I'm making some rather large assumptions but here's my thoughts.I wonder how hard it is for developers to produce an ARM version of their games,
Didn’t Mac porters use to use a conversion software, (that converted calls, or added interpretations) or was it painstakingly done line to line?I'm making some rather large assumptions but here's my thoughts.
If the game already had a macOS version that was 64bits - year the work shouldn't be too intensive. Notice that I didn't say easy or a simply recompile because development work is rarely as easy as recompiling and moving on without any editing/debugging/testing.
If the macOS game is 32bits, then its highly unlikely anything will come of it, as the publisher hadn't done anything to move those games over to 64 bit.
If the game is windows based, then the work will most certainly be intensive, and time consuming as they'll basically have to develop the game to run a platform that it was not developed to run on.
Yes, there were, but that was typically done by third party companies who then sold the game under their label - at least that was my experience for some of the older games such as from MacSoft. I'm not sure what the situation is now with more modern games.Didn’t Mac porters use to use a conversion software, (that converted calls, or added interpretations) or was it painstakingly done line to line?
Two years later and nothing has changed. Embarrassing for Valve.Just installed Steam client on M1 and it still shows as Intel in Activity Monitor so it's not ARM native.
Two years later and nothing has changed. Embarrassing for Valve.
With how long it's taking one would think it's written in assembly. Well, one day they'll have to get it done. Hopefully.I wouldn't expect the Steam Client on macOS to be on ARM binaries until the Chromebook client is finished.
With how long it's taking one would think it's written in assembly. Well, one day they'll have to get it done. Hopefully.
In theory that’s the way it’s supposed to work, but there have been reports that senior developers use their clout to push junior developers into working on the pet projects of senior developers. https://www.pcgamer.com/ex-valve-employee-describes-ruthless-industry-politics/It's not so much the code but moreso how Valve operates. Valve has a specific way of doing business. Valve's philosophy is you can work on whatever project you want so long as it's providing value, and you can jump to any project you choose. Many staff jump across different projects, to the point everyone's desk at Valve are on wheels so they can easily move them to different projects and rooms.
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This is such a core part of their work philosophy that a common saying around the Valve office is "oh, bring your desk," a phrase referenced and joked about in their Steam Deck tech demo Aperture Desk Job.
On one hand, it is annoying as they start so many projects but never finish them, most infamously Half Life 3 and Left 4 Dead 3 as they were working on both but the staff all lost interest due to not having the tech they needed at the time and not having a clear scope. But on the other hand because of this philosophy we have gotten so many unique left field products from them such as VR, the Steam Deck and well, STEAM. So while yes it is infuriating they aren't doing what we want, in turn they make stuff that we didn't even knew we wanted, like the Steam Deck.
It does not mean that game developers are willing to support it, which is not very meaningful.