When games are build with features spanning all platforms only and are not highly optimized, things get cheaper. The games you listed are such examples. That isn’t the best solution, if they would have tailored the whole thing towards a specific platform, it probably could have looked better with even better performance.
So first you keep saying that it’s not cheap or profitable for devs including yourself to port AAA PC games to an additional platform like Mac and that’s why there is no interest among the devs and nobody even mentions Mac at dev conferences and among the people you know but now it’s cheaper and profitable if devs build their PC games with additional platforms like Mac in mind from the start? Why don’t all those devs saying it’s not worth it just build their games with the Mac in mind from the start then to make it profitable like the popular AAA franchises I mentioned?
Are you saying those game are not optimized and don’t look good? There are several games on my mentioned list that say otherwise. It doesn’t make sense either because you’re suggesting that the devs deliberately would risk a good optimized port for the huge PC market where the money is for the sake of making a cheaper port with worse performance and graphics just to be able to reach a few more platforms, particularly such a small one as the Mac which according to yourself doesn’t generate much profit, if at all. If they would release the ports for all platforms including the Mac at the same time it could justify them being cheaper and not well optimized but almost all of the games on my list had separate release dates for PC and Mac meaning they didn’t rush one platform or the other to make it cheaper. We also know how hardcore gamers react to bad ports like Cyberpunk and that devs work hard for a long time even after the release to optimize their games’ performance. Settling for a worse port to make a bit more money from small platforms like Mac sounds very illogical. Feral is well known for its good quality ports and excellent customer support, contrary to your claim about them being ”known” for crappy ports. I can only think of two ports with performance issues, the recent Warhammer 3 and the old OpenGL based Sleeping dogs but both of them had also bad PC ports to begin with.
I’m going to pick Tomb Raider as that is a special case. The game was created for multiple platforms using Foundation engine. Mac support was always there and was never a problem. Why port? Again, when all it takes is a flip of a switch for simple engines, graphics and games in general plus some testing, then it’s the logical choice.
You and other devs here have also said several times that porting even simple Unity games to Mac is not just like flipping a switch. It takes lots of debugging, optimizing and customer support and it’s not worth it. Now it’s suddenly a matter of flipping a switch when it comes to AAA franchises like Tomb Raider, Deus Ex and Metro? And those games have simple engines and graphics? Shadow of the Tomb Raider, Deus Ex MKD and Metro Exodus? Really?
You imply that the reason for AAA games I mentioned coming to Mac is that the game engines supported Mac from the start and it made it easy otherwise the games wouldn’t get ported, but it’s not as if the Foundation or Dawn engine was created by God or just existed since the birth of the Big Bang. The devs must have made the decision for the first engine after careful consideration meaning they found the Mac’s small user base still profitable despite the huge costs of porting the engine and the AAA games. It’s all about making good profit as everyone here says. If they did it back then and were successful it must be easier now for other PC game devs when the Mac market share is even larger and Apple Silicon and Metal 3 are more capable than before.
Also previously when I criticized your game list for being based on a wrong premise containing mostly console or Microsoft exclusive games, franchises that never had existed on Mac, developers that had never released Mac games before or many game engines without Mac support you said it was fair to take any game as an example of the lack of Mac support and interest among the devs. Now you admit that it’s indeed unlikely that such games would come to Mac and much more likely that devs and franchises with past Mac support and engines would continue to support Mac? That was kind of my whole point back then which you disagreed with.
What happened then is what Nvidia is often doing (same as Apple in some cases), Nvidia threw a ton of money at the studio to integrate RTX support and platform specific optimizations (Apple and Nvidia have done the same in the past for some of my projects). It would have been very expensive going from there to any other platform. But since they went from a base implementation for everyone and then added more features for a specific platform, it was easy to go back to the base and it for a port. The lowest common denominator.
