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SG-

macrumors regular
Jun 8, 2015
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"Native" doesn't mean anything. It will still be a port of a Windows game by devs who don't have a great experience in Metal/TBDR and won't be compelled to optimize as much as they have been on Windows/consoles. Games will aways be ported to macOS as an after thought.

Case in point, most games used to run better on Bootcamp than on macOS even though they used Metal and the hardware was the same.
And those that run about as well on MacOS and bootcamp (RoTR for instance) show a lower performance delta when comparing an AS Mac (using Rosetta) to an equivalent windows PC than certain AS native games like Death Stranding (which really isn't a very good port).

I think there have been such poor quality ports that run more poorly than Windows versions using Crossover.
quit being negative. they're going to be using all the new MetalFX and features and even using some unannounced Metal frame generation and working with Apple engineers to actually make this a showcase game.
 

awsom82

macrumors regular
Mar 14, 2017
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Ekaterinburg
I think Apple is not just help, but engineers rewrite part of CDP Rendering engine in good way, so game on M4 16GB can beat gaming PC with 4080, with better path tracing and more FPS and resolution.

It would be cool advertisement for Apple as a game platform. Imagine, what if a next big title will be GTAVI.
 
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jeanlain

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Mar 14, 2009
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quit being negative. they're going to be using all the new MetalFX and features and even using some unannounced Metal frame generation and working with Apple engineers to actually make this a showcase game.
I was replying to that poster saying that there would be no reason for the game to run poorly.
I'm not saying it will run poorly, but it could. No API can do all the optimizations automatically, however advanced it is.

Death Stranding also uses the latest Metal Features, yet an M1 Max does not run it more smoothly than a PC with an RTX 2060.
The commenter says it's "respectable", but it's pretty disappointing IMO. The M1 MAX has much higher amount of video memory and 60% more TFLOPS. It should perform much better.
 
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T'hain Esh Kelch

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I think Apple is not just help, but engineers rewrite part of CDP Rendering engine in good way, so game on M4 16GB can beat gaming PC with 4080, with better path tracing and more FPS and resolution.
You are going to be sorely disappointed if that is a serious belief you have.
 
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Macalicious2011

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May 15, 2011
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And Cyberpunk infamous for very bad optimisation.
In what ways? Haven't CDPR fixed the game.

On my PC. 4070ti Super, 16GB system ram and 5800x3d, it's my favorite games. It's the best looking and most well optimised.

4k, ray tracingg and dlss quality runs at 90fps whilst gpu utilisation is at 50%. I play worse looking games that utilise my GPU at 90-99% making the pc run hit and noisy. Miles morales for examples generate alot of coil whine.

No other games that I have are even remotely close to as well optimised as CP2077 which is a big open world game with no load screens.

I think Apple is not just help, but engineers rewrite part of CDP Rendering engine in good way, so game on M4 16GB can beat gaming PC with 4080, with better path tracing and more FPS and resolution.

It would be cool advertisement for Apple as a game platform. Imagine, what if a next big title will be GTAVI.
I agree. Apple needs a proof of concept for the gaming. It doesn't matter how advanced the hardware is or how much it scores on benchmark, the proof is in:

1. How easy it is to develop of optimise for the hardware. Developer eco system is SUPER important.

2. How well it runs games that people want to play.

3. Whether there is backwards compatability with M1, M2 and Macs. No developer want to spend tens of millions developing for platform with only 50,000 potential customers.
 

M4pro

macrumors member
May 15, 2024
54
92
I don't expect any game to be written better for the Mac than for other platforms.
Why is that, exactly?

Apple spends a ton of $$ to insure the highest production values are onscreen in the movie and TV show spaces.

No reason Apple can’t do the same in the gaming space.
 
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diamond.g

macrumors G4
Mar 20, 2007
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Why is that, exactly?

Apple spends a ton of $$ to insure the highest production values are onscreen in the movie and TV show spaces.

No reason Apple can’t do the same in the gaming space.
We will see how well CDPR ports this title.

