code. In this case, the extra effort involved in supporting multiple platforms can actually reduce the amount of work at the tail end of a project by ensuring that the base you are building your game on is as stable as possible."
Ha ! What a great time that was. I would spend so much time just playing the demos of UT and Quake 3. Great games. Such great moments on LAN as well.

Regarding the article, well I wonder how much of it still holds true. OpenGL used to be a common API between PC and mac. Today, you'll need a layer to convert to Metal or rewrite the whole thing. Unless you develop using a cross platform engine. But it's probably already a lot of work to get code running on multiple consoles + PC that adding support for the Mac as well is probably just a little too much.

It feels to me like gaming on Mac reached rock bottom. But a few games such as Resident Evil bring glimpses of hope, as do quality indie games such as Prodeus. That's just my impression, and probably just because of the type of games I am interested in.

It seems Apple has a slight renew of interest in gaming, but probably because of it rumoured VR headset.
 
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Most games were DirectX only even 20 years ago. With the notable exception of the Quake 3 engine, and some of the games based on it.
 
Another hyped PC game, not available for Mac, gets thousands of negative Steam reviews on release date, full of bugs, crashes, long loading times even on low settings and more. Once more this is what PC gamers brag about when they talk about day one release. At the same time they make fun of the one keyboard/mouse bug in RE Village for Mac that was solved later.

 
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So, RE4 Remake has been out for a few days now. It's pretty much what people expected. An updated version of a classic game and people absolutely love it. Over 3 million sales within the first two days. I have fond memories about the original game that released 2005 for the GC and moved the franchise away from classical zombies (I love zombies as much as the next guy). Sure, graphically the remake isn't up to what other games deliver, it's still running on the same old Capcom engine they used for previous games. And there's the problem. After the RE Village deal between Apple and Capcom many expected it to last, especially given it's using the exact same technology stack. No RE4 remake for macOS... congratulations Apple, you pissed off Capcom and completely blew it... now hand em a chunk of money and make them release a game on macOS that already runs on it. If memory serves right, Apple wanted to be serious about gaming... or has the upcoming VR headset already replaced gaming? From a marketing point of view, it's stupid to miss out on this as a day and date release and now probably at all.
 
Another hyped PC game, not available for Mac, gets thousands of negative Steam reviews on release date, full of bugs, crashes, long loading times even on low settings and more. Once more this is what PC gamers brag about when they talk about day one release. At the same time they make fun of the one keyboard/mouse bug in RE Village for Mac that was solved later.

Ouch those are some scathing early reviews. I wonder why Sony didn't use Nixxes for this port.

EDIT: I am seeing speculation that it was rushed to capitalize the positive press around the TV Show.
 
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Ouch those are some scathing early reviews. I wonder why Sony didn't use Nixxes for this port.
Price? I wonder how many sales they expected. I mean, the game released 10 years ago and then again as a remake last year. Everyone who ever wanted to play it, probably already played it. And then they do a crappy PC port to cash in for the few people they can milk with it. Just makes no sense. That's the problem with these late ports though, late to the game (no pun intended) and fewer sales. Worth it? Maybe, maybe not.
 
Price? I wonder how many sales they expected. I mean, the game released 10 years ago and then again as a remake last year. Everyone who ever wanted to play it, probably already played it. And then they do a crappy PC port to cash in for the few people they can milk with it. Just makes no sense. That's the problem with these late ports though, late to the game (no pun intended) and fewer sales. Worth it? Maybe, maybe not.
The other annoying issue with this is Sony will see fewer PC sales and then think that PC Ports are not worthwhile for future IP.
 
Another hyped PC game, not available for Mac, gets thousands of negative Steam reviews on release date, full of bugs, crashes, long loading times even on low settings and more. Once more this is what PC gamers brag about when they talk about day one release. At the same time they make fun of the one keyboard/mouse bug in RE Village for Mac that was solved later.

It's ironic that you're talking about "Day 1" issues on a game that's a port of one released months ago.

Mac ports can have their fair share of day one bugs too especially when they are more than just a wrapper around the Windows version which is what's required to get a native Apple Silicon version.

The main reason you hear less about Mac port issues is the size of the market...
 
The main reason you hear less about Mac port issues is the size of the market...
Particularly with "reviews" from Steam and similar platforms, which are for mixed systems, PC + Mac. The majority are PC users. But look at BG3 from 2020...