That was when they were developing Shadow of the Tomb Raider. So what you are saying is that if the first two games weren’t ported to Mac the RTX integration in the SOTTR would have made it impossible for the game to get ported? Are you saying that the lack of RTX support on Macs is one of the reasons stopping PC games from getting ported? As far as I know the RTX feature in PC games has never been a problem for making Mac ports. SOTTR was first released in Sep 2018. RTX support was added in March 2019. The Mac port came in Nov 2019. As far as I know when PC games have some extra features that lack Mac support, like RTX, those features are simply not included in the Mac port later. They don’t have to go back and change things to make the Mac port possible. Another example is Metro Exodus. The Mac/Linux port was out April 14 and the enhanced edition with ray tracing for PC was released three weeks later. The Mac port simply don’t have ray tracing. Another lacking feature in Metro Exodus Mac is Nvidia hair works.
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.
Yes, I read all that on Wikipedia before your post but it’s not quite the same story as you tell. To say Capcom didn’t update anything and RE Engine always supported Mac is a clear understatement. The first iOS game made with
MT Framework Mobile was released in 2014. They made only 5 iOS games until 2017. That’s during the time of iPhone 6 and X and more than three years before M1 Macs. Although they have kept the mobile games updated the main MTFW engine was never ported to Mac. Its been in use since 2006 but no Mac games been made with it.
So MTFW Mobile is not the same as MTFW and the latter is not much like
RE Engine. In fact in an
interview with Capcom’s lead programmer Tomofumi Ishida he
explained how they had to build a brand new engine since MTFW was not useful anymore for Resident Evil 7. So RE Engine is not just MTFW with three updated features you mention. Many features in RE Engine didn’t ever existed in MTFW and even less in MTFW Mobile. So no, RE engine never supported Mac because it’s a new beast with many new features apparently only recently ported to Mac for RE Village.
So you're implying that Capcom been sitting on its Mac engine since 2014 and could have easily just flipped a switch, made a cheap port with apparently poor graphics and made easy money off the starved Mac gamers but for some reason didn’t show their Mac support until Metal 3 suddenly was announced and that has nothing to do with the new features in Metal 3, like Mesh shaders, Fast Resource Loading API and MetalFX upscaling?
"Capcom’s newest game engine enables photorealistic graphics that rival live-action film, with details ranging from the textures of various objects to motes of dust floating in the air. In RESIDENT EVIL 7 biohazard, Capcom utilizes 3D scanning, employing its world-class, large-scale camera system to create more realistic characters. Up to now, Capcom had built MT Framework, an innovative proprietary development engine used to make high-quality games. However, conventional engine specs were insufficient for bringing the realistic world pursued by creators in RESIDENT EVIL 7 biohazard (hereinafter, RESIDENT EVIL 7) to life. Thus, this time we ended up simultaneously working on the development of both the game and the new RE ENGINE. The main feature of the RE ENGINE is its ability to dramatically reduce the time required for various game development processes. For example, the time required to test program changes has been reduced 90%, and materials made separately by creators can be combined in real time, which enables them to be used to instantly create other materials. This engine also supports the high-resolution graphics required for VR compatibility at a rate of 60 frames per second. We faced numerous difficulties in trying to make these features a reality, however the team pulled together as one to make it happen. Creating an interesting game should not be hindered by development engine constraints. If an artist expresses a desire to do something, the engine must evolve to make it happen.
For this reason, all of us on the engine development team work in constant close contact with the game development team to promote improvements. This kind of flexibility can only be achieved through in-house production and is connected to enhancing Capcom quality. To pursue realism, we created one of the world’s largest scale 3D scanning systems, an important tool contributing to the meticulously crafted reality of our games. Leveraging the merits of possessing such a system in-house, we paid particular attention on this title to technologies that faithfully reproduce human expressions. This degree of reproduction is unlike anything that has come before, achieving realism that is truly human. Using this system, we are able to generate data on expressions from a variety of angles with just one shot, dramatically increasing development speed. However, we are not merely pursuing efficiency or photorealism. On top of overwhelming realism, we’ve added characters and other touches typical of Resident Evil, resulting in a game that appeals like only Capcom games can. To achieve this, the work flow was revised to complete casting, special-effects makeup and costume coordination in the steps prior to character design. In doing so, we further enhanced accuracy and were able to better reflect the feeling of the Resident Evil world in the 3D data, creating reality so convincing it is as if the characters actually exist. I want everyone to play this new title to experience realism in a game like never before"