What should also be interesting is to see if they mention the sequel being policy on macOS, even though it has switched to Unreal Engine 5 (which runs like poop on pretty much every platform haha).
 

ProQuiz

macrumors 6502
Jul 15, 2009
278
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Just thinking out loud here but isn't it easier to develop for Macs over PCs since there is a "perfect mate" of hardware + software unlike what you get on PCs? Is developing for Macs like developing for consoles?
 

M4pro

macrumors member
May 15, 2024
54
92
There’s def some things that are new and different about Apple expanding its platform of curated entertainment content offerings to the AAA gaming space.

Apple doesn’t face the same financial pressure as gaming studios.

Apple doesn’t need to get its entertainment content titles out the door and on the market just to keep the lights on.

Ship as quickly as possible - even if it’s unoptimized or not 100% finished - that’s not a mode Apple needs to operate in here in the curated entertainment space.

Yup, the landscape around AAA gaming has changed.

The traditional argument in any entertainment media against keeping production values high has always been that reflexive go-to “All it takes is money and time”.

Weeeelllll CDPR, and to any others following, this is where I would suggest maybe reviewing your meeting notes and underlining the parts about how Apple is one client who has plenty of both.
 
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jeanlain

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Mar 14, 2009
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Why is that, exactly?
Because ported code is never optimal and the Mac represent a small user base.
Apple spends a ton of $$ to insure the highest production values are onscreen in the movie and TV show spaces.

No reason Apple can’t do the same in the gaming space.
For whatever reasons, they clearly don't.
In fact, I'm not sure there's evidence that Apple has ever paid upfront to have a game ported. They always say in interview "When Capcom came to us to port their game..." or variation of this phrase. They never implied that they contacted developers to have a game ported.
 
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Huntn

macrumors Core
May 5, 2008
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I was replying to that poster saying that there would be no reason for the game to run poorly.
I'm not saying it will run poorly, but it could. No API can do all the optimizations automatically, however advanced it is.

Death Stranding also uses the latest Metal Features, yet an M1 Max does not run it more smoothly than a PC with an RTX 2060.
The commenter says it's "respectable", but it's pretty disappointing IMO. The M1 MAX has much higher amount of video memory and 60% more TFLOPS. It should perform much better.
I was very disappointed with Death Stranding as in being a glorified FedEx delivery service.
 

M4pro

macrumors member
May 15, 2024
54
92
Because ported code is never optimal and the Mac represent a small user base.

For whatever reasons, they clearly don't.
In fact, I'm not sure there's evidence that Apple has ever paid upfront to have a game ported. They always say in interview "When Capcom came to us to port their game..." or variation of this phrase. They never implied that they contacted developers to have a game ported.
Naaah, that’s just standard PR spin.

Of course Apple is PR savvy enough to phrase their announcements in a way that suggests “oh no, Apple doesn’t chase game developers - game developers chase Apple.” (Apple does this in a light-handed way, to their credit).

But I’d say that if you spend any time looking at Apple’s entertainment content platforms, what often stands out is just how highly curated they’ve become.

And Apple - not a company being run by chimps - absolutely displays certain hallmarks.

Here’s one we’ve become more and more familiar with over the last five years:

Apple implements carefully considered strategic decisions about what entertainment titles best align with the specific brand image Apple is trying to project.

So, no reason to get things twisted.

Apple, here at this late date in EOY 2024, has for its own brand-centric reasons determined that promoting CP2077 on one of its (broadly speaking) entertainment platforms makes a lot of sense going forward.
 
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M4pro

macrumors member
May 15, 2024
54
92
I was very disappointed with Death Stranding as in being a glorified FedEx delivery service.
Ha ha. Yeah, def not a fun one.

TBH, I would have preferred Apple go in a totally different direction and pay for a Mac port of Star Wars Squadrons 😇

And now, if Apple paid to get Squadrons on the Vision Pro - I’d def have to check that out.
 
