Against your issue tried day before with 2012 Retina MBP using NVIDIA graphics running 10.15.7 Catalina, still a no go.Fixed it not even loading on some machines, NO!
Against your issue tried day before with 2012 Retina MBP using NVIDIA graphics running 10.15.7 Catalina, still a no go.Fixed it not even loading on some machines, NO!
Hello I am using a 15 inch MacBook Pro with 2.9ghz processor from 2017 and the game is very very stuttery. Like I limit the frame to 30 but it seems the to have lots of issues running smoothly anyways. Even though all the settings are as low as they can be.Against your issue tried day before with 2012 Retina MBP using NVIDIA graphics running 10.15.7 Catalina, still a no go.
Can you help me find the path of exile.dmg file? I can’t seem to find that in any folders thanks I want to try “low resolution mode”No word on when they change from a experimental beta to a official release. The game has been patched several times, now up to 3.12.2B.
A another workaround was suggested by sechssechssechs - Note open in Low Resolution is disabled in Big Sur Beta 9.
For the guys who want to be able to change the resolution, there is one workaround I am currently using:
1. Get the EasyRes app (https://apps.apple.com/us/app/easyres/id688211836?mt=12) or an app with similar functionality like SwitchResX (paid, you can get it from https://www.madrau.com/).
2. Lower the resolution of your Mac to something like 1280x800
3. Right Click the Path of Exile.app file > Get Info > Check "Open in Low Resolution"
This improved my fps tremendously. Running stable 60 fps, CPU proximity temperature 60°C with MacsFanControl's "Full blast" preset and lowest settings in-game on my MacBook Pro 2018 (2,6 GHz i7 and Radeon Pro 560X).
I have a 2012 Retina MBP (Catalina 10.15.7) that uses Nvidia GPU and see the 27MB download issue where it just quits fairly quickly before it starts the large download to build the game. That has been reported here and in their forums by several.
its was linked on the first post, but this is the linkCan you help me find the path of exile.dmg file? I can’t seem to find that in any folders thanks I want to try “low resolution mode”
I occasionally see what other Mac users are posting in this part of their Mac Client forum sectionOnce PoE is installed from the .dmg file, you need to open a terminal and run the following command:
xattr -c /Applications/Path\ of\ Exile/Path\ of\ Exile.app
what does "xattr -c /Applications/PathofExile/PathofExile.app" doits was linked on the first post, but this is the link
The following might still be needed
I occasionally see what other Mac users are posting in this part of their Mac Client forum section
It’s just a set path for opening application:what does "xattr -c /Applications/PathofExile/PathofExile.app" do
did a few "workarounds//settings adjustments" Open in Low Resolution mode and then set in the options "Predictive network mode" instead of "auto" or "lockstep"
seems to work really well now on my 2017 macbook pro 15 inch![]()
Do you think the january 15 patch/expansion will also come with some new Mac improvements like being able to pick resolution etc?It’s just a set path for opening application:
Clear all attributes including their associated values:
xattr -c [-rsv] file ...
Glad it’s working acceptable for you.![]()
They usually do some during a major patch. we won't know what they change until its documented. Been waiting to graphics settings that are missing in the experimental client.Do you think the january 15 patch/expansion will also come with some new Mac improvements like being able to pick resolution etc?
If this company spent over a year to bring the game to macOS I highly doubt they are abandoning those efforts right after getting the mac client out of beta stages.Not expecting much from the next patch. The macOS version is a mess to be honest, I doubt they're going to fix it now. Maybe M1 support, but there are many more underlying issues.
The way they are avoiding the GPU settings is suggestive that they are targeting Apple Silicon based Macs/iPads for their development as you thought. I know that we tend to look at this from the Nov 17 2020 M1 computer trio introduction, but they seem to utilize Xcode 12 as the basis of their programming.If this company spent over a year to bring the game to macOS I highly doubt they are abandoning those efforts right after getting the mac client out of beta stages.
Especially with M1 macs, Apple has almost and will soon connect their iOS/macOS so that apps work on both just like windows programs work on windows phones.
You can readily notice what experimental Mac client participants encountered was that Macs not running 10.15.4 and using Nvidia GPU's ran into problems of even running it. So it really didn't matter if you were using a late 2015 iMac or a 2020 iMac, the CPU usage pointed to something that used the CPU for graphics like a ARM or M1.On June 22, 2020, at the Apple Worldwide Developers Conference, Xcode version 12 was announced; a beta version was released the same day. Xcode 12 introduced support for Swift 5.3 and requires macOS 10.15. 4 or later.
