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Gonna be real: SF6 on Mac is a bad idea, and here’s why: The majority of Mac users are wifi scrubs who don’t use ethernet, which will result in laggy matches for console warriors and PC users. If SF6 got a Mac port the FGC is gonna crush y’all.

You severely overestimate console/PC players. The amount of wifi matches I get online is insane.
 
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It's going to be getting years of content and the majority of the playerbase will be playing online with crossplay, and adding Mac users to that mix will cause complications, most notably with match network quality since hardly any Mac users use ethernet with online games, and the FGC really does not like wifi users.
Easily fixed though. Exclude Mac users from crossplay or match latency for players. Yes, someone is going to cry "it's not fair", but who cares. We've had latency filter and automated kicks 20 years ago in CS, surely still works nowadays.
 
You severely overestimate console/PC players. The amount of wifi matches I get online is insane.
Yeah, that was a really dumb reply. Everyone knows if you're serious about playing online you use Ethernet yet Wifi warriors exist on PC and console anyway.
 
Another comapny unaware of the imminent death of Mac gaming. ;)

"SnowRunner, the blockbuster open-world off-roading game from Saber Interactive, is revving up to reach new heights with the game’s debut on the Mac App Store, Mac via Steam, and the Epic Games Store later this year. It features MetalFX Upscaling for accelerated performance and high-quality visuals, along with full crossplay with consoles and PC plus controller support. Players can jump into the driver’s seat of some of the world’s powerful vehicles and prepare to conquer extreme environments with the most advanced terrain simulation experience.

SnowRunner is coming to the Apple silicon Mac lineup, and will be available for $29.99 on the Mac App Store, Mac via Steam, and the Epic Games Store. All previously released DLC, as well as the Premium Edition and Year 1, Year 2, and Year 3 Passes, will be available for purchase separately."
 
Fallen Leaf Studio and Dear Villagers announce Fort Solis, an upcoming third person adventure/thriller game being made in UE5, is coming to Mac.


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Fallen Leaf Studio and Dear Villagers announce Fort Solis, an upcoming third person adventure/thriller game being made in UE5, is coming to Mac.


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Wow this looks amazing! Makes me want to start saving for a new Mac.

Q3 2023…
 
Fallen Leaf Studio and Dear Villagers announce Fort Solis, an upcoming third person adventure/thriller game being made in UE5, is coming to Mac.


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Massive Doom 3 vibes on this one. Except for the 3rd person, it looks very, very similar. Let's see if they throw in some demons and possessed NPCs.
 
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Fantastic news! It seems to be more than just another shooter. It will focus more on the storytelling and narrative and is described as "Moon meets Dead Space". They also want to increase the immersion by having one continuous shot with no breaks or edits throughout the entire game, like in God of War. The game will also be fully open for the player to explore and the focus will be on exploration and solving problems rather than shooting and killing monsters. They want the player to feel like an engineer, not a super soldier.

The game looks to be everything the pessimists say new Mac games and Mac gaming won't/can't be. It looks AAA, it will be native for AS, it's a UE5 game, it will have day-and-date release on Mac, it's from a new dev (Fallen Leaf) releasing their first Mac game along with other platforms and it doesn't appear to be financed by Apple (otherwise they would have announced it themselves). So much for Mac gaming is dead and devs not wanting to release quality AAA games for Mac unless they're paid by Apple.

Here is the discussion thread on Steam if you want to write to the devs.

"As a story-focused game, Fort Solis is inspired by the biggest studios working in interactive fiction. “We look a lot at the brilliant narrative games that came before us, [they] are certainly an inspiration,” Tinsdale says, name checking developer Quantic Dream and Supermassive Games. “We wanted to look at narrative techniques that were used in those games really successfully, but also add elements of gameplay."

"When we initially discussed the project, we wanted to create something in the vein of Duncan Jones' Moon. And by that, I mean the psychological aspect, the aspect where characters, motivations, or their perception of reality itself is challenged,” he says. “So, we combined that with the isolated, industrial style of Dead Space."

"Crafting something that really tapped into that sense of isolation had Fallen Leaf initially look at making a first-person game (Tinsdale notes how effective the view point was in Resident Evil 7.) But the final decision to go for a third-person perspective for Fort Solis was driven by the team’s wish for the game to be played in one continuous shot, similar to films like 1917 and Birdman."

"We've seen it in God of War, I think more games have done it in the past,” Tinsdale says. “We wanted to keep one cut, no edits throughout the entire game, so the immersion levels would be super immersive throughout the whole experience. For that reason we felt third-person is a far better catalyst for that."

"Fallen Leaf believed it was important for players to explore the station properly, and so rather than playing out in movie-style scenes that dictate where you character moves to like so many other narrative games do, you’ll be able to freely explore Fort Solis as you wish."

