> Why weren’t they getting ported before Metal when OpenGL 3.1 was still at parity with the rest of the industry?
They were. The number of OpenGL games was minuscule though, and Apple's underlying APIs have broken now, rendering most of these games unplayable. Apple doesn't really provide a stable gaming runtime, outside of the DirectX-like promise that if you use their proprietary APIs they won't depreciate them.
> The game porting toolkit works alongside wine and Rosetta to make time to first pixel easier for developers to consider the platform.
See, that's the thing. "time to first pixel" was an issue because of Apple's APIs. If you translate non-native program calls into native ones, then obviously you circumvent the problem.
Furthermore, the reason why Game Porting Toolkit didn't exist before now was because Apple had to write a Metal translator for DirectX. The community never wrote one like they did for Vulkan, likely because nobody wants to translate DirectX to a second proprietary API. Kinda defeats the purpose, at least for non-commercial contributors.
> Most big engines support metal just fine already, so it’s not the primary hurdle people claim otherwise we’d see more unreal and Unity games running natively on Mac’s.
Most big engines also support PS5 and Nintendo Switch as development targets. The reason why they are relatively unpopular for porting is the exact same as Apple's - the APIs are nonstandard and closed, with limited distribution and long-term support options. Why would anyone put in the majority of their effort to support a minority of the market?