Valve says Counter-Strike 2 for macOS not happening, there aren't enough players
macrumors.com
macrumors.com
The days of this being relevant are probably numbered though, because at some point we will lose Rosetta. But I'm going to enjoy Antichamber [1] on my mac while I can.
Valve seems to be making a pretty strong effort to distance itself from working with that engine where possible (though it's unclear if their lagging tentpole title Team Fortress 2 will get the Source 2 treatment)
It's possible that rebuilding these games for 64-bit Macs specifically would encounter an undesirable amount of bugs
Sure there are minor bugs like flashlight in HL2 not working correctly.
But IMO Valve just don't care about macOS to assign even one engineer to fix this and compile the new binaries.
Q1
I occasionally get the itch to surf or kz and boot up CSGO on my M1 Mac to do so.
It's just more convenient for me to do this on my laptop, rather than to slug over to my desk to use my windows desktop that I rarely boot up.
I tried doing the same with CSS, but because it's 32bit, it is no longer supported on macOS.
I'm assuming this is a similar feeling that Overwatch players went through when their game got replaced with something that they no longer enjoy.
Obviously Valve ran the numbers and I'm clearly in the minority, but man this just doesn't feel good. There will be more Mac players if more games support it, so this feels like a step backwards and is a negative feedback loop (just like others in this thread are also saying.)
Oh well, at least it's not the first time that Mac gaming has shown to be a dead-end, but without BootCamp, it really feels final. Can't even count on half-baked, outdated ports from Aspyr anymore since they got bought by Embracer and are probably trapped in their financial struggles.
I'm not a game developer though and don't closely follow this stuff, I'm just a person who occasionally likes to play CS on my macbook and can no longer do so.
Note: I am aware of Apple not generally being very supportive of games on their platform. It's always been that way.
It takes extra effort, and fairly deep and unique knowledge of rendering, shaders, and compilation to support Metal, and even engines which do (Unity, Unreal) face some amount of difficulty in doing so well.
Apple's strategy of giving the middle finger to graphics APIs is patched over poorly by their partnership with Unity, and the fact that lower-end games can get away not needing a crazy amount of compatibility...but it's still on Apple to do better.
While "ok" for porting an existing game as a secondary platform, you don't want to be using it for primary development. And that will be why it will remain (at best) a second class citizen.
Apple should not be happy about this outcome. It doesn't help them build some kind of walled garden, it just makes their hardware perform worse. They should add Vulkan support!
They don't make many games these days, but Valve tends to be a studio that prides itself on performance. It can very much be "this game runs well or we don't use that platform at all" for them, compared to other AAA studios happy to take the PR hit for a quick buck.
Apple refusing to update graphics drivers outside of major OS updates doesn't help...
Also, there's no reason why Apple can't support OpenGL properly either, there “no reason besides the refusal to task someone to it”.
They do. OpenGL is deprecated, but still supported. If it wasn't supported at all it would not have worked on apple silicon macs.
So now they can only blame themselves if they're losing games because the developer doesn't want to invest in Metal either.
Many of those 'bugs' remain unfixed to maintain backwards compatibility, not because Apple doesn't want to fix them.
> the fact that it is officially deprecated sends a message to anyone wanting to do new development on MacOS “don't invest in OpenGL now as we could pull the rug under your feet” and it's done on purpose to push developers to Metal.
As it should be.
> So now they can only blame themselves if they're losing games because the developer doesn't want to invest in Metal either.
There's nothing to 'invest' in. Metal is by far the simplest low level graphics API out of all I've used and it would not be hard for valve to write a source 2 rendering backend for it (few days/weeks at most for an experienced dev). There's plenty of AAA games being properly ported to apple silicon now and in a year or two there will be many more. Valve intentionally withdrawing themselves from the ecosystem is purely out of spite.
Put your money where your mouth is and write one. Just write one. If it's that easy, do it.
Which is more likely - a company that dumps tons and tons of resources into Linux, Wine, DXVK, and put out the Steam deck didn't do this supposedly easy thing because they just don't care or could it be that they don't have the talent in house and wouldn't recoup their investment by doing it?
I can't because source 2's source code isn't available.
> Which is more likely - a company that dumps tons and tons of resources into Linux, Wine, DXVK, and put out the Steam deck didn't do this supposedly easy thing because they just don't care or could it be that they don't have the talent in house and wouldn't recoup their investment by doing it?
They don't have the talent? That's funny, considering Valve ported all their games to macOS many years before they ported to linux.
Perhaps then refrain from telling everyone how easy it as when you have no idea what’s going on in the code.
> That's funny, considering Valve ported all their games to macOS many years before they ported to linux.
Are those people still at the company? Either they are not or they’re doing a piss poor job at advocating for their platform.
I've been reverse engineering source engine games and modding them on and off for the last ~15 years, I almost certainly know more about it than you.
> I can't because source 2's source code isn't available.
No contradiction at all here…
Using OpenGL, not metal, thought. There's a good chance that they don't have a single developer knowing metal.
