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Notice he says "platforms" so it will include iPhone and iPad, and perhaps Vision Pro.

Skärmavbild 2023-06-05 kl. 21.29.19.png
 
Notice he says "platforms" so it will include iPhone and iPad, and perhaps Vision Pro.

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This is an empty promise. EA made the same promise when the Nintendo Wii U was announced, and they abandoned the platform right after it launched.

Unless DS2 is listed for Mac I'll believe them when I see it, especially since Overdose (their rumored collab with Microsoft) is exclusive to Xbox and PC, and Death Stranding 2 is currently exclusive to PlayStation 5 with the PC release a year or two afterwards.
 
Sonoma

"macOS Sonoma also introduces Game Mode, giving players an edge when performance is measured in precious milliseconds. Game Mode delivers an optimized gaming experience with smoother and more consistent frame rates, by ensuring games get the highest priority on the CPU and GPU. Game Mode also makes gaming on Mac even more immersive — dramatically lowering audio latency with AirPods, and significantly reducing input latency with popular game controllers like those for Xbox and PlayStation by doubling the Bluetooth sampling rate. Game Mode works with any game, including all of the recent and upcoming Mac games."

So, it's an OS-level change. Nice.
 
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Ya'll think Death Stranding is using the toolkit for porting?

Game Mode is curious and it will be interesting to see how it works, since it apparently doesn't need developer input to take advantage of.

Though I'll admit I hate the smoother word choice since frame time consistency and smoothness are the same dang thing. Is Apple claiming that their Game Mode can get rid of the annoying UE stutter?
It's not magic. I bet it just changes the CPU scheduler to give the game priority and maybe shutdown a few unnecessary services to free up some resources. Windows 11 has a game mode too and that's all it does. Not enough to overcome stutter struggle.
 
I am curious about the Porting Kit. Looking forward to @leman take on it...
I wonder how well this will work with combined with Unity as my current game has basically a build toggle and I have a macOS artifact ready to test anyway. I wonder if it will help with my shader glitches. But I will need to test it after I work on other things so it will be a while.
 
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It's not magic. I bet it just changes the CPU scheduler to give the game priority and maybe shutdown a few unnecessary services to free up some resources. Windows 11 has a game mode too and that's all it does. Not enough to overcome stutter struggle.

Stutter struggle on which games?
 
This is an empty promise. EA made the same promise when the Nintendo Wii U was announced, and they abandoned the platform right after it launched.

Unless DS2 is listed for Mac I'll believe them when I see it, especially since Overdose (their rumored collab with Microsoft) is exclusive to Xbox and PC, and Death Stranding 2 is currently exclusive to PlayStation 5 with the PC release a year or two afterwards.

It will be an empty promise if Hideo Kojima won't deliver but until then it will be a promise since there is no evidence of the opposite. I also don't see the connection. EA, an American company promised to make Nintendo games but didn't deliver. Here we have a Japanese company and a "die-hard Apple fan since 1994" promising to make future games for Apple platforms. If anything the Japanese are known for their resilience, hard work, honesty, intelligence and being disciplined so what EA did has no connection to Hideo Kojima.
 
We'll need to keep a list running ;)… Layers of Fear on June 15th, Fort Solis in Q3…

Oh and there is 50% off No Man's Sky on Steam now !
 
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Apple did not showcase any VR game on the Vision Pro. :confused:
In fact, I'm not sure if it supports VR games that are rendered on a Mac.
What are the solutions to develop VR games for this device?
 
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Well, the screenshot shows that the games supports macOS and VR, not necessary both at the same time. :p
I meant that as a joke, but now I doubt that a VR version of No Man's Sky will come to the Mac. The Vision Pro seems to be focused on AR only, it's not clear whether it can be used to play VR games that are rendered by a Mac/PC, and I'm not even sure that you can develop VR games on macOS if you're not using Unity...
 
Basically every big release lately and UE4 game? Especially at launch. Dead Space Remake, Returnal, Hogwarts Legacy, Elden Ring, etc.
Practically every release is a UE4 game, lol. Which usually has traversal stutter issues. Elden ring had a shader compliation issue (which did get fixed and wasn't a problem on the consoles). Apple could probably fix the issues Elden Ring had, not so much on the traversal stutter.
 
So with the Game Porting Toolkit, I gotta ask, how many will actually use it? How can you convince PC game developers to actually use it when most of them have no experience with macOS and don't have any Macs to do the development on?
 
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Apple did not showcase any VR game on the Vision Pro. :confused:
In fact, I'm not sure if it supports VR games that are rendered on a Mac.
What are the solutions to develop VR games for this device?
Today:

Build great games for spatial computing​

Find out how you can develop great gaming experiences for visionOS. We'll share some of the key building blocks that help you create games for this platform, explore how your experiences can fluidly move between levels of immersion, and provide a roadmap for exploring ARKit, RealityKit, Reality Composer Pro, Unity, Metal, and Compositor.
 
So with the Game Porting Toolkit, I gotta ask, how many will actually use it? How can you convince PC game developers to actually use it when most of them have no experience with macOS and don't have any Macs to do the development on?

I’m willing to give Apple the benefit of the doubt to see if its worth it.

It’s definitely a good move, right?
 
I’m willing to give Apple the benefit of the doubt to see if its worth it.

It’s definitely a good move, right?

Easier development certainly is, as Proton has done wonders for Linux gaming since you no longer need to put the work in on a Linux port anymore. You can just develop for Windows now and your game instantly works on Linux with no issues, sometimes running even better than it does on Windows.

Now in practice, you gotta get people to use it and we need to see results from it, and so far all we got is Kojima using it with Death Stranding Director's Cut. If Kojima can't convince AAA devs to come back to Mac, nothing will.
 
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Why? You think executives at EA, Ubisoft, and Take Two are following Kojima's every step?

Yes. The AAA industry follows the big players, so if the big players aren't on a certain platform, then they're not either. A lot of major publishers like Square Enix have abandoned the Xbox for this reason. Hideo Kojima is venerated in the entire industry (especially in Japan) because his studios always push the limit of narrative in an interactive medium. That's why getting him on stage at WWDC was a big deal.
 
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It looks like Game Porting Toolkit is bigger than we thought people. Apparently Apple has basically made a DX 12 emulator/translator running in realtime under Rosetta 2. It's far more advanced than Crossover's solution being worked on and maybe a reason Valve stopped Proton's development for MacOS. Apple has also made the Toolkit code Open Source letting anyone including it in their software, like Codeweavers and Wine project. This sounds like a huge step! Looks like they just did a Proton for Mac.

Skärmavbild 2023-06-06 kl. 18.06.53.png




Watch around 27:00


 
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So with the Game Porting Toolkit, I gotta ask, how many will actually use it? How can you convince PC game developers to actually use it when most of them have no experience with macOS and don't have any Macs to do the development on?
It's a hard sell. However, I can say that even for a lot of developers that have MacBooks as their personal computers or as their S/O's computer it may not be as hard a sell as some of that have been waiting for games to really come to the Mac believe. At the end of the day how well or poorly these games sell on the Mac is going to do the final convincing or not for the bulk of developers/game publishers.
 
But it's only for a first performance check. It's not something that will be used to ship the actual games.
 
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