If this company spent over a year to bring the game to macOS I highly doubt they are abandoning those efforts right after getting the mac client out of beta stages.
There's a lot of money to be made. The CEO/owners know that macOS users are more likely to pay for cosmetics//etc because iOS users in general purchase more apps for $ than android users do. GGG will update the mac client until it has at least the same options as the windows client (i.e being able to recognize/choose your dedicated GPU and changing your resolution). More people are using macOS as a % of PC users than ever before and that % is growing. Windows is mostly only able to keep up because so many people use it that it has a sort of "monopoly" over many programs as many programs are only made for windows. But this won't be the case for long if Windows doesn't start making real big gains in the computing processor areas.
Especially with M1 macs, Apple has almost and will soon connect their iOS/macOS so that apps work on both just like windows programs work on windows phones. This will make it much more enticing for developers to develop on iOS/macOS because the market share on iOS is huge compared to just macOS.
Windows needs to do something if they don't want Apple to gain more market share. Apple sits at around 12% of the PC marketshare with macOS right now but I wouldn't be surprised to see it shift to 25% by the end of the 2020s. Remember Apple only had about 3-6% of the marketshare for PC in the early/mid 2000s
I am thinking they will add the capability to select dedicated GPU for macs that support this though like the 2016/2019 macbook pros 15/16 inchThe way they are avoiding the GPU settings is suggestive that they are targeting Apple Silicon based Macs/iPads for their development as you thought. I know that we tend to look at this from the Nov 17 2020 M1 computer trio introduction, but they seem to utilize Xcode 12 as the basis of their programming.
You can readily notice what experimental Mac client participants encountered was that Macs not running 10.15.4 and using Nvidia GPU's ran into problems of even running it. So it really didn't matter if you were using a late 2015 iMac or a 2020 iMac, the CPU usage pointed to something that used the CPU for graphics like a ARM or M1.![]()
This is akin to someone trying to jump on a freight train when its moving, every time they upgrade the game and providing a larger patch they incorporate changes/fixes to Mac client. Not necessarily the ones you want to make it play better on the Mac, but the more obvious ones where the game acts up. But yeah they haven't provided a official Mac client, neither do they provide platform specific patches. But you know that is par with other similar games. Blizzards patches are against all the game platforms at once.At some point they might fix something, but they're taking their time. The whole process of porting to macOS was a pain to begin with. It feels like it's a little side project for them. There's still the M1 issue for using code that can't be translated by Rosetta as well, so there doesn't seem to be much of a priority on it for them. Also, these are all engine related and not content related issues. So it doesn't really need the step up to 3.13 to fix things. They could easily release small patches with also work with the major patches and new content. I guess that's the price to pay when you go for your own engine instead of using something readily available. How long it takes them and how many bugs are still in the releases makes me think there's one or two guys responsible for the macOS version and they're buried in work.
Since POE is not a Apple store item, and they make their money off of micro-transactions its would be hard to get Apple to invest in game vendors. You don't see Blizzards games on Apple Store either and they don't use micro transactions. The problem here is no game vendor that makes platform clients to play a cloud based game has Apple as a partner, and Apple doesn't see anything further than what makes money for them, like that Apple store debacle which I will avoid discussing.I wonder what will be Apple`s strategy in regards to gaming SW now that the baseline Mac is a capable machine , I hope they put some money into it , at least to get the ball rolling , buying Tom hanks movie for 70M$ is a big time investment to get ppl to sign up for ATV+ ,AAA games are in the 3-5M$ to port (or at least that's what I recall Feral folks claiming in the past) , If Apple can somehow split the investment with the studios it will go along way , once you establish a vibrant gaming community , then things will just come on their own , the studios will have Mac version ready to launch with the rest of the platforms (or close to it) and not wait for a 3rd party company to port it.
So in this case , I would hope Apple can give POE some technical/financial aid to port the game successfully and start a trend that will peak with the next gen ASi introduction , going on stage (virtual or not) and showcasing some AAA games running on your HW is the best way to go in regards to AAA gaming!!
