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jeanlain

macrumors 68020
Mar 14, 2009
2,463
958
Native to the hardware, specifically the vastly different Arm CPU architecture/instruction set.
The Mac has always had games native to the hardware (PPC, intel) and not requiring a runtime translation layer. All PPC games were native, the majority of intel Mac games were native (not using wine/cider), etc.
The use of Rosetta is expected at this stage, but in a couple of years most Mac games will be universal apps. Many may use moltenVK though.
 

leman

macrumors Core
Oct 14, 2008
19,521
19,679
We have native games now, unless you don’t count native ports like the Tomb Raider series, the Deus Ex series, the Metro Series, and the Borderlands Series?

Yeah, I'm not sure why @leman says that the last native Mac games were release 20 years ago. The Mac has always had native games, i.e., games not requiring emulation or a translation layer.

Sorry, I should have phrased it a bit better. What I meant to say that virtually all games are low effort post factum ports. These are usually DX or Vulkan games that have been given to a porting studio who then would basically proceed to hammer the square peg into a round hole until it kind of fits. There are very few games developed with Mac compatibility in mind from the start. Frankly, Larian is the only sizable studio I know of that has first-class Mac support in their engine and even they hire outside experts for Metal support.
 
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turbineseaplane

macrumors P6
Mar 19, 2008
17,403
40,194
The Mac and Apple are never going to be big into AAA games.

Never*


*absent a massive turnover at the top that changes the way the company thinks around all this
 
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cardfan

macrumors 601
Mar 23, 2012
4,431
5,627
This is it right here. Mac is a niche product with a tiny userbase in comparison to PC, and I think developers are just not interested in spending their time developing for it for a minimal return.

I think if Apple wants to turn gaming around on Mac, I think the best way would be to dip it's feet into making some of it's own compelling games by signing a lucrative deal with a top developer to make something like Halo or Zelda franchise type Mac exclusive games to lure a significant amount of people and other developers to the platform. At this point, it's going to require a substantial financial investment by Apple to accomplish this, and I don't think they're really interested in it right now so things will most likely continue as is for quite some time despite the emergence of the M series.

It wouldn’t start with macs either. Has to be a gaming console. Apple has to appeal to all its users. The nearly 2 billion apple accounts. And try to bring together a group that does want and spend on aaa games. Then you bring that group or steam like app to mac. But this is key.

Yep. Massive investment. Lots to do since they’d need original everything. Controllers. Their rumored apple glasses? Chat. Video. Recording. Game pass. Exclusives and starting catalog. Console itself.

Then maybe it trickles to mac. But I can’t see simply targeting macs for gaming without a console first or any kind of foundation.

I would say this idea seems more appealing than atv+. Gaming revenue is important to apple. This would check a lot of boxes to help with that. It’s strengthens the ecosystem. Who’s to say this isn’t already in the works? Takes time.
 

jeanlain

macrumors 68020
Mar 14, 2009
2,463
958
Frankly, Larian is the only sizable studio I know of that has first-class Mac support in their engine and even they hire outside experts for Metal support.
Yet Larian is using a porting house for the Mac version.

EDIT: ok, that may be what you mean by "outside experts".
 
Last edited:

leman

macrumors Core
Oct 14, 2008
19,521
19,679
Yet Larian is using a porting house for the Mac version.

Yes, but they hire them to port the engine, not the done game. That’s a big difference! This also means that Larian will have a state of the art engine that is optimized from the ground up for Apple Silicon, which will make building future games easier.

It’s very different from games like, say, Civilization, where Firaxis makes the Windows game and then gives the code to Aspye as says ok, now make it work on Mac, and Aspyr has to figure out how to walk around all the design decisions... and then the next patch the fun starts again.

If you design from the ground up considering all the target platforms, your overall work will be much easier and the final product will have much higher quality. For example, for my hobby game I am picking libraries and approaches that will work in the same way on x86 and ARM, from Mac to Linux to Windows. This starts with really low?level things like considering numerical compatibility and not using random number generators provided by standard libraries…
 

Irishman

macrumors 68040
Nov 2, 2006
3,449
859
Native to the hardware, specifically the vastly different Arm CPU architecture/instruction set.

x86 is why Steam for Mac happened, is why Boot Camp happened, and why Mac was thriving for years and years as a decent mid-range gaming option for Mac fans. Just like the loss of everything else, I fully expect Steam to get soft-abandoned in the coming years as a mostly streaming client, probably when Rosetta is dropped (yeah, they did recently throw a few bare-minimum scraps to support Arm out of necessity). They are razor focused on Linux nowadays as their way out of this quagmire.

Different tactics for different realities.

In a very real way, x86, Bootcamp and Steam were Apple’s attempt at warding off bad press and trying not to lose gaming marketshare following the Intel transition. Developers felt less compelled to make native Mac versions of their games, because you could just boot into Windows natively via Bootcamp.

If I had to guess why this ARM transition, and why now? I think maybe Apple is feeling stronger than ever cash-wise, and gaming marketshare-wise (remember, iOS is still Apple, not just the Mac). If they get into a jam, they have a lot of money to buy a studio here or there.