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diamond.g

macrumors G4
Mar 20, 2007
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Naaah, that’s just standard PR spin.

Of course Apple is PR savy enough to phrase their announcements in a way that suggests “oh no, Apple doesn’t chase game developers - game developers chase Apple.”

But I’d say that if you spend any time looking at Apple’s entertainment content platforms, what often stands out is just how highly curated they’ve become.

And Apple - not a company being run by chimps - absolutely displays certain hallmarks.

Here’s one we’ve become more and more familiar with over the last five years:

Apple implements carefully considered strategic decisions about what entertainment titles best align with the specific brand image Apple is trying to project.

So, no reason to get things twisted.

Apple, here at this late date in EOY 2024, has for its own brand-centric reasons determined that promoting CP2077 on one of its (broadly speaking) entertainment platforms makes a lot of sense going forward.
Make no mistake, getting CP2077 is a big deal. If anything because it gives us another cross platform title to compare against PC. The real win is getting games like Monster Hunter Wilds day and date (while the PC and console hype cycle is in full swing).

We saw that with BG3 (sorta since macOS had to wait for the full drop) and will see that with the new Assasins Creed.

But we still need more big day and date games. Why not launch full sportsball games at the same time as the console versions? Apple really should give Rockstar all the money for second release of GTA6 before PC launch (I don’t think they will but I would love to be wrong). Next year get the next Call of Duty on macOS (even better get it in Apple Arcade as an alternative to GamePass).
 

M4pro

macrumors member
May 15, 2024
54
92
Make no mistake, getting CP2077 is a big deal. If anything because it gives us another cross platform title to compare against PC. The real win is getting games like Monster Hunter Wilds day and date (while the PC and console hype cycle is in full swing).

We saw that with BG3 (sorta since macOS had to wait for the full drop) and will see that with the new Assasins Creed.

But we still need more big day and date games. Why not launch full sportsball games at the same time as the console versions? Apple really should give Rockstar all the money for second release of GTA6 before PC launch (I don’t think they will but I would love to be wrong). Next year get the next Call of Duty on macOS (even better get it in Apple Arcade as an alternative to GamePass).
One thousand percent.

I’m hoping Apple bringing CP2077 - a high-profile AAA title - to their platform signals a larger course-correction effort in the entertainment space.

The elephant in the room being that Apple movies and TV shows are a great big plate of “Old People doing Old People-stuff”.

And Apple devoting a huge portion of its entertainment content budget to serve Grandma and Grandpa’s tastes is bad strategy. Even a little bit insane.

Apple needs to own that mistake and re-focus on getting more relevant content on their platform.

Like with funding CP2077 for Mac - Apple paying TV and Movie budget type $$ to bring over COD and GTA6 would be smart.

It’s easy to see that would be a more legit forward-thinking way for Apple to make use of ample resources.
 
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Macalicious2011

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It’s easy to see that would be a more legit forward-thinking way for Apple to make use of ample resources.
Apple and Amazon have spent billions of producing shows. Some of which have been an utter flop and waste of money. Over 10 years apple would get a greater ROI from spending $100-200m on porting GTA6 to Apple silicon.


The truth is, unless Apple pay up, no big publishers will port titles to Apple silicone.

Zero interest rate era is gone. Publishers are closing studios, executing mass layoffs and cancelling vanity projects. Some games like COD or GTA are actually two games in one.

There’s single player and multiplayer. Even if most of the assets and logic carry over to Apple Silicone and MacOS, you still need to extensively QA every code change. For open world games this is expensive and requires hundreds of people to play through the game several times.

If a game cost $20m to port, throughout its lifetime, then it’s not great ROI if only 100,000 Mac users would buy it every year. That would only be $5,000,000. Usually publishers want to recoup R&D costs during launch week. Then you have marketing costs on top of the porting.

In a nutshell, it’s not enough for the M4 to be awesome for gaming. Titles need to run well on either base M1, M2 or M3 hardware in order to build volume in sales. Just look at PC, the vast majority of gamers are using old hardware like RTX 3060.

