Excellent news. This article that just got dumped in my mailbox is further exciting me:
WWDC 2015: Why Metal for Mac OS X is a Big Deal for Mac Gaming
written by
Russ Looney on June 10, 2015 in
Development Diaries and
Special Feature
There were a lot of big announcements this week at Apple’s annual WWDC event, but the one that Mac gamers should be most interested in is the reveal of Metal, Apple’s new graphics technology for OS X.
We
reported earlier that Apple’s senior vice president of software engineering, Craig Federighi, made some impressive claims about Metal during WWDC. Federighi stated that “running a game in Metal instead of the standard Open GL graphics standard gives an app 50 percent improvement in rendering performance, 40 percent improvement in efficiency (which gives a better battery life), and 10 times improvement in drawing performance.”
But based on those statements alone, it’s still hard to determine what the advent of Metal for OS X will really mean for gaming on the Mac. So to get those missing answers, we spoke with Aspyr Media’s Director of Technology, Jez Sherlock, to see what he thought about Metal, how it will impact the future of Mac gaming, and how Aspyr is incorporating the technology into their own titles.
Q: Let’s start with the basics: What exactly is Metal on Mac?
Jez Sherlock: Metal is a low level rendering API. Lower level and more lightweight than OpenGL. What this means is that it has less overhead, so there is increased potential for getting higher graphics performance.
Q: How will Metal affect various hardware and GPU configurations? Will Nvidia and AMD have to release new hardware or updates? Also, are there Mac hardware profiles that potentially can’t support Metal, or is it a ubiquitous technology?
JS: Metal isn’t GPU manufacturer-specific, so almost everyone on a Mac should enjoy the benefits of Metal (with exceptions for much older hardware and anything El Capitan isn’t intended to support). The fact that Apple is switching over to using it for OS level rendering should mitigate any concerns about its ubiquity and support.
This is essentially a guarantee that it will run well on a wider variety of hardware and that it is well supported. Since it is more lightweight, it’s easier for those authoring it to manage than say, for example, OpenGL.
Q: What are the potential benefits for gamers?
JS: A lower level rendering API means increased throughput to the GPU (read: improved graphical capabilities and performance). The fact that we have a more lightweight graphics driver with less overhead means we can ask the GPU to do more and expect the CPU to be able to cope with passing on the request and not get in the way.
Further, gamers should see higher framerates and improved visuals. In particular, the less we are stalling the GPU, the more time we can expect it to spend on rendering the increased number of pixels necessary to support a retina display.
On top of that, a more lightweight driver is going to help minimize driver related issues. As a result, issues that were traditionally at the driver level will (if they occur at all) be in a level we control, which in turn means we aren’t dependent on anyone else to fix these issues and we can respond faster, in theory having fewer bugs.
Q: What are the potential drawbacks for gamers?
JS: If there is a drawback it relates to OpenGL. In some cases there will be a need to support legacy solutions. This is time consuming for us and eats into time we could put to better use (such as focusing on Metal), which in turn is a drawback to the end user. The goods news for everyone is that Aspyr has been thinking about this problem for some time.
Q: What are the potential advantages for Mac game developers?
JS: We can send more data down the graphics pipeline, in turn demanding more of the GPU and drawing more things on the screen. We can create better performing, better looking games and do so on a more lightweight API.
Q: What are the potential hurdles for Mac game developers?
JS: A more lightweight API means we have to shoulder some of the burden and responsibility previously handled by a higher-level API. In short, this means we actually have to do more work. However, it’s a good tradeoff because in those places where we have to author more software, we can customize it to our game. It’s vitally important to understand this because it’s a hurdle, yes, but ultimately a win for all. This is kind of the point of Metal because it allows us to address an area we previously had no control over.
Q: How soon will Aspyr be using Metal in games?
JS: We haven’t decided the timing yet, but our efforts are going well, and I want to make sure that we don’t rush anything. Not rushing means we will be able to bring it to more games sooner and do so with a better quality in mind.
Q: How will Aspyr be taking advantage of Metal?
JS: Aspyr has created our own proprietary technology to help expedite converting games from Windows PC to Mac. Recently we’ve been updating that technology to be less dependent on OpenGL so that we can better support multiple platforms. Metal has come along at a very fortunate time for us because these changes mean we are taking advantage of it now – it’s been the pioneering technology that is helping us to prove out our more flexible graphics technology.
I am also quite excited about the potential for some of the games we bring to Mac to potentially be faster than the original graphics API, meaning Mac games may be faster than their PC counterparts. It’s incredibly advantageous for us to be able to bring over a Windows game running on a higher level API and run it on a Mac for a lower level, faster API.
Finally, we hope to take advantage of Metal to improve some of our prior releases. Aspyr continues to update and maintain catalog games, so don’t be surprised if we do Metal updates to some of the more demanding titles.
Q: How do you think the introduction of Metal for OS X will affect Mac gaming in general?
JS: Lots of ways. Performance and improved visuals are the easy ones, and we should see wider support of full resolutions. However, we should not forget that Metal’s origin is mostly with gaming in mind, so this is a big thing for Mac gaming in general. It adds considerable fuel to the idea of Macs as serious gaming machines. I would expect this sort of obvious support to make Mac game development more attractive to new players and, in turn, even more competitive. That’ll mean more games on Mac, more of them doing so natively, and the best ones to come through Aspyr of course!