Also hoping that GGG can sort this thing out before POE2 is released , I feel that if they don't get the engine ready for Mac for POE2 release , it will be the same for a while.
Not going to happen. Macs are not a gaming platform. When you look at market share for games it's mobile first, then consoles and then PCs. Mobile is a little tricky because these are usually casual games and not AAA titles. I doubt many people would play a game like PoE on a mobile device.So in this case , I would hope Apple can give POE some technical/financial aid to port the game successfully and start a trend that will peak with the next gen ASi introduction , going on stage (virtual or not) and showcasing some AAA games running on your HW is the best way to go in regards to AAA gaming!!
Well, that's the problem. The game isn't really acting up on Windows. What would normally happen in a software engineering team is that a Mac branch would be created and people would fix issues there, then merge into the release versions. The frequency these Mac fixes are coming speak volumes. They had enough people requesting Mac support to consider it, but they're not willing to put enough people on it to solve the problems. There's been an unofficial Mac-client for ages and I bet if you'd take the people who came up with it, pay them for six months with full access to the source code, we would not be here.This is akin to someone trying to jump on a freight train when its moving, every time they upgrade the game and providing a larger patch they incorporate changes/fixes to Mac client. Not necessarily the ones you want to make it play better on the Mac, but the more obvious ones where the game acts up.
I disagree with your statement about people not wanting to play PoE on mobile. If I could play PoE on my ipad I would definitely try it When I am ”on the go”Not going to happen. Macs are not a gaming platform. When you look at market share for games it's mobile first, then consoles and then PCs. Mobile is a little tricky because these are usually casual games and not AAA titles. I doubt many people would play a game like PoE on a mobile device.
We don't know what Apple can come up with in terms if GPU for gaming. The CPU of the SoC is better than x86, no doubt. The GPU is on par with a <$200 Nvidia GPU. Add to that the rest of the components and maybe a AMD GPU you're still more expensive with a M1 based system than something DIY for games. Or take the same price and get better gaming performance. I doubt whatever is coming next from Apple is cheaper than current M1. As they say... Mac is for working, Linux for networking and Windows for Solitaire.
Well, that's the problem. The game isn't really acting up on Windows. What would normally happen in a software engineering team is that a Mac branch would be created and people would fix issues there, then merge into the release versions. The frequency these Mac fixes are coming speak volumes. They had enough people requesting Mac support to consider it, but they're not willing to put enough people on it to solve the problems. There's been an unofficial Mac-client for ages and I bet if you'd take the people who came up with it, pay them for six months with full access to the source code, we would not be here.
We'll see how it goes. I'm actually planning to start a 3.13 build with an old friend. We've not played a game together in about a decade, so knock on wood (he's on Windows).
"The only way GGG can compete with Diablo 3/4 is if they have a solid macOS client and they’re well on the way."I disagree with your statement about people not wanting to play PoE on mobile. If I could play PoE on my ipad I would definitely try it When I am ”on the go”
GGG spent a lot of time to port this game to Mac and I am certain they are not done working on their mac port. The CEO of GGG even mentioned M1 macs in the interview he did so they’re certainly trying to make PoE functional on intel and M1 macs. The only way GGG can compete with Diablo 3/4 is if they have a solid macOS client and they’re well on the way.
They didn’t corner the market, they just did what they’ve always done. Try to monopolize the market in their favour despite it being in the consumers worst interest."The only way GGG can compete with Diablo 3/4 is if they have a solid macOS client and they’re well on the way."
This part is a reach don't you think ? , BUT as it looks like Mac market share rises , I would assume they would want to be there as an option , ppl who buy expensive HW usually have less issues with paying few bucks for cosmetics here and there , so I would assume that each Mac install of the game will be worth 2-3x the money per player then a windows one (making up numbers from my A*S of course) , but I would assume it will be similar to Android/iOS numbers.
I guess it all depends on the next ASi release and how capable it is , again what I would like to see Apple do , is get things ready for the release it self (games ready I mean) , and not go the "If you build it they will come" startegy.
I would consider this to be marketing spending if they go that route , also it will be good for them to start picking up the new generation of adults that play games regularly , sure maybe the 90`s are not that interested or can get by with some old games or what not , but the new kids , they all play video games and even if they buy a PC for other stuff they would like it to be able to run games as well , I find it a basic requirement for a computer in today's age.
