Has anyone run any tests? I'm wondering how it's running. There were also DX12 optimizations for Windows 10.
Good to hear. OTOH, it makes you wonder why things went so bad with HoTS that Blizzard dropped Metal support. (And also why they say Macs aren't suitable for Overwatch. )
In general, it shows that simply porting to Metal (i.e., converting DX11 code to Metal) is only the first step. Designing the engine around modern APIs makes all the difference. This is why, for instance, UE4 has room for progression.
But it’s always the user base. If Macs made up a more sizeable portion, it would be financially viable to invest resources in overcoming the technological challenges of building a Metal renderer.They said that Macs couldn't support Overwatch for technological reasons. They didn't mention the user base.
They said that Macs couldn't support Overwatch for technological reasons. They didn't mention the user base.
More recently, when there was a rumour about Overwatch on the Mac (following some findings of some configuration file mentioning a Mac client), Blizzard reiterated the Mac wasn't technologically adequate. That was after Metal 2 came out.You have to remember that at the time Overwatch came out, OpenGL was too slow to run it well, and Metal was too immature feature wise to support the game.
More recently, when there was a rumour about Overwatch on the Mac (following some findings of some configuration file mentioning a Mac client), Blizzard reiterated the Mac wasn't technologically adequate. That was after Metal 2 came out.
This is why, for instance, UE4 has room for progression.