Sure they could learn, but then there's the next part of the sentence you're responding to: it's unlikely they wouldn't recoup their investment by doing it.
Backwards compatible kernel panics is a interesting idea for sure…
Also, talking about backwards compatibility when discussing about Apple is pretty ironic as well.
> As it should be.
Can't complain if Valve don't follow them on that then.
> There's nothing to 'invest' in. Metal is by far the simplest low level graphics API
That doesn't change the fact that porting the game engine to it is still a massive undertaking. It doesn't depend on the graphic API itself that much, but more about the size and complexity of the rendering engine.
Valve isn't stupid, if it was profitable to do so, they'd do the investment anyway, but do not because it doesn't make financial sense.
Apple isn't entitled a free port of popular games to their walled garden. Developers may do it if it's profitable, but that's it. If Apple wants to bootstrap the gaming use case, then it's on them to make an effort.
> Valve intentionally withdrawing themselves from the ecosystem is purely out of spite
“Boohoo stupid Gabe does that out of pure naughtiness.”
I hope you realize how childish your statement is.
Well and, whatever embarrassing game that Apple will trot out at their developer conferences 2-3 years after it was released and claim Macs are built for gaming.
I think you're missing the context here that CSGO was just replaced with CS2, and CS2 is an entirely new engine (it's Source 2 based whereas CSGO was still Source 1)
So this is a switch from a DX9 engine from ~15 years ago to a modern, Vulkan-focused actively developed engine.
Apple has a gaming strategy. iPhone makes developers too much money to ignore, and since adopting in-house silicon across all product lines their handhelds, tablets, laptops and desktops all use the same APIs and CPU/GPU cores.
If you target iPhone, there is not much additional work to add a keyboard/mouse/gamepad UI to target the rest of their ecosystem.
We've started seeing Console games get ported to iPhone, which I don't think anyone was expecting a couple of years ago.
> Resident Evil Village on iOS Is Legit. I Forgot I Wasn't Playing on a Console
https://www.cnet.com/tech/gaming/resident-evil-village-on-io...
Will it work? No clue. Historically premium games had absurd piracy rates which is why most premium games pulled out and why F2P games with servers holding to value rose. But IOS always had lower piracy rates than android, so Apple has a better foothold for trying to re-appeal to console games studio than Google.
That's not how you get the Xbox, you'll barely get a Stadia shaped hole if you give it a fair shake.
This wasn't some 2 year flash in the pan like Stadia, I could still name a dozen premium games from this time I greatly enjoyed. But if Zenonia 2 had 70% piracy rates and the ftp Zenonia 3 (or maybe 4) made more money in a day than Zenonia 1+2 combined, what you going to do?
(note these figures are made up, I don't know the Zenonia piracy rates nor sales. But 70% is the average Android game piracy rate in 2015).
I remember this too.
We had a period with plenty of premium pay in advance games, then a period of games with ads that you could pay to remove, then the companies decided that the most reliable monetization strategy in the face of widespread theft was microtransactions.
A wise man once said that widespread software theft is a service problem. Legend has it that he still runs a successful game storefront to this day!
But then, Windows PC were in the same boat. Looking from the sidelines, Windows gave publishers a lot more freedom in implementing anti-pirating (super invasive) features, and when push came to shove Microsoft stepped in to add OS supported anti-piracy features that the games could hook into (Microsoft using the same system for its own games).
I think we can at least blame Apple for doing nothing in a situation where a whole group of developpers are stuck with an issue that could be alleviated with the platform's help.
Irrelevant to the point, but Stadia was 3 year and half (nov 2019 start, to the death announcement on sept 2022, and actual shutdown on jan 2023). So basically the same span than the 2010 ~ 2013 miracle for Apple.
I forgot a lot about these early days (was absolutely not into PC gaming), for people in the same boat a nice refresher:
https://www.cultofmac.com/73192/why-2010-was-the-year-mac-ga...
The fun part being that 2010 span was triggered by Valve, so from beginning to end Apple just didn't do anything.
Also, in general im not a fan of "hate marketing" to begin with.
Once upon a time, there were many iOS games that you paid for up front with no micro-transactions at all, for instance, XCom was about $20 a decade ago.
I have a feeling the console game ports will be pay up front, just like they are on a console.
To keep investment in the platform strong, they stand to benefit from stabilizing and recovering from some of their NIH brain damage.
Will the fixation on collecting their cut come to an end? Time will tell.
it's the same apple who said "please bring games to our system" followed immediately by "opengl is going away. also, fuck you."
Again, Apple uses the same GPU cores across all it's hardware platforms. It will have hardware ray tracing on handhelds, tablets, laptops, desktops as well as on their upconing AR/VR platform as the SOCs are updated.
There is no Steam (let alone any other game store) on iDevices. Just Apple's store.
As a consumer, I don't wanna pay for a game on Apple's store just so I can have a shitty iPhone experience. Especially when nearly every other game I have is on Steam and I can play on whatever device of mine I want.
