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That seems to be the case. If you follow the engineers responsible for it on Twitter, they all say "this is to help porting, but if people enjoy it, cool!"

I think it's a good showcase for Apple and Mac done by the users. It teases PC devs who before may haven't had a single thought about porting to Mac or those who abandoned the platform by showing what's possible.
 
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I just need Satisfactory, Ixion, Trails series moved over to Mac then I can drop my PC. Everything else I’m at the point of just using console now.

My list is a lot bigger. The Persona series (specifically Persona 5 Royal,) Command & Conquer Remastered, Street Fighter 6, the Yakuza series, my boomer shooters like Warhammer 40k Boltgun, and practically every PlayStation PC game would need to be moved over. There's probably more I didn't list.

At least with Command & Conquer I got the Vanilla Conquer source port installed on my Macbook Pro so I got my favorite game covered, but my second favorite game Persona 5 Royal hasn't. (And I still need someone to test it for me using the game porting toolkit)
 
That seems to be the case. If you follow the engineers responsible for it on Twitter, they all say "this is to help porting, but if people enjoy it, cool!"

You got a link to those tweets?

Anyway, see? I told ya you had nothing to worry about with people using it as a compatibility layer. It's brought so much positive press to the Mac, with even big name celebrities saying "yeah why can't I play these games on my Mac when these guys clearly shown it's possible." When everyone plays, we all win
 
You got a link to those tweets?

Anyway, see? I told ya you had nothing to worry about with people using it as a compatibility layer. It's brought so much positive press to the Mac, with even big name celebrities saying "yeah why can't I play these games on my Mac when these guys clearly shown it's possible." When everyone plays, we all win
Sure, people can use it, but it cant be shipped as a product and they make no guarantee. It’s not the same as Proton. Careful not to read too much into these things.
 
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They both have one thing in common, no commercial use, only personal use.
Are you sure about this? The repository uses the LGPL licence.
The GNU Lesser General Public License (LGPL) is a free-software license published by the Free Software Foundation (FSF). The license allows developers and companies to use and integrate a software component released under the LGPL into their own (even proprietary) software without being required by the terms of a strong copyleft license to release the source code of their own components. However, any developer who modifies an LGPL-covered component is required to make their modified version available under the same LGPL license.
 
Are you sure about this? The repository uses the LGPL licence.


I admit it’s confusing and contradictory. According to GNU you can’t limit who can use a program or for what so Apple can’t say its provided source code can’t be used commercially. Apple didn’t have to release the modified source code, or any parts of it if they used it only internally but since they released it to game developers publicly available for anyone to download for evaluating and porting games they had to release it under the terms of GNU.

According to GNU you are also ”allowed to sell copies of the modified program commercially, but only under the terms of the GNU GPL. Thus, for instance, you must make the source code available to the users of the program as described in the GPL, and they must be allowed to redistribute and modify it as described in the GPL.”

Furthermore the license says ”Anyone can release a program under the GNU GPL, but that does not make it a GNU package. Making the program a GNU software package means explicitly contributing to the GNU Project. This happens when the program's developers and the GNU Project agree to do it.”

So as I understand it seems that Apple is saying you can’t use their specific product and toolkit for other purposes than stated but you can use the code to build your own product. It also appears they didn’t have to include everything needed for the toolkit to work in the open source code. There are parts like Metal shader converter that are parts of MacOS.

The Apple engineer mentioned in a previous post said ”We built a dxil to metallib converter and directx11 and directx12 to Metal runtime translator. Non graphics APIs are translated by Wine. But we don’t use any tech from moltenVK or DXVK or spirv-cross etc. The shader converter can be shipped by games and can be used in the game developer asset pipelines.” So maybe that’s a reason why they didn’t have to include everything in the open source code. Others are welcome to correct me with better and further explanations.
 
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Paradox Interactive has announced Star Trek: Infinite coming to Mac this fall.

"A grand strategy game based on the iconic sci-fi franchise. Set a few decades before Star Trek: The Next Generation, players will run an entire fleet within the Star Trek universe, commanding one of four major powers in the galaxy: the United Federation of Planets, Romulan Star Empire, Cardassian Union, or Klingon Empire. Star Trek: Infinite puts players in command of one of four major powers in the galaxy, each with individualized traits, stories, quests, and more to make their play feel distinct. With stunning visuals, difficult choices, and unique gameplay, this game allows players to experience a beloved franchise in a new way as they navigate contact with other empires and worlds."



Paradox has previously said they don't have a dedicated Mac team and won't support Apple Silicon so I don't have high hopes for a native AS port but they have a full reveal of the game on Picard day June 16 so we'll see if they have changed their mind after WWDC news.
 
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Some may have already seen this but it was funny and understandable to see "Guinan" pissed off due to not being able to play Diablo 4 on her Mac and get the attention of Blizzard's general manager. :)

I see Blizzard via battle.net launcher has Diablo IV - Fastest selling Blizzard game of all time. Perhaps that will inspire them to port it sooner given MacOS 14 game mode and this lovely Game Porting Toolkit part of Xcode 15 beta?
 
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Paradox Interactive has announced Star Trek: Infinite coming to Mac this fall.

"A grand strategy game based on the iconic sci-fi franchise. Set a few decades before Star Trek: The Next Generation, players will run an entire fleet within the Star Trek universe, commanding one of four major powers in the galaxy: the United Federation of Planets, Romulan Star Empire, Cardassian Union, or Klingon Empire. Star Trek: Infinite puts players in command of one of four major powers in the galaxy, each with individualized traits, stories, quests, and more to make their play feel distinct. With stunning visuals, difficult choices, and unique gameplay, this game allows players to experience a beloved franchise in a new way as they navigate contact with other empires and worlds."



Paradox has previously said they don't have a dedicated Mac team and won't support Apple Silicon so I don't have high hopes for a native AS port but they have a full reveal of the game on Picard day June 16 so we'll see if they have changed their mind after WWDC news.
Well isn't GPToolkit supposed to make the conversion easier /faster for small shops?
 
isn't GPToolkit supposed to make the conversion easier /faster for small shops?
Apple has released another tool for games studio to port their games to macOS: Metal shader converter.

Has anyone tried Whisky in Ventura?
Returned macOS Ventura 13.1 Support
 
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Skärmavbild 2023-06-10 kl. 22.18.28.png


 
I am really not a fan of GFXBench. I know it is pretty much all we have, but GPU utilization on the tool wasn't great the last time I messed with it.

Maybe, but it's still comparable. Same conditions for both Mac and PC.
 
Apple about gaming, wrong man as an interviwer for gaming though.

Not much new, but still a good thing it was mentioned.

And how about game mode? How much better performance should we expect on the new macOS?
 
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