I wish Apple would take gaming more seriously and make GPTK a first class citizen such as Proton on Linux.
I wish Apple would take gaming more seriously and make GPTK a first class citizen such as Proton on Linux.
1. Implementing PR_SET_SYSCALL_USER_DISPATCH
2. Implementing ntsync
3. Implementing OpenGL 4.6 support (currently only OpenGL 4.1 is supported)
4. Implementing Vulkan 1.4 with various extensions used by DXVK and vkd3d-proton.
That said, there are alternatives to those things. 1. Not implementing this would just break games like Jurassic World where DRM hard codes Windows syscalls. I do not believe that there are many of these, although I could be wrong.
2. There is https://github.com/marzent/wine-msync, although implementing ntsync in the XNU kernel would be better.
3. The latest OpenGL isn't that important these days now that Vulkan has been widely adopted, although having the latest version would be nice to have for parity. Not many things would suffer if it were omitted.
4. They could add the things needed for MoltenVK to support Vulkan 1.4 with those extensions on top of Metal:
https://github.com/KhronosGroup/MoltenVK/issues/203It is a shame that they do not work with Valve on these things. If they did, Proton likely would be supported for MacOS from within Steam and the GPTK would benefit.
I just redid my windows machine to get at TPM2.0 and secure boot for Battlefield 6. I did use massgrave this time because I've definitely paid enough Microsoft taxes over the last decade. I thought I would hate this new stuff but it runs much better than the old CSM bios mode.
Anything not protected by kernel level anti cheats I play on my steam deck now. Proton is incredible. I am shocked that games like Elden Ring run this well on a linux handheld.
In my case, for software development, I'd be happy with an entry-level MacBook Air (now with a minimum of 16GB) for $999.
Since I am playing mostly MSFS 2024 these days I currently use GeForce Now which is fine, but cloud gaming isn’t still quite there yet…
Death Stranding is a great looking game to be sure, but it's also kinda hard to get excited about a 5 year old game achieving rtx 2060 performance on a $2000+ system. And that was apparently worthy of a keynote feature...
No one who was forced to write a statement like [this](https://help.steampowered.com/en/faqs/view/5E0D-522A-4E62-B6...) is going to be enthusiastic about continuing to work with Apple.
1. When is the next transition on bits? Is Apple going to suddenly move to 128-bit? No.
2. When is the next transition on architecture? Is Apple going to suddenly move back to x86? No.
3. When is the next API transition? Is Apple suddenly going to add Vulkan or reinvigorate OpenGL? No. They've been clear it's Metal since 2014, 11 years ago. That's plenty of time for the industry to follow if they cared, and mobile gaming has adopted it without issue.
We might as well complain that the PlayStation 4 was completely incompatible with the PlayStation 3.
> What would it even be? 128 bit? Back to x86? Notarization++? Metal 4 incompatible with Metal 1?
Sure, I can think of lots of things. Every macOS update when I worked in this space broke something that we had to go fix. Code signature requirements change a bit in almost every release, not hard to imagine a 10-year-old game finally running afoul of some new requirement. I can easily see them removing old, unmaintained APIs. OpenGL is actively unmaintained and I would guess a massive attack vector, not hard to see that going away. Have you ever seen their controller force feedback APIs? Lol, they're so bad, it's a miracle they haven't removed those already.
You see, the existence of that "almost" is already less confidence than developers have on every game console as well as Linux and Windows.
The attitude in the apple developer ecosystem is that apple tells you to jump, and you ask how high.
You could complain that Playstation 4 software is incompatible with Playstation 3. This is the PC gaming industry, there are higher standards for the compatibility of software that only a couple companies can ignore.
"This is the PC gaming industry"
Who said Apple needed to present themselves as a PC gaming alternative over a console alternative?
Macs are personal computers, whether or not they come from some official IBM Personal Computer compatibility bloodline.
Sega Saturn - 9 million
Wii U - 13 million
PlayStation 5 - 80 million
Nintendo Switch - 150 million
Nintendo Switch 2 opening weekend - 4 million in 3 days
Sure.
https://en.wikipedia.org/wiki/List_of_best-selling_mobile_ph...
https://store.steampowered.com/stats/stats/
If you consider time zones (not every PC gamer is online at the same time), the fact that it's not the weekend, and other factors, I'd estimate the PC gaming audience is at least 100M.
Unfortunately, there's no possible way to get an exact number. There are multiple gaming PC manufacturers, not to mention how many gaming PCs are going to be built by hand. I'm part of a PC gaming community, and nearly 90% of us have a PC built by either themselves or a friend/family. https://pdxlan.net/lan-stats/
I mean, it's at least partially true. I used to play BioShock Infinite on my MacBook in high school, there was a full port. Unfortunately it's 32 bit and doesn't run anymore and there hasn't been a remaster yet.
Anyway, the whole situation was quite bad. Many games were still 32-bit, even if macOS itself had been mainly 64-bit for almost 10 years or more. And Valve didn't help either, the Steam store is full of 64-bit mislabeled as 32-bit. They could have written a simple script to check whether a game is actually 64-bit or not, instead they decided to do nothing and keep their chaos.
The best solution would have been a lightweight VM to run old 32-bit games, nowadays computer are powerful enough to do so.
You don't buy Apple to use your computer they way you want to use it. You buy it to use it the way they tell you to. E.g. "you're holding it wrong" fiasco.
In some ways this is good for general consumers (and even developers, with limited config comes less unpredictablilty)... However this generally is bad for power users or "niche" users like Mac gamers.
Not to mention many subscription services on iOS that don’t allow you to subscribe through the App Store.
That is true, but now they are in a position where their hardware is actually more affordable and powerful than their Windows/x86 counterpart - and Win 11 is a shitload of adware and an annoyance in itself, layered ontop of a OS. They could massively expand their hardware sales to the gaming sector.
I'm eyeing at a framework Desktop with an AMD AI 395 APU for gaming (I am happy with just 1080p@60) and am looking at 2000€ to spend, because I wan't a small form factor. Don't quote me on the benchmarks, but a Mac Mini on M4 Pro is probably cheaper and more powerful for gaming - IF it had proper software support.
Why would I do anything bespoke at all for such a tiny market? Much less an entirely unique GPU API?
Apple refusing to support OpenGL and Vulkan absolutely hurt their gaming market. It increased the porting costs for a market that was already tiny.
Because there is a huge potential here to increase market share.
This has been by far the best setup until Apple can take gaming seriously, which may never happen.
edit: for now I'll get that win 10 ESU
Codeweavers?
I've been trying to get Unreal Engine to work on my Macbook but Unity is an order of magnitude easier to run. So I'm also stuck doing game development on my PC. The Metal APIs exist and apparently they're quite good... it's a shame that more engines don't support it.
Note that games with anticheat don't work on Linux with Proton either. Everything else does, though.
Of course some anticheats aren't supported at all, like EA Javelin.
https://forums.ea.com/blog/apex-legends-game-info-hub-en/dev...