They encourage windows games to bundle old and insecure dlls, which the games generally did anyway. On windows, they don't really do anything here, it's mostly just that windows provides quite a bit of backwards compatibility anyway.
On linux, they do a bit more. They ship a hacked up copy of various libraries from ubuntu 12.04, mostly without security patches, and have the games use those, calling it the "steam runtime" despite it really being "ancient ubuntu libraries". They reduce the security of your machine, and I would only play steam games on a burner machine you don't login to your bank accounts on.
Id be more worried about game GUIs basically using a web browser.
Many of these games have such fragile netcode that they'll crash even if you don't fuzz them.
Except for Mac, apparently. Not much android support either.
I'd say we can't truly reach "whatever device I want" until we at least cover the 3 major desktop platforms, the 2 major mobile platforms, and the 3 major console platforms. Until then we are all making compromises when buying a game.
I take your point. Even so, Steam is leagues ahead of everyone else in this regard. I have Steam games I bought 10 years ago that I can still play on my current desktop PC. That is absolutely not the case with consoles. It isn't even the case for mobile for me, since I switched from Android a few years back.
Why does it matter if Apple makes their own controller? iOS/iPadOS supports other popular controllers and the Apple Store even sells multiple controllers (including the PS5 controller).
Imagine you have developed a game, it is selling well, and one day you find out that the game engine you are using has been banned for disobedience and Apple wants you to rewrite your entire game in a different engine.
Apple doesn’t just not care about games, they despise game developers with a burning passion.
https://arstechnica.com/gaming/2020/08/microsoft-backs-epic-...
Apple also has no buy in for the segment of gaming people wish it supported. Where SteamOS and Windows both have first party AAA game development studios.
Apple wants the same level of control Microsoft had with DirectX. It is blatant, and they're fighting for it even harder than Microsoft did. There's nothing wrong with offering a high-level API, but there is a problem with avoiding industry standards for the sake of maximizing your market size.
Stuff like the Game Porting Toolkit demonstrates just how deeply behind Apple is. They're desperate to prove how capable Metal can be, without acknowledging why nobody targets it. It's not surprising that a DXVK port could also support Metal. It's just not what developers intend to support; not upstream, downstream or direct from Apple. That sort of pointless insistence is where I draw the line between "just business" and "being an anti-competitive asshole".
I'm not sure this is a fair portrayal of gaming on iOS.
Now, a reskinned Bejeweled with in-game currency IAPs – that's more like it!
I think we're well past the point where phones can't play "real games". If you don't want to do that in lieu of preserving battery, that's understandable. But at this point mobile has usurped what we used to called handheld gaming.
I'd hope by now we'd dig deeper and ask questions like "why isn't there a steam for IOS/android"? The answer is obvious for IOS and I hope future regulations help to allow alternative stores, but android seemed like a very obvious void for years.
This theoretical "steam of Android" would work similarly to how desktop steam works. Allows sale of proprietary premium games, Bans f2p games in the beginning (inevitably opening up once it's culture is established), does some QA to ensure certain features (e.g. Input, compatibility, no viruses, etc.), has discovery algorithms for consumers, user reviews, forums, etc. It could even allow adult games like Steam, but it may also ban those for a while to establish culture (the porn black hole is a real, scary phenomenon).
>Google is unlikely to tolerate you turning your Play Store app into a seondary app store (or if they did tolerate it, they might switch at any moment).
I think it'd be fine in the beginning if you banned f2p apps (which most of google's revenue comes from), but yes. I'd wonder how big it'd get before we get the next Apple v. Epic debacle over such matters.
If you, as Valve, launch Steam and take your own payments within Steam - which I suspect Google would quash instantly - you would build up an install base that "owns" value in your store (modulo weaselly subscriber agreements).
When Google does Google things and kills your popular product, perhaps citing that it is a competing app store, you now have millions of angry gamers. Maybe they cannot sue you, but they can certainly abandon your market on other platforms.
It's just not a good bet.
Now, can Google remove your apk regardless? I haven't heard of a case, but it's not impossible for Google to her in the way. The much less publicized lawsuit from Epic involved Google blocking Epic from negotiating with Fortnite pre-installs with OEMs, so Google won't just sit by and let their money walk (even if they were leaving it on the table to begin with). Not a bad bet if you're determined, but it's not easy street even if you find your audience.
Nah. Anyone gaming seriously will still take a Switch because even if their phone theoretically has more horsepower, in practice it's just not as good a gaming platform.
> I'd hope by now we'd dig deeper and ask questions like "why isn't there a steam for IOS/android"? The answer is obvious for IOS and I hope future regulations help to allow alternative stores, but android seemed like a very obvious void for years.
Amazon ran an alternative app store for a while, and were pushing the gaming angle on it pretty heavily, but they got rid of it. I don't know exactly why, but my naive explanation would be that no-one was spending money there because mobile games are bad and not worth paying for (or perhaps just that it's a lemon market and while there are good proper games on mobile it's impossible to distinguish them from the bad ones until you've bought it).
