When Blizzard issued their first statement in 2015, Metal was immature and openGL almost unusable on macOS. Their reason was completely legit. No serious Metal game was released before mid 2017 (Sierra 10.12.4). Since then, we've had many Metal games using many different engines. UE4 is arguably more advanced than the overwatch engine (considering that it's integrated in a very powerful IDE). The same could probably be said for Unity.Says who? Says you? What grounds or evidence do you have to support that Metal is more than adequate for playing Overwatch? Are you a Blizzard software engineer for Overwatch?
I just seems Blizzard is recycling their argument just because they can't be bother to find a better one.
What does overwatch need that Metal 2 could not offer? Does it implement a particular rendering technique that Metal could not provide? Geometry shaders maybe? These can be implemented with compute shaders, from everything I read.
The thing is, blizzard didn't say that the Windows version of the engine could not be ported to Metal with absolutely zero compromise or change, they said that technology decisions prevented them from making overwatch the way they wanted it to be. Really? They cannot even slightly alter the way something is rendered? That would be intolerable? Somehow the game can use DX and console APIs, but not Metal. I'm highly sceptical of this.
Maybe it's related to networking and multiplayer, I don't know, but that would also would be very surprising.
You know, the same thing happened to Elite Horizon. The developers raised the lack of compute shaders. Since Metal was released together with compute shaders, the devs have stayed silent. No reply to questions, nada. As if they no longer had an excuse and didn't know what to say. Now all hope for the Mac port is lost, and that certainly isn't due to Metal being inadequate.