Technically it's still considered Early Access, so the game isn't really out. But hey, maybe that's a strategy, release a game, keep it in early access for three years, fix the bugs in those years and then claim a bug free Day 1 release. :cool:
 
It's ironic that you're talking about "Day 1" issues on a game that's a port of one released months ago.

Mac ports can have their fair share of day one bugs too especially when they are more than just a wrapper around the Windows version which is what's required to get a native Apple Silicon version.

The main reason you hear less about Mac port issues is the size of the market...

Months ago? As far as I know this is the only PC title. The main reason in my opinion is the same fact people complain about, late Mac releases. Sure Mac games aren't bug-free but in this matter later releases are a benefit for Mac games since many early bugs on PC have been solved by then and don't follow the Mac port.
 
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Months ago? As far as I know this is the only PC title. The main reason in my opinion is the same fact people complain about, late Mac releases. Sure Mac games aren't bug-free but in this matter later releases are a benefit for Mac games since many early bugs on PC have been solved by then and don't follow the Mac port.
Nah this is a port of the PS5 game that came out September 2022 (which really is a remake of the 2013 original). Really this just shows that even though modern console hardware is very PC like, you can still write a game to take advantage of that console hardware making it harder to port to other platforms. It is safe to assume if this was a MS game the PC version and the Xbox version would perform the same because "writing to the hardware" doesn't seem to be a thing Xbox devs do (at least not since the X360 days).

Makes you wonder how much more work would have to be done to get a game like Last of Us Part 1 to run on Apple Silicon.

I wonder if anyone knows how different GNM/GNMX is to Metal.


EDIT: I thought it came out last year, whoops it was 2022.
 
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Nah this is a port of the PS5 game that came out September 2022 (which really is a remake of the 2013 original).

Just as I said. There has been no older PC ports of the game and this is the first one, not a PC remake or remaster, hence the issues with the PC release.
 
Another hyped PC game, not available for Mac, gets thousands of negative Steam reviews on release date, full of bugs, crashes, long loading times even on low settings and more. Once more this is what PC gamers brag about when they talk about day one release. At the same time they make fun of the one keyboard/mouse bug in RE Village for Mac that was solved later.


Is this salt? This sounds like salt.

We make fun of any technical issues lmao, no matter what platform. Chill.
 
How are the fans when you game m1? I played civ6 and it is working yes, but the fans runs very audible while on native resolution so i switch to fullhd
 
Valheim now runs on Apple Silicon. Someone got tired of waiting and made a macOS build of the Linux version in Unity. It requires Rosetta and OpenGL.

Skärmavbild 2023-03-30 kl. 18.54.11.png
 
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Just as I said. There has been no older PC ports of the game and this is the first one, not a PC remake or remaster, hence the issues with the PC release.
Ah, I misread your comment. Yeah it is the only PC version and because they used a custom engine they had to backport PC compatibility in and did a poor job of it.
Valheim now runs on Apple Silicon. Someone got tired of waiting and made a macOS build of the Linux version in Unity. It requires Rosetta and OpenGL.

View attachment 2181339
Eww, OpenGL?
 
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How are the fans when you game m1? I played civ6 and it is working yes, but the fans runs very audible while on native resolution so i switch to fullhd
That would depend on the machine you have (regular MBP13 with M1?). The smaller the enclosure and cooling system, the louder it is. I'm running a MBP16 with M1 Max and it's audible sitting on the desk in a vertical stand. Nowhere near the levels of my previous MBP16 with Intel chip, but still audible. The smaller 14" is louder.

Generally, you can expect the fans to ramp up when you tax both CPU and GPU. It's normal.
 
Eww, OpenGL?

Yeah. OpenGL as dated as it is, is still used by indie devs and one man dev teams since it's easy and simple to work with, which is why there was a mass developer exodus when macOS Mojave came out and killed OpenGL despite warnings and explanations from developers not to do that.


Rocket League and Guild Wars 2 had their Mac versions shut down because of this controversial change.
 
Just as I said. There has been no older PC ports of the game and this is the first one, not a PC remake or remaster, hence the issues with the PC release.
Why would PC players brag about a day one PC release of a game released months ago? It's not a "day one" release.

All these bugs were introduced as a result of porting, not because of day one. It's just a ****** port which the Mac has had plenty of too.
 
Why would PC players brag about a day one PC release of a game released months ago? It's not a "day one" release.

All these bugs were introduced as a result of porting, not because of day one. It's just a ****** port which the Mac has had plenty of too.
I don't think any PC gamers are expecting 1st party Playstation games to have PC versions day 1. Now Xbox games....
 
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