I love my switch, but it and the steam deck do highlight an aspect that died in Gen 8: "pocketable" handhelds are really no more. I can fit a vita in my pockets with little issue, and I have baggy enough jeans where I could even fit a GPD Win in if I really tried. But I'd say the latter is past practical pocketability. You can throw a switch in a bag but so can my laptop. I liked handhelds for the ability to simply grab and go.
Phones picked up that mantle for 6 years, since there was nothing else left. and I await the day that some portable PC strives to hit that Vita size. won't happen for years but probably by the end of the decade.
>pushing the gaming angle on it pretty heavily, but they got rid of it.
I think they pulled out the same time they gave up in the Kindle fire lines. Kindle was a store that penetrated the market but not Amazon. I even remeber the days where they had "free app of the day" a LA Epic Games Store.
It still technically exists but isn't really trying to compete as a store anymore. It has some "Amazon coin" deals for a few f2p games that let you get expensive whale packs for slightly less money. Probably due to some deal they made with certain game studios.
and it truly is their ecosystem, because they refuse to support vulkan or OpenGL.
>which I don't think anyone was expecting a couple of years ago.
for sure, it's surprising to see a real AAA game get ported to phones instead of the usual cashgrab gacha/social garbage. on a technical level id be more impressed if it wasn't a game that already has to support consoles that came out in 2013.
Neither the PS5 nor Resident Evil Village came out in 2013.
>Resident Evil Village on iOS is a remarkable sight to see. It's hard to tell any difference between playing the game on a console. From the accurate textures on the characters to the lighting and shadow effects, the game looked as good as it did as when I played it on the PlayStation 5 back in 2021.
https://www.cnet.com/tech/gaming/resident-evil-village-on-io...
I don't understand why you're replying to me with irrelevant facts?
PlayStation 4 and Xbox One came out in 2013. Resident Evil Village came out on Playstation 4 and Xbox One on 2021. Unlike wine, video game consoles do not improve with age.
>Resident Evil Village on iOS is a remarkable sight to see. It's hard to tell any difference between playing the game on a console. From the accurate textures on the characters to the lighting and shadow effects, the game looked as good as it did as when I played it on the PlayStation 5 back in 2021.
im not surprised that a layperson is unable to discern between the version of re8 he's playing now and the version of re8 he says he played two and a half years ago. It's also completely irrelevant to the fact that the most impressive game on iphone is a port of a game that also came out on PS4 and Xbox One.
consider this: Microsoft at the height of its monopoly in the 1990s could have ditched OpenGL support to lock developers into the DirectX ecosystem but they didn't.
Not so for macOS.
IMG has had raytracing in powervr for like a decade, and they just did another "most advanced ever!!!" thing a few years ago ( https://www.imaginationtech.com/news/imagination-launches-th... )
But it's mobile and so it's way too slow to be useful, so nobody cares. That's 99% likely to be the case with Apple's newest offering, just like it is with Qualcomm's and ARM's (that's right, literally every mobile GPU offers this now - Apple is one of the masses here)
Look at how hard it hits consoles and PCs, it's utterly pointless on a 6" display with a 5w SoC
Everything that doesn't follow that pattern gets the boot.
Gaming is what made Windows dominate personal computing - not Word, Excel or Powerpoint.
Gaming is what drives new hardware development, is what drives new personal computer ownership, and is what drives operating system preference.
For everyone else - a 10 year old computer does the job just fine... and it doesn't really matter what OS it happens to run.
Imagine if Apple had made it a point to dominate gaming too. Suddenly the folks spending $2-5K on a top of the line gaming machine would be forking it over for the latest generation of $5k Apple Desktops.
Got hooked on Microsoft as early as the DOS days by playing games as a kid. They earned a customer for life indirectly there. Maybe Adobe helped a bit too.
Proton plays almost all of the games I care about, and the games it doesn't play I can either reboot to Windows for or I can run a Windows VM with GPU passthrough.
So much easier than chasing patches to Wine and bashing your head against the wall to get even simple things running.
Being the default OS is what made Windows dominate personal computing. The average person doesn't think about what OS they use at all, even when they're thinking about getting a Macbook.
And anyway, the the Windows dominance was cemented way, way before Macbooks even existed, at a time when people were very much thinking about the OS they were using..
If you want to know how to access cs:go you can check out this vid https://youtu.be/A8cWDxqOG2k?si=w4xdxmRntqKLtYg0
It’s really simple and I would have wrote the steps here but I’m not at my computer atm.
You have to use an x86 emulator to run Steam on Asahi.
Crossover on MacOS would be faster as it uses Rosetta.
- Apple Silicon not supporting EGPUs
- Apple not adapting Vulkan and went with Metal exclusively
...
This is one of the threads I remember reading about this. The blog seems to be offline, but you might find some luck with the wayback machine.
https://web.archive.org/web/20190323200813/http://blogs.valv...
