I’m only going to address the key points here, because the majority has already been addressed multiple times in this and other threads and we’re in for “repeat until dead”.
I guess this thread didn’t age well after today’s WWDC.
How exactly did it not age well? It aged exactly as expected, because nothing changed in the gaming world of Apple. The only thing that changed is that Mac gaming fanboys saw a game at a keynote which sparked wishful thinking again and we restart all over with the same thing. Or in other words, what we saw at WWDC is what we’ve always seen in the past to varying degrees since the introduction of SpriteKit. This “iteration” of threads will lead to the exact same results and if Apple would show the version of Tic Tac Toe from 1983 Wargames at the next keynote in fall, it would still be the 2nd coming of Christ for gaming on the Mac for some. 🤷♂️
Apple just announced Metal 3 and showed off two AAA games, No Man’s Sky and Resident Evil Village coming to Mac this year.
Of course Apple introduced Metal 3, that was a given. Metal is used throughout the whole eco system, not only for games. And their new upscaling and temporal AA (however it might work) will probably be a very welcome addition to anyone who works with photos or videos and probably be a part of Final Cut. It’s nice they can use it in games as well.
I’ve asked before, when exactly is a game AAA? There’s a pretty big difference between RE Village and No Man’s Sky. The latter was done buy a really small group of people and initial development costs were in the very low 7-figure range. Also don’t forget No Man’s Sky is coming to iPad or should I say, NMS is coming to the iPad and while they were at it, they threw in the same thing for macOS?
Feral also announced Grid Legends.
And we’re surprised by this why? It’s good they are doing this, but hardly surprising, given they’re paid to do so given an Engine that already supports all platforms out there including Android, iOS and even Stadia.
Of course the pessimists had to focus on No Man’s Sky being an older game to prove a point but Capcom went up on stage and
praised the hell out of the Apple Silicon.
Not seeing the point here. A guy comes out on stage and is paid for praising the hell out of something. What does that tell us? I’ve been on stage promoting technology I normally wouldn’t work with, for the simple financial reasons. Apple brought out developers in the past who praised the hell out of the TouchBar as the best thing ever and interface of choice. They did the same for the butterfly keyboard and countless other things. All of them had a financial interest only the technology was abandoned and declared a failure later. Don’t forget the great Apple and Nintendo partnership which was supposed to revolutionize gaming. They brought out Miyamoto, the father of the whole gaming industry, who praised the hell out of Apple, introduced a Mario game only for Nintendo to pull the plug later. Any company bringing games to any platform will do the same thing if it turns out to financially not feasible.
Notice that RE Village and Grid Legends are DX 12 only and that was a big problem for porting such games to Mac.
I was surprised to see RE Village at first, because I thought it’s UE based. Turned out it’s not and it’s not optimized for DX12 either, it’s been made with RE Engine which is the successor for MT, both have always offered multi-platform support for pretty much anything that is out there. RE Village is entirely written in C# with the lowest common denominator in mind to run on every platform. It’s easily validated using a DirectX hook and look what DX12 functionality is there, because the API is well documented. Maybe that’s also the reason it looks like crap. We’ve had better looking horror games with a much smaller budget released in 2015 and had to read through countless threads on Reddit last year about the console and Windows version looking so bad, to the point people stopped playing. I’ve also stopped playing, but not primarily because of graphics, but I found the graphics to be bad.
The advantage of setting a specific target platform is less testing to keep those costs down. You can do the same with anything, we used to set iOS target platforms higher to minimize testing. In general you could create a “hello world” in a view and set the target to iOS 16 in Xcode and it wouldn’t run on iOS 15 or below, even though technically it would run on iOS versions which don’t have support anymore.
Grid Legends is using EGO which is the same as pointed out above. Good for them I guess, in many ways it behaves like Unity which allows to switch the target platform with a flip of a button as long as there are no customizations for a specific platform in there that breaks this functionality. And that’s precisely what I’ve always said, the less a port costs, the more likely it is we’ll see it outside of Windows and consoles.
Now with Metal 3 no more problem.
And how exactly is that no more problem? The part you quoted is not relevant to this/Metal3.
