Actually you can buy Steam Decks outside of Steam now. Newegg sells them, Gamestop sells refurb units, and they can be ordered through Komodo in Asia
Well, that’s good.
Actually you can buy Steam Decks outside of Steam now. Newegg sells them, Gamestop sells refurb units, and they can be ordered through Komodo in Asia
In short, the game doesn't require an M2 Max.This is the first scene in the tutorial in the demo on my base Mac Studio M1 Max 24c GPU. Settings are on high except for Post Processing and View Distance on medium. VSYNC, Motion Blur, Chromatic Aberration and Lens Flare are Off. Images here are compressed by MR.
At least not in the scene shown. Who knows how bad it will get when they are in large dog fights.In short, the game doesn't require an M2 Max.
This is the first scene in the tutorial in the demo on my base Mac Studio M1 Max 24c GPU. Settings are on high except for Post Processing and View Distance on medium. VSYNC, Motion Blur, Chromatic Aberration and Lens Flare are Off. Images here are compressed by MR.
3200x1800 38 fps
View attachment 2287160
3200x1800 FSR 1 Ultra quality 53 fps
View attachment 2287161
3200x1800 FSR 1 Quality 62 fps
View attachment 2287162
2560x1440 54 fps
View attachment 2287163
2560x1440 FSR 1 Ultra quality 70 fps
View attachment 2287164
Same fps (53-54) at 1800p with FSR as 1440p without but 1800p looks better. Even 1800p with FSR Quality looks better than 1440p FSR Ultra quality. So I would play at the higher res for sharper image at 62 fps. 3200x1800 has the same ratio as 3860x2160 so its best for a 4K monitor.
So, does the demo launch in native MacOS?
FYI the demo took forever to launch on my Intel MBP. I’m guessing it was compiling shaders.They say the game needs Rosetta but it shows as native Apple app in Activity Monitor, not as an Intel app so maybe it's like Warhammer III where some old parts are x86 and some new ARM64. I don't know. I took a while the first time it was launching and the app icon just bounced up and down so I guess Rosetta translation had kicked in.
FYI the demo took forever to launch on my Intel MBP. I’m guessing it was compiling shaders.
At least not in the scene shown. Who knows how bad it will get when they are in large dog fights.
BG 3 uses Metal 2 for different reasons. They've tested Metal 3 but are not sure yet if or how to release it so it can be used with older Macs. 4-10 people worked on the Mac port. Apparently App Store can't handle 100+ GB large games so it's the reason it's not there.
View attachment 2288615
In slight fairness, there's probably not many 100 GB+ games available for Mac.Well add another reason why the Mac App Store is hot garbage.
To be honest even if it could handle 100+ gb games I wouldn't put a game there due to discoverability on the MAS being so bad, and this is on top of having to wait for app review everytime you wanna do an update. Nooooo thank you
100GB Game? Wow… seems a little extreme.
Well BG3 is like 100GB download with no DLC (Yet). The install size shows as using something nearing 120GB. It is probably the largest game available on macOS. Games like Call of Duty can use up to 200GB.Hang on, is it just one game being 100 GB, or game plus DLC being 100 GB?
I mean, if a game's, say, 80 GB, but has 25 GB of DLC, would that count on MAS as 80 and 25, or 105 combined?
Regardless, another tidbit from Capcom.
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What Resident Evil Village on iOS tells us about the future of AAA mobile game development
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"We have a relationship with Apple that existed previously to this latest hardware [iPhone 15 Pro] being released," Masachika Kawata, one of Resident Evil Village's producers, tells GamesIndustry.biz. "But we just saw the new M2 chip as a great chance to bring Resident Evil to more players around the world and we're always happy to have that kind of chance. We were very happy with how powerful [the M2] was as well and what it led us to achieve with this port."
"We had already done the preparation steps last year of updating our internal RE Engine to support MacOS development, so with that groundwork in place, it was a relatively easy procedure to also continue that work this year into iOS," Kawata continues. "There's some similarities between the platforms, which means that once you start working on one, it helps with the next one."
At the moment, our process is still based on the idea of taking products we've released previously on other platforms, so we're not ready to commit to things like simultaneous release in terms of future titles," he explains. "Since there's a lot of unknowns for us during this process, we brought them to the Apple devices in question, and we want to try and get feedback on that and consider how to improve next time we do something like this, and we'd like to do better and better with each iteration."
It’s not great, but these are somewhat unproven platforms for them so I don’t blame them for taking it slow. I just hope SF6 is next in line.WRT the Capcom statement, it is good they are looking to bring more games over (SF6!!!) but at the same time it isn't great that they have admitted they don't feel comfortable doing simultaneous releases.
It was bound to happen eventually with programs and games getting ever larger. Sad to see that Apple didn’t get ahead of the curve on that.In slight fairness, there's probably not many 100 GB+ games available for Mac.
Discoverability is terrible on MAS, though, no doubt.
Regardless, another tidbit from Capcom.
![]()
What Resident Evil Village on iOS tells us about the future of AAA mobile game development
Sign up for the GI Daily here to get the biggest news straight to your inboxwww.gamesindustry.biz
"We have a relationship with Apple that existed previously to this latest hardware [iPhone 15 Pro] being released," Masachika Kawata, one of Resident Evil Village's producers, tells GamesIndustry.biz. "But we just saw the new M2 chip as a great chance to bring Resident Evil to more players around the world and we're always happy to have that kind of chance. We were very happy with how powerful [the M2] was as well and what it led us to achieve with this port."
"We had already done the preparation steps last year of updating our internal RE Engine to support MacOS development, so with that groundwork in place, it was a relatively easy procedure to also continue that work this year into iOS," Kawata continues. "There's some similarities between the platforms, which means that once you start working on one, it helps with the next one."
At the moment, our process is still based on the idea of taking products we've released previously on other platforms, so we're not ready to commit to things like simultaneous release in terms of future titles," he explains. "Since there's a lot of unknowns for us during this process, we brought them to the Apple devices in question, and we want to try and get feedback on that and consider how to improve next time we do something like this, and we'd like to do better and better with each iteration."