In any event, around this time they found a lot of optimizations porting to linux that they then back ported to the windows client. This was 10 years ago, so the zeitgeist in the company may have changed, but I've certainly taken to heart the idea that you should be cross compiling to at least one different target whenever you can to improve your engineering. The earlier you start the cheaper the cost of doing so as well. (This isn't the only company doing so at the time talking about gains of cross compilation either, and not just games)
Replacing CSGO with CS2 is the oddity.
CS:GO is over a decade old at this point, and has been free for 5 years. What should we expect?
They didn't just release a new game: they literally removed the previous game people had and replaced it with a new, incompatible game.
They didn't have to do that, they could have made a new game entry and earned their new install base by... putting out something that was better than the last entry and letting the players decide?
But much easier to just remove the last entry.
It's the kind of nonsense people normally jump at developers for, but because Valve is apparently still the darling of the gaming world so people seem to be excusing it.
CS:GO still launches now that CS2 exists. Never mind the fact that the source code leaked, you can still install CS:GO from Steam or run a cracked copy without VAC support. Valve supported unofficial servers from the get-go, so diehard CS:GO fans on Mac can play any version they like for as long as Apple chooses to support it.
> Valve is apparently still the darling of the gaming world
Damn these alternative App Stores and their powerful competition!
Valve made a new game: Instead of releasing it as a new game, they abused a loophole to force said new game onto people's devices without them having any say in the matter.
In other words, a piece of software they didn't ask for is being installed, and the software they did ask for is now hidden behind workarounds.
_
Apple plays no part in any of that: trying to paint not abusing your digital distribution platform... as being equivalent kissing Apple's ass is nonsensical to the point of absurdity.
- Everyone with auto-updating enabled got the new game installed by-default. Nobody lost access to anything but official game servers.
- The old game has support for third-party servers on every point release, leaving it perfectly playable today.
- Bonus points: A copy of the game's source code was leaked, enabling the community to unofficially support new systems if they want.
Mac users got the short end of the stick, but I find it hard to demonize Valve over it. The root of this entire complaint is that an auto-update didn't behave as it should.
Feel free to hate on whoever you want. I've heard a lot of people say that CS2 is bad on it's own merits, and that's fine too. I just don't think auto-updating to a broken build is some vast betrayal of confidence or anticonsumer row. It mostly feels like an example of how MacOS and it's users are getting left behind over petty business issues.
I think you showed why I'm having trouble taking you seriously fairly succinctly.
Given that nobody had anything taken from them, I legitimately don't see how you could demonize Valve over this. There is no way for me to sympathize with you over this, as a Steam user or as a former Mac user.
Pro tip: using blatant strawman arguments to troll works better if you don't go so hard in the paint defending them. The latter just makes you look incompetent.
My entire point was to break down your conflation that users would "lose access" to CS:GO. That is wrong, and you have not produced any evidence to contradict that. My "strawman" is not an argument at all; it's genuine shock that anyone who cares this much about auto-updates would use a Mac in the first place.
And I did pay for it.
Even though its not as popular as the others, I just stick to CS:Source and CS:1.6. Can't beat the classics, and they have been around for so long that they aren't going to be taken away at any point.
The number of Steam Decks pales in comparison to the number of Macs, which now represent 30% market share of desktops, while linux is still stuck around 3%.
Even it it had, what matters here is actual number of players.
Steam stats come in at Windows 96.94% Linux 1.63% macOS 1.43% [1].
So when they say excluded platforms account for 1%, they are right, barring rounding errors.
It's not Valve's responsibility to engage in pro-Mac activism. It would be weird if they were doing so.
I have no comment on the rest of it, but this is clearly false. Valve has been trying to make gaming on Linux happen for a long time now.
Agreed, and I think that's quite wise. When it comes to escaping tight-reigned dictators that can threaten your business, Apple is out of the frying pan an into the fire. Imagine if they invested heavily into macs and then Apple required all mac software to go through their store (with 30% cut of course) like they do on iOS? That would be disastrous
Windows users are already on Windows and Windows machines are much more open to dual-booting Linux... if needed.
Huh? iMac, Mac Mini, Mac Studio, Mac Pro.
You say "MacOS users play other games, so Valve leaving doesn't matter"
Pretty much the same thing, isn't it? If anything, it seems like you're angrily confirming Valve's decision.
[1] https://www.gamespot.com/articles/top-10-best-selling-games-...
[2] https://en.wikipedia.org/wiki/The_Game_Awards#Awards_ceremon...
Someone who is into the PC gaming scene already owns a gaming PC by now. If they own a Mac it’s probably their productivity machine.
It’s obviously an anecdote but that’s how I do things. I have a gaming PC and all it does is gaming. My Mac is for portable computing and general productivity. Even though I own a Mac and some of my games work on Mac (like Baldur’s Gate 3), I rarely if ever use that Mac for gaming.
