| ▲ | hu3 5 days ago |
| I didn't expect Linux to be above macOS despite Wine's awesomeness. - Windows 94.84% - Linux 3.05% - macOS 2.11% |
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| ▲ | mariusor 4 days ago | parent | next [-] |
| Apple really shot themselves in the foot with their insistence on dropping OpenGL and not having an in house Vulkan implementation. Games that want to support macs need to add Metal renderers. |
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| ▲ | viktorcode 4 days ago | parent | next [-] | | Seems this kind of comments will keep coming no matter what. Nevertheless, here's some points on the matter: Apple was the company that boosted OpenGL popularity by using it as the graphics API for OS X. In Apple platforms world there's only one graphics API that is guaranteed to work across their hardware, so it was a big deal. However, they could not keep up with OpenGL updates, as they overlapped poorly with their products map, i.e. switching new OS X to newer OpenGL revision would require to drop support for older Macs. Out of that need (and also to address multiple shortcomings of OpenGL) Metal was born. OpenGL support layer was implemented on Metal. Metal was released before Vulkan API was finalised. There was never need for Apple to support Vulkan. Vulkan, as the OpenGL before it, has the same downsides for Apple, but bringing nothing to the table compared to Metal. Very few games have custom written Vulkan rendering pipeline. Majority rely on game engines, and if the engine supports Vulkan rendering, it is almost certain to also supports Metal. So, instead of relying on supporting 3rd party rendering APIs Apple spends resources on helping with porting games to Macs natively. | | |
| ▲ | bigyabai 4 days ago | parent | next [-] | | It seems like these sorts of defenses will be written even when Nvidia is worth $2 trillion more than Apple. Here's a reminder why people are mad: Apple can support both. There's no reason they shouldn't, as a competitor on the open market; AMD, Nvidia and even Qualcomm are supporting both DirectX and Vulkan in software. It would not require Apple to retool their hardware (as Asahi has shown) and would not require them to depreciate Metal (as their OpenGL support shows). The only significant sacrifice Apple has to make is their unforgiving monopoly on modern GPU APIs that they have meted out against everyone's will but their own. macOS will be depreciated on Apple's roadmap by the time developers take it seriously as a gaming platform. It's outrageous that people like me have to abandon the Mac because Apple expects me to satisfy myself with iPad games instead of the full range of experiences available on the software market. They have a monopoly, Apple is throwing a temper tantrum because they know Steam has the better experience and they can't compete any better than Microsoft does. Their best strategy is to kill the Mac and pretend the iPad is a console with computer-like features, which should outright terrify you if you own a Mac. | |
| ▲ | mikkupikku 4 days ago | parent | prev | next [-] | | > Apple was the company that boosted OpenGL popularity by using it as the graphics API for OS X Certainly they were a company that boosted OpenGL, but the company? During the early years OSX had less market share than Linux does today, and OpenGL was already well established by gaming and professional software before OSX ever came out. Quake supported it (not on release), Quake II and Half Life supported it on release, Quake III required it. Heck, Quake III released on Linux shortly before MacOS (classic), making it arguably as influential then, and of course the OSX port of that only came a few years later. But point is, that Id dared to release their new flagship with only OpenGL support shows that OpenGL was already firmly established and supported before OSX existed. | | |
| ▲ | antod 4 days ago | parent [-] | | Yeah, I would say id (in the quake era) did far more to keep opengl alive than Apple. Without quake and a few other popular games, it is likely direct3d would've been the only thing supported by non professional graphics cards. |
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| ▲ | apatheticonion 4 days ago | parent | prev | next [-] | | > So, instead of relying on supporting 3rd party rendering APIs Apple spends resources on helping with porting games to Macs natively. I have been using a MacBook Pro for decades (Linux/Windows PC for gaming). I haven't seen this happening. Apple have, in recent years, sponsored a few triple A titles to add MacOS ports but the vast majority of games don't run or run so poorly it doesn't matter. With CrossOver there are a handful of games that work well, most don't. I tried to play Fallout New Vegas and it wouldn't start. Tried to play Raft with some friends and it didn't start. Borderlands 2/3 didn't start. Democracy 4 started but ran at 2 fps. Some games like EU4 and Dark Souls 1 remastered work pretty well. I ended up buying an ROG Aly because I travel a lot and want a portable gaming experience. I use game streaming to my MacBook to play games - I wouldn't have bought the Ally if my MacBook could just game. IMO - if the Asahi team were able to implement Vulkan with no documentation or references - Apple could do so in a weekend if they so desired. I'd like to see Apple write Windows or Linux drivers for their hardware so we can use official Bootcamp and run games on platforms that care about it. | |