If Capcom has updated their RE Engine for Mac it opens up a good opportunity for other Capcom titles to come to Mac too.
Capcom didn’t update anything. The engine always supported it. Development for the original MT engine started in 2004, full support for all mobile platform including iOS and Android was added later. That engine got an upgrade with improved AA, volumetric lighting and VR support in 2014 and was renamed RE Engine (Reach for the Moon, not Resident Evil). They ran into some trouble with Nintendo Switch support (maintaining graphical performance on really large maps) that gave them a headache, but they managed that and the engine is supporting it as well.
So jumping to the conclusion that because of Metal 3 it’s no problem to port games anymore that actually utilize DX12 is plain wrong. RE Village works because the engine always supported it and when there isn’t really anything platform specific in a game/app it’s easy to port.
Go into the scientific world and look at VTK, most of the renderer is written in OpenGL 1 or 2, it works pretty much everywhere and only starts to fall apart now because some AMD drivers don’t support such old versions of OpenGL anymore. That’s the reason Vulkan support was ramped up in development. There are even a few people working on Metal support on top now.
Path of Exile 2: The game won’t be released until 2023.
So? I never claimed those games are all out. I said for these games we have a announced platform and none of which is macOS which is odd, as macOS is supposed to be the savior of gaming as some claim. The PoE2 engine is based on the same old PoE1 engine with Mac support. There really isn’t anything super Windows optimized in the game so far, so isn’t it odd that they don’t announce macOS support when the original engine already supported it? Sure, PoE1 isn’t really optimized for any platform and runs like crap on macOS, but still basic support is there. Then again GGG has been burned with the Mac version which caused them a ton of trouble.
Diablo 4 is the same. Of all the games, Blizzard would be the ones on the very top with Mac support. D3 supported it, the whole engine was created from the very beginning with Mac support and yet D4 engine has no Mac support at all, they dropped it. If macOS was such an interesting platform, then wouldn’t it be logical we’d see much more support?
All we see so far are ports that require very little effort to port and therefore don’t cost much. You still have to test, but the massive costs of porting something optimized is absent. So where are those Capcom games based on UE that can’t be ported with a “flip of a switch”, where are the EA games based on other engines that require a lot of work for ports?
If I could flip a switch and be done, I’d bring everything to the Mac. It’s just not as easy with everything. It’s not financially feasible. I could ask for the money, probably get it, hire an additional 50 Mac developers and start porting things. That’s not a problem, but what do I get in return? I could just as well ask for the same amount of money, get it and do another project or add features to an existing project with Linux/Windows as a target which will likely result in more money for new projects vs. nothing for a Mac port. Well, maybe not nothing. Maybe someone is going to tell me “oh, that’s nice”.
And here we are again, nothing changed compared to the past few years. We’ll get a few games here and there, whenever it’s “free” (low cost) to port and no studio will put a ton of money into optimized ports to bring over. Same old, same old.
Just like I will keep using Macs for some proof of concepts that can be easily brought to Linux/Windows, but certainly not full projects. Same old, same old.
You and some other posters like Ethosik (if I remember correctly) talk a lot about your own experiences as small or one-man developers not having the resources for Mac game development.
Huh? I’ve certainly done small one-man projects, some longer, some over a weekend. I’ve worked alone, in small teams of 10-20 people, 50-100 and with thousands across the globe. That all depends on the project. We do a lot of research in graphics, imaging, video, audio, visualization, AI, hardware, etc. with application in games, simulation, robotics, car and aerospace industry for various companies, game studios, movie & TV industry, non-profit, military, government, etc.
Money isn’t a problem, if we want $25M or $50M then we write a 20 page document explaining why we want it and what the expected result is. That amount is really nothing and easy to get as long as those signing off see a return of investment. Real world example, improving a snow renderer for animation for Disney, which includes 10 people to hire, in addition two PhD thesis, partly funded by Disney, the rest by any 3rd party be it a private company or government for research. End result, seen in Disney animation movies. Apply to any other company out there and repeat. Billions and billions of $ are used for the exact same thing every year across the globe. And if someone sees a financial or other benefit in using that money for Macs, then that’s what will happen. I used to do macOS and iOS exclusive projects in the past, some together with Apple.