I think it’s on Apple to put real money into changing that perception (and to make the OS a little better for gaming - for example, Windows handles window management for games better, Mac handles mice with scroll wheels terribly unless you get third party software).
Could've fooled me. Their first party title Halo MCC is riddled with bugs (crashes, textures not loading, etc.) and has cheaters flaunting super speed in multiplayer.
Valve have been improving/supporting Linux gaming for almost a decade[1].
Apple figured out that privacy is a marketable product. They don't do it because of altruism, they do it because it makes extreme amounts of money.
Likewise, Valve figured out that doing good by the customer is a marketable product. Gamer loyalty to Valve is an insurmountable fortress that no other storefront has managed to pierce. The likes of TotalBiscuit and AngryJoe galvanized the PC gaming community into one that does not tolerate anti-consumer bullshit, and anti-consumer bullshit Apple does.
> The number of Steam Decks pales in comparison to the number of Macs, which now represent 30% market share of desktops, while linux is still stuck around 3%.
Which is completely irrelevant to gamers. A substantial amount choose to have a console and no desktop/laptop machine at all[2]. Linux is trending up [3], while MacOS trending down (and in addition is installed on fewer gaming machines than Linux overall) [4].
MacOS is completely and utterly irrelevant to gaming - unless you're talking about Candy Crush and the sort. This is unlikely to change unless Apple has a radical change in direction regarding gaming; both in terms of hardware and business model. They have clearly and loudly demonstrated that they have no interest in either: you can't use GPUs with MacOS, and their fork of WINE is neither free nor upstreamed.
[1]: https://en.wikipedia.org/wiki/Steam_Machine_(computer) [2]: https://venturebeat.com/games/pc-and-console-sales-are-down-... [3]: https://www.gamingonlinux.com/steam-tracker/ [4]: https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
In fact after switching to their own silicon, Apple has mostly increased the price to access a particular performance level, and I would argue that previous Intel machines were better gaming machines at equivalent prices points. Without concerning yourself about prices one can see that in best case scenario (taking Metal benchmarks for reference and extrapolating when needed) : M2 can be about as good as an AMD Ryzen APU destined to notebook/laptops (6800U) M2 Pro seems to be in between a RTX 2060 and RTX 2070 and it would be a slightly slower RTX 3080 laptop. M2 Max can be slightly faster than a RTX 3060 but slower than a RTX 4060 laptop ; it seems to be equivalent to the Radeon RX 7700S (AMD describe it as a notebook part...). M2 Ultra is irrelevant because it doesn't provide real improvements in graphics performance.
Realistically the only way to get this low level of performance would be to buy a laptop (not too high end) or to go for pretty old or entry level desktop part.
Now if we talk about AAA games, M2 is pretty much useless, it is somewhat better than previous Intel iGPUs but that isn't saying much ; you still won't be able to run anything graphically intensive at 1080P in an enjoyable manner. M2 Pro could potentially run some of the less demanding games with a decent experience (around 60 fps stable) but it starts around 1.5K in a desktop form factor (naked, no K&M nor display) yet it perform worse than cheaper 3050Ti laptops (that have all those things !). In laptop form factor it starts at 2.4K but is generally much worse in gaming performance than a similarly priced/specced PC laptop. And it feels that talking about M2 Max in any form factor is a major waste of time because it starts at 2.4k for the naked desktop but you can buy a better performing (for games at least) desktop PC and still have money left over to buy a Macbook Air (not even the cheapest version). So unless you really need that power for a macOS only software that properly use the new arch it doesn't make any sense. Not only very few will buy but they won't even think about gaming on it. It is unsurprising, after all the M2 Max has barely more Gflops than the 550$ Xbox Series X...
Before their own silicon Apple was not particularly good at gaming (especially on the entry level) but at least if you were willing to pay you could access a decent level of performance. It wasn't very competitively priced but the premium was worth all the other benefits. For example an iMac 27 inch with a RX 5700 XT would cost you over 3K but it was worth it for the whole package (especially the display). Now even if you want to spend 3K on a mac, not only you won't get any package at all but the graphics performance will perform worse than this 3 year old iMac. And that is before talking about architectural optimisation problem and general support.
So I believe Valve sees that and decided (rightfully) that it wasn't worth their time. Previously it was just a matter of making a build that could run in the macOS GUI and it wasn't too much work because both GPU and CPU APIs could be almost identical. I'm sure there were some differences at compile time but it didn't ask for a large parallel port and a decent amount of customers could get a pretty good experience (high end Macs and eGPU users). But now they would need to maintain a parallel port that would diverge in significant ways (even if we just account for the GPU code) and on top of that even the most high-end customers would only get a performance that would be considered ok for mid-range/high-end laptop. It is just not worth it.
Considering that the 3nm A17 Pro isn't really the revolution it was touted to be ; this is probably the right move. Not only Apple hardware is becoming irrelevant to enthusiast but it seems it will not improve for a while (maybe ever) considering the A17 already has heat issues even though it isn't a whole lot faster it looks like M3 chips will run hotter and use more power without really closing the gap.