"Fort Solis is fully open, the whole location, from the minute you arrive,” Tinsdale explains. Of course, some locations will require a bit of work to get into once you’ve found them. “You will have to solve certain environment puzzles, or gain access to certain buildings through certain actions or, or progressive states in different locations."


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Fantastic news! It seems to be more than just another shooter. It will focus more on the storytelling and narrative and is described as "Moon meets Dead Space".
I can live without Doom, but they had me at Moon. Amazing movie, and it would be great to have a psychological storyline like that told in game form.

They want the player to feel like an engineer, not a super soldier.
That actually sounds like the roles of the crew in Alien: blue collar space truckers. Not colonial marines.

The game looks to be everything the pessimists say new Mac games and Mac gaming won't/can't be. It looks AAA, it will be native for AS, it's a UE5 game, it will have day-and-date release on Mac, it's from a new dev (Fallen Leaf) releasing their first Mac game along with other platforms and it doesn't appear to be financed by Apple (otherwise they would have announced it themselves). So much for Mac gaming is dead and devs not wanting to release quality AAA games for Mac unless they're paid by Apple.
It does tick all of the boxes in the naysayers doom list. The big tell is that it's not exclusive to the Mac App Store, but will be available on Steam, so the devs choose to make a Mac version, rather than having incentives offered to them by Apple.

I believe this will be the first Unreal Engine 5 game on Mac, so I'll be curious to see what the system requirements will be. My 2018 Mac mini + RX 580 eGPU combo is really starting to show its age. I'm just holding out for the M3 generation, at this point.
 
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I can live without Doom, but they had me at Moon. Amazing movie, and it would be great to have a psychological storyline like that told in game form.


That actually sounds like the roles of the crew in Alien: blue collar space truckers. Not colonial marines.


It does tick all of the boxes in the naysayers doom list. The big tell is that it's not exclusive to the Mac App Store, but will be available on Steam, so the devs choose to make a Mac version, rather than having incentives offered to them by Apple.

I believe this will be the first Unreal Engine 5 game on Mac, so I'll be curious to see what the system requirements will be. My 2018 Mac mini + RX 580 eGPU combo is really starting to show its age. I'm just holding out for the M3 generation, at this point.

Yeah, I'm a bit surprised too that we'll have a UE5 game already on Mac considering the engine lacks some features on Mac. Maybe some features won't simply be in the Mac version but who cares? 🙂 The game will still look good. It's also funny that for the first time they prioritize Mac along with PC and PS5 but not Xbox. I hope my base Mac Studio will be enough but with MetalFX I think it will be fine.
 
Yeah, I'm a bit surprised too that we'll have a UE5 game already on Mac considering the engine lacks some features on Mac. Maybe some features won't simply be in the Mac version but who cares? 🙂 The game will still look good. It's also funny that for the first time they prioritize Mac along with PC and PS5 but not Xbox. I hope my base Mac Studio will be enough but with MetalFX I think it will be fine.
Does UE5 support MetalFX? I couldn’t find anything that said something either way.
 
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Neither can I. It would be strange to have a native app that doesn't support MetalFX upscaling.
Yeah it seems like UE5 supports Metal 3 but it was under the iOS/iPadOS/tvOS section and not the macOS section. Maybe MetalFX can be added in as a plug-in like DLSS, but natively UE5 just uses TSR (which should be the same as MetalFX really).
 
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natively UE5 just uses TSR
Terminate Stay Resident? You're giving me configuration flashbacks here...

Obviously, you meant FSR. While it's not the same situation, if I am recalling correctly, Larian and Elverils have already added FSR support to Baldur's Gate 3 for Mac, while they plan to include MetalFX support in the future. I think that's probably after release, according to MrMacRight, after speaking with the developers. They're using their own engine, so this doesn't apply to UE5, but clearly it's not trivial.
 
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Terminate Stay Resident? You're giving me configuration flashbacks here...

Obviously, you meant FSR. While it's not the same situation, if I am recalling correctly, Larian and Elverils have already added FSR support to Baldur's Gate 3 for Mac, while they plan to include MetalFX support in the future. I think that's probably after release, according to MrMacRight, after speaking with the developers. They're using their own engine, so this doesn't apply to UE5, but clearly it's not trivial.
TSR is Unreal's FSR. Nvidia has Deep Learning Super Sampling (DLSS), AMD has FidelityFX Super Resolution (FSR) and Unreal Engine has Temporal Super Resolution (TSR).
 
Terminate Stay Resident? You're giving me configuration flashbacks here...