| ▲ | scheeseman486 4 days ago | parent | prev | next [-] | | Games on Mac are a multifaceted problem, but IMO the main issue stems from Apple treating games like they do apps. They expect developers to continue to support them, to update them as APIs get depreciated. Apple can spend all the resources they want, but they'll never be able to convince enough developers to foster a gaming ecosystem that could ever be taken seriously when there's other platforms that have 20+ years of back catalogue titles available. This has largely been enabled on Linux through wrapping D3D to Vulkan and if Apple put in the work to support Vulkan all that work could be used for free. Or if they more permissively licensed GPTK's D3D>Metal wrapper, but as it stands it's still not as good as DXVK/VKD3D. Practically speaking Steam on Mac would be considerably more useful if there was native Vulkan support. Of course, Apple wouldn't want that given their desire for vertical control of software distribution, though notably they don't do the same for video or audio. I mean they support MP3s right? That's what games should be treated as, a piece of media. MP3 might not be the best quality, most would prefer AAC or FLAC, but sometimes an MP3 is all a user might have, so they should let users play it. But they can't seem to break free from this delusion that game software should be treated the same as Uber Eats. | | |
| ▲ | viktorcode 4 days ago | parent [-] | | Two more points to that: First, due to substantial differences in graphics hardware, that is tiled-based deferred rendering for Apple Silicon and immediate mode rendering for NVIDIA and AMD the software simulation or translation layer will never be as good as DXVK/VKD3D, which essentially do rendering on exactly same GPUs. In case of using TBDR the pipeline must be rewritten to get the benefits. Simply put, for Apple hardware every Windows game wrapped in a translation layer will be significantly worse off than a native port. That’s why it’s important for Apple to push for that. Second, Apple is the owner of the biggest game storefront in terms of revenue. They don’t have to ask for game developers to come, they are already here. The market we are talking about is AAA games market. And this market is characterised by dedicated hardware: consoles and gaming PC. So I think this is where lies the actual problem: Apple doesn’t make dedicated hardware for games. | | |
| ▲ | scheeseman486 4 days ago | parent | next [-] | | > First, due to substantial differences in graphics hardware, that is tiled-based deferred rendering for Apple Silicon and immediate mode rendering for NVIDIA and AMD the software simulation or translation layer will never be as good as DXVK/VKD3D, which essentially do rendering on exactly same GPUs. In case of using TBDR the pipeline must be rewritten to get the benefits. Simply put, for Apple hardware every Windows game wrapped in a translation layer will be significantly worse off than a native port. That’s why it’s important for Apple to push for that. Doesn't matter for the back catalogue, which is the thing that is missing that makes the platform a running joke re: gaming. It's also an issue that affects Adreno on Snapdragon, but it isn't stopping Valve from planning to ship a version of Proton for that platform. Having personally talked to a DXVK developer about this specifically, the overhead, while existent, I understand isn't necessarily as severe as you make it out to be either. > Second, Apple is the owner of the biggest game storefront in terms of revenue. They don’t have to ask for game developers to come, they are already here. The market we are talking about is AAA games market. And this market is characterised by dedicated hardware: consoles and gaming PC. So I think this is where lies the actual problem: Apple doesn’t make dedicated hardware for games. Not just AAA, but most everything outside of the F2P/casual sphere. Speaking as someone who actually likes games as a form of art, the App Store's library is the video games equivalent of reality TV and home shopping. It's mostly exploitative trash. Maybe Apple is happy with cornering the market on exploitative trash though, good for them. | | |
| ▲ | viktorcode 4 days ago | parent [-] | | I don't think there's any issue to run any older game using Crossover or similar on a Mac. Grab that on Steam or GoG and go. Not sure why Apple should become involved in those simulation efforts. | | |
| ▲ | bigyabai 4 days ago | parent [-] | | You shouldn't need to own Crossover. The code for running these games is Open Source, Apple is the only one that can fix their runtime to support it. |
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| ▲ | bigyabai 4 days ago | parent | prev [-] | | > the software simulation or translation layer will never be as good as DXVK/VKD3D > every Windows game wrapped in a translation layer will be significantly worse That's not wholly accurate, though. Apple Silicon has reverse-engineered drivers that do perfectly well keeping up with immediate-mode multiple-pass graphics pipelines, MoltenVK is not SOTA anymore: https://youtu.be/BbJMPfXTbbE?t=447 You're correct that tile-based deferred rendering is more efficient. That's not the issue, though. Apple can (and already does) support traditional raster APIs on the desktop, because they have to for compatibility's sake. Thousands of Mac apps will never use TBDR or Metal and will never be updated to use it. And there's no good reason to stop supporting those applications, because OpenGL runs perfectly well on Apple Silicon. The same goes for DirectX, whether you're willing to acknowledge it or not. There are hundreds of thousands of games that do not support TBDR and will never be ported to Mac in their lifetime; and Mac owners could be playing them regardless. The only one holding them back is Apple, because they'd rather Mac owners play Genshin Impact and earn Tim a few RSUs with a gachapon pull. | | |