MS did the most brilliant thing on their end , DX proprietary is basically locking out everyone else from day1 hassle free gaming ready OS , imagine having DX open for everyone ...... , MS basically cornered the PC gaming market with that move.
So being able to select a Dedicated GPU, and being able to select in-game resolution are not issues/going to be fixed?The 3.13 patch still hasn't been pushed (still 3.12.5e) but comments towards Mac client are the following:
Bug Fixes
You can verify that by launching terminal, at the prompt type the following
- Fixed a bug where, on macOS clients, only one notable would be displayed on Cluster Jewels when hovered over.
- (Possibly) fixed a crash on macOS clients that prevented the game starting if your hardware didn't support AVX2. It's a real tough one to test, so let us know if you're still having problems!
sysctl -a | grep machdep.cpu.leaf7_features
Should show:
machdep.cpu.leaf7_features: RDWRFSGS TSC_THREAD_OFFSET SGX BMI1 HLE AVX2 SMEP BMI2 ERMS INVPCID RTM FPU_CSDS MPX RDSEED ADX SMAP CLFSOPT IPT MDCLEAR TSXFA IBRS STIBP L1DF SSBD
Now my late 2015 iMac that boots the POE Mac client OK shows the above, but a mid 2012 retina powerbook Mac running 10.15.7 which only download 30 Mb and quits unexpectedly shows the following:
machdep.cpu.leaf7_features: RDWRFSGS SMEP ERMS MDCLEAR IBRS STIBP L1DF SSBD
Yep no AVX2, could this be the reason older laptops with Nvidia graphics fail?
The MacOS Known Issues was updated Jan 12th 2021
Known Issues:
- Game crashing with M1 chips.
- The Path of Exile style cursor is not shown in-game.
- While running around, you may occasionally see a black tile on the edge of the screen briefly. This is an engine quirk that occurs with the Windows version also, but it's more pronounced in our current Mac version.
- Window Resolution/Size is too small when opening the game.
- Nodes on the Passive Tree losing their descriptions when allocated.
- Pressing the Esc key in Fullscreen exits fullscreen mode.
- Hideout importing and exporting not working.
- The in-game clock does not display correctly.
- Cluster jewels with multiple notables sometimes don't correctly display when hovered.
- Dynamic Resolution slider can sometimes disappear at certain window sizes.
- Channelling skills such as Cyclone don't allow freedom of movement if assigned to RMB or MMB.
Different games really. Diablo is much easier, more for casual players. The leveling system on PoE is much more complex. It's just not possible to play a little here and there and get very far. Diablo is just "clicking" around until the Paragon levels take over. From there on it's playing through rifts and wait for drops. I've found that people who don't have to time or will to dig into PoE always fall back to Diablo.The only way GGG can compete with Diablo 3/4 is if they have a solid macOS client and they’re well on the way.
Can't blame them. They have the support, it's easy to code and in the end, they did what Apple did later and is doing again right now.MS did the most brilliant thing on their end , DX proprietary is basically locking out everyone else from day1 hassle free gaming ready OS , imagine having DX open for everyone ...... , MS basically cornered the PC gaming market with that move.
Define "MANY". I seriously doubt a large amount of people would move. Diablo has about 9 million players on Playstation alone , PoE about 3 million accounts total. The Diablo players paid for the game, PoE is free. The vast majority of the PoE accounts are dead as confirmed by the devs. People probably just wanted to try it. PoE player numbers are fluctuating wildly. You can look up the statistics yourself, but as far as player numbers go, this really isn't a contest, PoE doesn't stand a chance.If GGG wants to actually compete with Diablo 4 when it is released they need the Mac client to be stable and working for many users.. this will cause MANY Diablo 4/Blizzard fans to move to PoE (I know because I have spoken to people like this already and there must be more if many people are already vocal about it).
Tough to test? Seriously... how about just set a compiler flag to disable AVX2? We would not want them to write five lines of code or check for compatibility. Confirms what I write above, either they don't care or it's amateur hour on the Mac client front.(Possibly) fixed a crash on macOS clients that prevented the game starting if your hardware didn't support AVX2. It's a real tough one to test, so let us know if you're still having problems!
No way, who would have though the game would crash on a chip that doesn't support AVX2 when Rosetta can't translate AVX2 and 512 instructions. This could be fixed so easily.Known Issues:
- Game crashing with M1 chips.