The good news is that many future games will be UE5 based. If Apple optimise their dev kit for that engine then we could see lots of titles coming to Apple silicone.
 
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T'hain Esh Kelch

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Just thinking out loud here but isn't it easier to develop for Macs over PCs since there is a "perfect mate" of hardware + software unlike what you get on PCs? Is developing for Macs like developing for consoles?
Not really. Getting your game to work with drivers and different hardware combinations is a minor thing of software development.
 
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kiranmk2

macrumors 68000
Oct 4, 2008
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I wonder how well it'll run on entry Macs

we don't know, but we see soon

I mean the game runs on a Steam Deck, so I am fairly confident the base Mx systems will run it just fine.

There are plenty of videos showing the Windows version running on M1 macs via Game Porting Toolkit & Crossover showing half decent frame rates(~20-25 fps). A native port should get rid of 2 translation layers (x86 to ARM and D3D to Metal) to will probably allow a constant 30 fps on low settings.

I would treat frame generation with caution on the M1. Frame gen is designed for getting 60fps+ games up towards 90-120 Hz and nVidia/AMD specifically instruct developers to not use it to boost 30 fps games as the latency it introduces is crazy.

Apple needs a proof of concept for the gaming. It doesn't matter how advanced the hardware is or how much it scores on benchmark, the proof is in:

1. How easy it is to develop of optimise for the hardware. Developer eco system is SUPER important.

2. How well it runs games that people want to play.

3. Whether there is backwards compatability with M1, M2 and Macs. No developer want to spend tens of millions developing for platform with only 50,000 potential customers.
I think the simplest demonstration would be to get the Matrix Awakens UE5 demo running on MacOS - that remains one of the best looking "games" I've seen this generation. Of course, Apple and Epic are not on the best of terms at the moment...
 

Homy

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Jan 14, 2006
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"Native" doesn't mean anything. It will still be a port of a Windows game by devs who don't have a great experience in Metal/TBDR and won't be compelled to optimize as much as they have been on Windows/consoles. Games will aways be ported to macOS as an after thought.

CD Projekt Red does have Mac experience. The Witcher: Enhanced Edition was released for Mac back in April 2012. Sex months later they released The Witcher 2: Assassins of Kings Enhanced Edition on REDengine. 27 July 2022 they updated the games to 64-bit x86 macOS. 20 Nov 2023 they updated them to ARM64 for Apple Silicon. The games appear to use OpenGL though.

Cyberpunk uses REDengine 4. Unclear if they have updated the engine for Mac or will be using Xcode like Hello games did for NMS but I’m sure Apple will help CD Projekt Red just like they did with Hello games/NMS, Piranha Bytes/Elex II, 4A/Metro Exodus and Larian/BG3. After all CP 2077 will support new features like path tracing and frame generation currently lacking in Metal/macOS.
 

diamond.g

macrumors G4
Mar 20, 2007
11,407
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CD Projekt Red does have Mac experience. The Witcher: Enhanced Edition was released for Mac back in April 2012. Sex months later they released The Witcher 2: Assassins of Kings Enhanced Edition on REDengine. 27 July 2022 they updated the games to 64-bit x86 macOS. 20 Nov 2023 they updated them to ARM64 for Apple Silicon. The games appear to use OpenGL though.

Cyberpunk uses REDengine 4. Unclear if they have updated the engine for Mac or will be using Xcode like Hello games did for NMS but I’m sure Apple will help CD Projekt Red just like they did with Hello games/NMS, Piranha Bytes/Elex II, 4A/Metro Exodus and Larian/BG3. After all CP 2077 will support new features like path tracing and frame generation currently lacking in Metal/macOS.
Is path tracing a new feature? Thought that was how blender did its Ray tracing.
I am definitely still curious about frame generation, and what silly name Apple will come up with for their version. I am also concerned that no one has talked about Apple having a way to reduce the input lag that frame generation introduces.
 
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