| ▲ | viktorcode 4 days ago | parent [-] | | I think what you are describing is Apple Silicon GPUs delivering good results with sheer power. However, when the same titles are adopting TBDR you'll get faster rendering time or higher resolution. Cyberpunk is a good example of porting properly done. Skipping unnecessary operation during frame rendering is always better for games. | | |
| ▲ | bigyabai 4 days ago | parent [-] | | I don't think I am. Even before Apple released Game Porting Toolkit, Crossover could play the game at nearly the same framerate as native: https://youtu.be/mEZJFjhLAbc?t=46 Looking at this kind of footage really does not convince me that "porting properly done" is worth enduring a library with no games. Nevermind the fact that the game runs fine through translation on the $400 Steam Deck hardware. You really are overstating the difference it makes. | | |
| ▲ | viktorcode 3 days ago | parent [-] | | It’s not needed for old games, but as I said: Cyberpunk is an example of port properly done. It’s not something achievable via simulator. |
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| ▲ | mariusor 4 days ago | parent | prev | next [-] | | Did anything I say is actually untrue? Maybe there's subtleties on why the situation is like it is, but the matter of the fact is that most developers need to go out of their way to support Apple (maybe even to a larger extent even than to support linux). > spends resources on helping with porting games to Macs natively. This is news to me, is there some writing about it somewhere? | |
| ▲ | the8472 4 days ago | parent | prev [-] | | > However, they could not keep up with OpenGL updates, as they overlapped poorly with their products map, i.e. switching new OS X to newer OpenGL revision would require to drop support for older Macs. How does mesa manage then if apple cannot? |
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| ▲ | encom 4 days ago | parent | prev [-] | | >Games that want to support macs need to add Metal renderers. ...and ARM support. That's the bigger footgun, imo. |
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| ▲ | fainpul 5 days ago | parent | prev | next [-] |
| macOS is by far the worst gaming platform. I think most macOS users are fully aware of that. |
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| ▲ | pmarreck 4 days ago | parent | next [-] | | Baldur's Gate 3 looks absolutely fantastic on it due to the HDR rendering and high screen quality on Apple hardware though. It's sad for me as a long-time Mac fan and gaming fan that Apple has always had hardware and OS that was technically superior when it comes to gaming, but neither Jobs nor Cook ever cared about gaming except as a checkbox, so it all went to waste. The amusing thing to me is that so many productive things have come OUT of pursuing gaming, such as graphics cards being useful for mining and then AI. | | |
| ▲ | int_19h 4 days ago | parent [-] | | The question is, how long it will be working for? My Steam account has numerous games in it that supposedly work on macOS, but not really because they shipped 10+ years ago and weren't updated since. Some don't launch at all. Some do, but with various more-or-less-breaking bugs. Of the remaining ones, many don't advertise hi-DPI support so macOS renders them at 1080p instead of 4K. It desperately needs a stable API for games. Which Proton could provide, except there's also that whole Apple Silicon thing meaning that x64 Windows binaries aren't easily runnable. | | |
| ▲ | pmarreck 4 days ago | parent [-] | | Yeah, Apple has been its own worst enemy here. Neither Jobs nor Cook are interested in gaming, so backwards compatibility for games was never a priority. Linux has always cared about both software preservation and gaming, so it deserves to be the long-term "home" of gaming IMHO, as hacky as it is. I just wish there was something, anything that could compete with Apple Silicon though :/ |
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| ▲ | PeaceTed 4 days ago | parent | prev [-] | | I mean by this point it should be expected. Apple hasn't really backed gaming in meaningful way since the original Mac in 1984. | | |
| ▲ | asmor 4 days ago | parent [-] | | Releasing Game Porting Toolkit aimed at developers wanting to make a quick and dirty shim and not users getting their own windows games working is such typical Apple hubris. | | |
| ▲ | jsheard 4 days ago | parent [-] | | The Game Porting Toolkit is weird because despite first appearances it doesn't actually help developers make quick ports. Apple built a pretty robust DirectX-to-Metal shim, but they only licensed it for "evaluation purposes", so its only value to developers is in seeing whether their Windows game runs well enough on Macs to be worth porting. If they do decide to port they still have to do it the hard way, they're not allowed to ship Apples shim to users. It's kind of baffling because it does almost nothing to help the game developers that it's ostensibly aimed at, while it does help end-users play unmodified Windows games on their Mac, which Apple doesn't endorse. |