Obviously, you meant FSR. While it's not the same situation, if I am recalling correctly, Larian and Elverils have already added FSR support to Baldur's Gate 3 for Mac, while they plan to include MetalFX support in the future. I think that's probably after release, according to MrMacRight, after speaking with the developers. They're using their own engine, so this doesn't apply to UE5, but clearly it's not trivial.
If I am not mistaken they are using FSR 1.0 for BG3 (which should be avoided like the plague). If they were using FSR 2.0 (not saying they are not, I haven't looked in a long while) there is a DLL hack that allows you to drop in DLSS 2 support in place of FSR, I'd assume MetalFX would work the same way (basically hijack the FSR call and replace with MetalFX) or at least be very similar.

I wonder, is MetalFX hardware accelerated the same way DLSS is?
 
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TSR is Unreal's FSR. Nvidia has Deep Learning Super Sampling (DLSS), AMD has FidelityFX Super Resolution (FSR) and Unreal Engine has Temporal Super Resolution (TSR).
I stand corrected! I knew about FSR, DLSS, and XeSS. I wasn't aware that Unreal's solution is called Temporal Super Resolution. I learned something new. Thanks @Homy! I regularly watch channels like Gamer's Nexus and Hardware Unboxed, do they simply use FSR and TSR interchangeably? They regularly do benchmarks on Unreal Engine games but I only recall them mentioning FSR.

If I am not mistaken they are using FSR 1.0 for BG3 (which should be avoided like the plague).
Ouch. I haven't paid much attention to BG3, other than MrMacRight's videos, because I'm waiting for the finished product. That's why I was so vague on the subject, because I was uncertain.

If they were using FSR 2.0 (not saying they are not, I haven't looked in a long while) there is a DLL hack that allows you to drop in DLSS 2 support in place of FSR, I'd assume MetalFX would work the same way (basically hijack the FSR call and replace with MetalFX) or at least be very similar.
I learned something else today. I didn't realize that the DLLs were interchangeable.

I wonder, is MetalFX hardware accelerated the same way DLSS is?
Knowing Apple, they added their own special sauce, which will make it 99% compatible but not quite. In reality, I have no idea.

Thanks for the input, @Homy and @diamond.g, that was most illuminating.
 
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New games keep coming, maybe because of WWDC next month. Another UE 5 game is coming June 15, actually the first UE 5 game on Mac. Layers of Fear, native for Apple Silicon will be released on MAS. "The game takes full advantage of the Metal framework". 😁


So far this year we've had RE Village Winters' Expansion, No man's Sky, Grid Legends, The Medium, Firmament, Isonzo, Everspace 2, Snowrunner, Fort Solis and now Layers of Fear to mention a few. :cool:
 
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New games keep dropping, maybe because of WWDC next month. Another UE 5 game is coming June 15, actually the first UE 5 game on Mac. Layers of Fear, native for Apple Silicon will be released on MAS. "The game takes full advantage of the Metal framework". 😁

Day and date release. Let's hope there are no bugs or performance issues on day one... 🙄
 
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Goodbye Intel! Appears to be Apple Silicon only and contains two games and all DLCs and a new chapter.

"The collection includes full remakes of the original Layers of Fear and Layers of Fear 2, including DLC for both titles and an original chapter made just for this release. These remakes aren’t simple upscales, as each title was recreated in Unreal Engine 5 and include all manner of modern graphical touches, though it’s still unknown if the Mac version will handle advanced techniques like ray-tracing. Developer Bloober Team has stated that it made full use of Apple’s proprietary Metal 3 upscaling tech."

“Apple silicon has transformed gaming on Mac — delivering incredible graphics performance, new capabilities, along with extraordinary battery life,” said Bloober Team CEO Piotr Babieno."



There's a demo:
 
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Goodbye Intel! Appears to be Apple Silicon only and contains two games and all DLCs and a new chapter.

"The collection includes full remakes of the original Layers of Fear and Layers of Fear 2, including DLC for both titles and an original chapter made just for this release. These remakes aren’t simple upscales, as each title was recreated in Unreal Engine 5 and include all manner of modern graphical touches, though it’s still unknown if the Mac version will handle advanced techniques like ray-tracing. Developer Bloober Team has stated that it made full use of Apple’s proprietary Metal 3 upscaling tech."

“Apple silicon has transformed gaming on Mac — delivering incredible graphics performance, new capabilities, along with extraordinary battery life,” said Bloober Team CEO Piotr Babieno."



There's a demo:
To be clear the demo is Windows only (or at least that is what it looks like). I am not at my Mac to be able to see if a demo is offered in the Mac App Store (since the macOS version is only being sold through there AFAIK). The system requirements are fairly modest which is nice. DSOGaming has a quick performance review of the demo up.
 
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