Reality is catching up to the Apple arrogance, you can buy monopoly power on a technical advantage once but eventually competition is going to come around. Now is the time and I think it is only the start. Most cross platform software that needs a significant rewrite won't get ported to Apple Silicon, it doesn't make sense considering the weak hardware. They'll come and say : but it doesnt use a lot of power. Yeah I would be pretty mad if my slow small car would use as much gas as Porsche...
https://www.macrumors.com/2023/09/26/resident-evil-4-iphone-...
What you're emulating is irrelevant. What matters is which provides a better experience to you, the end user. One choice is actively being worked on, while the other (despite under-the-hood perf. improvements IIRC) seems to garner more loathing and disdain with each release.
OS/2 says hello.
It is the AAA games from other publishers that matter, those that even publish to Android, while ignoring GNU/Linux.
An emulator will generally try to provide an abstracted set of hardware and other features
I guess this falls under "other features" but it's pretty common to emulate systems behavior via a re-implementation, or thunking calls to a copy of the original libraries, etc.
Oracle uses the verb "emulate" to describe branded zones, which function similarly, as well. I think it's semantically fine to call this emulation, it's just high-level emulation.
Years ago I was optimistic that fixed shared library runtimes, such as the ones offered by Steam, would be enough to make native game development for Linux viable. But even with these, so many things simply break in places they should NEVER break, and can only be fixed by recompiling them (thanks glibc), so I no longer feel this way.
While my heart bleeds for open source, video games are fundamentally more art than function, so the expectation that the user (or the upstream maintainer, Steam) needs to be capable of recompiling them is simply unrealistic when considering the licensing & support required for this. Video games need a stable API, perhaps even more than most other types of software. A game built 10 years ago should continue to work when run today.
When considering all of this, along with the fact that Valve is the only large organization with the resources and incentive to fix this situation. The only real path forward Valve has here is to create their own custom desktop application API for Linux that goes beyond just a set of shared libraries and is fully integrated, meaning third-party game developers don't need get involved in the often messy inter-library politics the Linux community is accustomed too.
But if Valve really needs to go that far, why invent a whole new API for it? Why not just copy win32? That's the most popular API among game developers after all. In fact there is already a Linux runtime that not only supports win32, but actually treats desktop stability as a core priority: WINE. Why not just throw resources at that instead of making something new?
While I'm mostly speculating here, I suspect that this line of reasoning is what gave birth to Proton. It has also led to interesting situations, consider this: Elden Ring on release had/has a problem with micro-stuttering, this issue was patched in Proton very quickly, within the first week of release, but remains an issue on Windows to this day. This means that right now, Linux is the best platform to play Elden Ring on if you want the best performance and graphics. Much like video drivers are updated to fix bugs for individual games, Proton now fills this role as well, but with an even faster development cycle.
This highlights one of the key benefits of Proton: it scopes an entire Win32 runtime (wineprefix) to each game. A hasty hotfix for one game will not break another, each game needs to only pin the runtime that works, and no further tweaking is necessary. You simply cannot do this on Windows, Microsoft does not have this kind of flexibility.
A future where Proton outlives Windows, one where Proton expands the win32 API to include more features never supported by Windows, while I can't say it will happen, it certainly can happen, and I'm excited to see where this goes.
This is my cynical side, but I'm sure they don't mind the opportunity to get their store in front of people, both with the deck and by how closely knit steam is to providing gaming to non-windows PCs. In my view PC gaming is in a weird spot right now if you try defining "what is the platform?" Is it windows, is it steam (and all the other features it has), is it x86, how much can/should a game be 'portable' from one ecosystem or enclave of PC. There's also been issues with games like Starfield not working with the intel Arc GPUs until a few days ago that have me wondering (from a fairly naive point of view) how closely that aspect is tied to assuming nvidia/AMD are the only possibilities versus how well it was written to the abstraction layer, assuming intel were compliant.
Of course, MS might also start changing the behaviour of lots of APIs, deprecating them left and right, effectively trying to kill Proton. But that means they'll also kill their own backwards compatibility.
If, again, Proton becomes "popular enough", I don't see how MS can stop it short of finding some way of preventing developers from using old APIs in new applications (which would very likely be anti-competitive behaviour).
I've been a macOS user for 11 years now, but I hope that, however unlikely, Proton wins out :)
I can think of at least two reasons:
Legal - APIs might be copyrightable in the future.
Control over changes - Not having to play ketchup every time Microsoft changes or updates an API. Windows APIs do still change and break applications they have compensated for this with application specific shims.
That being said I can't imagine what Valve would come up with. Maybe they could base something around Vulkan, Musl and Wayland.
Ubuntu's extended support even pushes that out to 10 years, and I imagine Valve could also do its own patching (or just ignore security concerns).
Nice thing w/ Valve is they allow you to use your distro's libraries or switch to the runtime, depending on how much performance you are trying to eke out of a game.