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| ▲ | TkTech 4 days ago | parent | prev | next [-] |
| I think part of this is just laptop vs desktop. Everyone I know has a macbook, not a soul I know has a mac desktop. Everyone has either a console or a separate "gaming" desktop. |
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| ▲ | anothernewdude 5 days ago | parent | prev | next [-] |
| So few games support macOS that it is a real pain to find games to play on it. |
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| ▲ | Joel_Mckay 4 days ago | parent [-] | | If you have a MacOS ARM system, than emulating old slow games can work: https://github.com/86Box/86Box/releases For some, it is the only real legal option given windows 11 licensing. Apple M3/M4 are a great chip, but they EOL the hardware ecosystem every 12 years on average. Few companies can tolerate that level of development liability, and Apple users benefit from the FOSS ecosystems cross-platform efforts. =3 |
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| ▲ | hamdingers 4 days ago | parent | prev | next [-] |
| I believe Proton does not/will not be integrated into Steam on Mac because it would compete with CrossOver, the paid product from CodeWeavers that essentially funds Wine development. |
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| ▲ | TkTech 4 days ago | parent | next [-] | | I don't really believe this to be an issue - Valve directly contracts CodeWeavers, they developed Proton together, and they've been pretty clear from recent hiring bursts that it was specifically to work on Proton. I have to imagine the income from Valve is exponentially higher than the relative niche of CrossOver. They're basically a subdivision of Valve now. | | |
| ▲ | hamdingers 4 days ago | parent [-] | | I'm interested in alternate explanations if you have them, to be clear this is only my theory. While Valve might make up a big part of CodeWeavers book of business now, that was not true when the original contract was signed. | | |
| ▲ | int_19h 4 days ago | parent [-] | | The alternate explanation is that it's rather pointless to integrate it because all new Macs are ARM, and there are basically zero Windows games compiled for ARM. | | |
| ▲ | hamdingers 4 days ago | parent [-] | | Not likely considering Valve are working on an ARM version of proton in the open, have published test results for x86-64 windows games playing on proton-arm64ec-4, and there are credible leaks that the Steam Frame uses an ARM cpu. If anything Valve is moving towards ARM and taking the library along with it. | | |
| ▲ | int_19h 3 days ago | parent [-] | | Then it will probably happen after they get it polished on Windows. |
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| ▲ | asmor 4 days ago | parent | prev [-] | | Crossover isn't aimed at the gaming crowd, but productivity software. Their builds favor stability over new and shiny compatibility/feature support. I just had a license because I like supporting CodeWeavers. They also make a Linux build of CrossOver. | | |
| ▲ | hamdingers 4 days ago | parent [-] | | They advertise gaming as a use case for CrossOver (there used to be a separate CrossOver Games product, even, which I was a customer of), and it would not surprise me if the linux build of CrossOver sells so little they wouldn't care. |
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| ▲ | candiddevmike 5 days ago | parent | prev | next [-] |
| Wonder what will happen with that percentage once they sunset Rosetta. I think steam has a native client, but the Mac support for most/all games is x86 based AFAIK. |
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| ▲ | p_ing 5 days ago | parent [-] | | Rosetta is supposed to stock around for game compatibility only. |
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| ▲ | dangus 4 days ago | parent | prev | next [-] |
| This isn’t surprising at all. In this context, “Linux” means “Steam Deck,” which is basically a plug and play console being sold at cost for $300-500. Macs actually run a lot less of the Steam library without doing pretty involved workarounds like hsing CrossOver. Since Valve sells the Steam Deck they put a lot of work into getting Windows games to run on Linux automatically. They didn’t put that effort into the Mac platform. |
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| ▲ | wafflemaker 4 days ago | parent [-] | | This is actually wrong. According to statistics, Steam deck is less than 30% of all Linux distros. It's all pretty fragmented, with Arch holding the lead at around 10% (after SteamOS of course). Edit: fixed % cos I was way off writing from memory. |
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| ▲ | viktorcode 4 days ago | parent | prev | next [-] |
| I believe the statistics doesn't count Windows version of Steam games running on Mac via Crossover. And of course Steam is not the only store to purchase games on Mac (in last couple of years bought 2 games via App Store and none via Steam) |
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| ▲ | nurettin 5 days ago | parent | prev [-] |
| There is wide spread disrespect against people who play games on mac. It is a running meme. |