What do you think about my speculation?
 

pi=e=3

macrumors regular
Jun 18, 2021
192
407
Native to the hardware, specifically the vastly different Arm CPU architecture/instruction set.

x86 is why Steam for Mac happened, is why Boot Camp happened, and why Mac was thriving for years and years as a decent mid-range gaming option for Mac fans. Just like the loss of everything else, I fully expect Steam to get soft-abandoned in the coming years as a mostly streaming client, probably when Rosetta is dropped (yeah, they did recently throw a few bare-minimum scraps to support Arm out of necessity). They are razor focused on Linux nowadays as their way out of this quagmire.
Given Valve's interest in Proton and Linux gaming, I wouldn't be surprised to see better AS support. They're already emulating their way around Windows as is.

We're seeing more and more big titles come to Metal... Metro Exodus for example.
 
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jeanlain

macrumors 68020
Mar 14, 2009
2,463
958
Yes, but they hire them to port the engine, not the done game. That’s a big difference! This also means that Larian will have a state of the art engine that is optimized from the ground up for Apple Silicon, which will make building future games easier.

It’s very different from games like, say, Civilization, where Firaxis makes the Windows game and then gives the code to Aspye as says ok, now make it work on Mac, and Aspyr has to figure out how to walk around all the design decisions... and then the next patch the fun starts again.
I thought that porting a game boiled down to porting the engine. Most games are designed to run on a variety of configs, including laptops, desktops and consoles.
And since AS Macs have UMA, I suppose there are less restrictions on the size of game assets.
 

Romain_H

macrumors 6502a
Sep 20, 2021
520
438
Ah, sorry, I misunderstood then. Well, given the chance of having bootable Windows on ARM Macs is practically zero, I didn’t even consider that.

Windows is technically bootable on Apple Silicon, but this means that Apple needs to release all their proprietary hardware documentation and someone has to write and maintain a full array of drivers… not going to happen.
Yeah, true… otoh, there are devices out there that could qualify as testbeds serving Microsoft in evaluating Arm in general.
I have a feeling a lot of companies are evaluating Arm; after all, Apple showcases with its M1 seies of chips what is possible

Like, for example, the Nvidia Jetson AGX. For now its only lacking NVMe boot… other than that its a pretty neat little computer
 

Colstan

macrumors 6502
Jul 30, 2020
330
711
I just got to thinking, am I crazy or could a future external x86 co-processor emerge on the market using the 80GB/s of Thunderbolt 5 to save the day here?
That's not a completely crazy, unheard of idea. Take a gander at this thing:

O386card.jpeg


That's an Orange386 card that you would socket into a NuBus slot inside a 68K classic Mac, back in the day. It was essentially a self-contained 386 PC motherboard, which I also believe could feature a 387 floating point co-processor, to super charge it for those demanding mathematical workloads.

So no, your thinking isn't crazy, there is precedence. However, it's extraordinarly unlikely that we'd see such a thing in today's market. The demand isn't there, and even if the technical and driver issues got worked out, it would be much cheaper to simply purchase a companion PC. Still, I very much appreciate you thinking outside the box, since it has happened in the past.
 

mi7chy

macrumors G4
Oct 24, 2014
10,625
11,297
Given Valve's interest in Proton and Linux gaming, I wouldn't be surprised to see better AS support. They're already emulating their way around Windows as is.

Not so simple since the underlying OS is different with SteamOS on Linux and MacOS on BSD. Plus, graphics API translations are different with SteamOS doing DirectX to Vulkan while MacOS doing DirectX to Metal. And, x86-64 vs ARM architecture difference. More of major rewrite than port.
 

Joe Dohn

macrumors 6502a
Jul 6, 2020
840
748
What irritates me is that this isn't the 1990s. There are dozens of solutions that could be used to integrate x86 applications into OS X (including Apple integrating Wine into their operating system, if they wanted, or a virtual machine with GPU paravirtualization).
 
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ksj1

macrumors 6502
Jul 17, 2018
294
535
If you think you are going to get anything more than a handful of desktop-class games not sourced from iOS, you are much more optimistic than I am. It's been over a year and I can count about 5. WoW, BG3, Total War, Eve Online, and ... probably another one.
You clearly have never been involved in AAA game development if you think a little more than a year is all it takes to develop a new game.
 

the8thark

macrumors 601
Apr 18, 2011
4,628
1,735
I can't take a PS5 with me in my backpack on my world travels. Switch, sure, but have you actually tried to find AAA games on that thing.
Maybe it is about time you open up the Switch eShop.
There is a huge number of AAA games there. Sure many of them are limited to 1080p and 60 frames. That does not make them any less AAA than a 4K 60 or lower spec but with ray tracing enabled game on series X or PC.

The argument here had zero to do with game specs. It is 100 on the developers who are:

1. Biased against Apple
2. Too lazy to port to Apple Silicon
3. Feel the return on investment is not there

Or a combination of the above.

Also the excuse of it being a new platform (ARM) is just that, a developer excuse. The WiiU was PPC and the Switch is Tegra ARM. The developers mostly jumped onto the Switch ship despite it being a new architecture.

Though one thing in Nintendo’s favour is the support and ease of developing for it is very well known. The Switch SDK plus teams dedicated to help out developers really helped the switch get the games. If Apple is serious about M series gaming, they need to make the development process (outright and porting) to be a far smoother and developer friendly process.
 
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