Odds are anything written a decade ago doesn't need cutting edge performance though.
For evidence of this, look no further than Ubuntu, the basis of the steam runtime, dropping 32bit support and breaking all software (video games) that depend on it. Sure you can still use it for older stuff, but there is no future here.
Oddly enough, it ran fine in Wine in virtualbox in a small ubuntu instance, so they ended up just using that in seamless mode.
So, at least from past experience that legacy compat is not 100% and I'm guessing games might be even more finicky than accounting software.
I never thought about it that way, but I can see this as a possibility based on how you framed it. Have an upvote.
Linux is a better OS than Windows in mostly every way, and what held a lot of people from making the switch was the inability to run their game library there.
Nowadays, I can run the vast majority of my game library on Linux without any issues. In fact, older games are often better supported by WINE/Proton than by Windows itself. And the situation seems to only improve as time passes.
Developers might be more interested in developing for it if it is more than a footnote of an OS, possibly creating a positive feedback loop. Especially with companies such as Valve invested into it.
A man can at least dream, no?
Seems nuts for a game whose entire draw is being able to be played on commodity hardware at high speeds.
As great as WINE can be, it's not native. Apple has gone out of their way to prevent you from enjoying games on their systems.
And who do the users blame? Game makers - not Apple...
How, by having a different OS? Sorry about that I guess.
(If it had native Vulkan it wouldn't matter. The most effective strategy, the one Microsoft uses, is to buy all the game studios.)
> And who do the users blame? Game makers - not Apple...
Calling Valve a game maker is a stretch; as a company they're famously unwilling to actually make games. See gaben's allergy to the number 3.
> (If it had native Vulkan it wouldn't matter. The most effective strategy, the one Microsoft uses, is to buy all the game studios.)
By making their OS easy to target by game makers. There's no good excuse - Apple has access to the same graphics pipelines as everyone else. XPlat game engines have boiled it down to mostly a checkbox these days... so where's OSX? Apple has a lot of work to do before that's a reality.
> Calling Valve a game maker is a stretch;
You can't be serious, are you? Valve's titles are among the most popular games in the history of games. They may make most of their money through Steam, but to say Valve doesn't make games is ridiculous.
That wasn't even the point - Apple users will blame the actual studios/developers for not supporting OSX when the blame lies at Apple's feet.
Billions in annual profit, zero f's given about gaming on their platform. It's a choice - and one Apple users need to comprehend. Apple doesn't care.
There's more to game support than just graphics API.
Apple chooses to make game support on OSX hard - and shocker... you don't get games supporting OSX. Who can we blame? Apple...
Just like Apple chooses to make Linux kernel support hard on M1/M2 and leaves it entirely up to volunteers to make it work. Who do you blame? The Kernel developers or Apple?
You can complain that they don’t support third party low-level frameworks, sure. But they definitely make it easy and inviting to support their homegrown solutions
Valve is not a normal company; there's no hierarchy and they're only capable of doing things if someone at the company decides to pay attention to it.
Do you remember what happened to TF2? It first degraded into an item trading game, then they abandoned it for years and it was full of bots. There's no reason Overwatch and Apex should've replaced it except that they stopped fighting for it.
Counter-Strike is still one of the most-played games ever. CS:GO had an average of almost 1 million daily players while AAA Games like CoD Warzone hover around 200-500k.
DOTA/DOTA2 also rakes it in. They also have many very successful single-player games. Valve is a wildly successful game company - they just don't do the "yearly release" dance...
IDK anything about TF2 - but bots or not, 100k active daily players is nothing to sneeze at for a 16 year old game.
They are indeed the premier online game store - yes... but saying they are not a game developer is absurd. They don't release a new title every year, but when they do, it's a huge hit.
They fixed it again after people sassed them enough about it, but it was always a better game than Overwatch and there's no reason people should've been tricked into playing that.
(Though, I don't know if the people on right now are actually playing TF2 or just trading hats.)
Aside from a subset of Android devices, what platform has Vulkan as the default API?
Windows/XBox has DirectX. Playstation has GNMX. Macs/iOS Devices have Metal. Nintendo uses NVN.
Though, for Windows it matters more what the GPU vendor wants you to use. Don't remember what that is atm.
Vulkan is notable as being new (doesn't have legacy baggage OpenGL and DirectX have), is natively cross-platform, and is often more performant than other options for modern games.
Windows ships with DirectX. Your graphics card's software package can add support for other APIs.
So the situation is much less different between DirectX and Vulkan than you make it sound.
Not sure what you mean by that. Never mind.
As I said the vast majority of games. For example Minecraft is not a native Windows application in any way. It just creates a window and then renders the entire contents of the window itself instead of using win32 to make an interface.
That is not the case. Minecraft is probably the only major game that runs on the JVM.
Even a console application (no GUI) depends on operating system APIs.
That's like saying you can't run Firefox without freetype. Requiring a dependency doesn't make you no longer native.
>Even a console application (no GUI) depends on operating system APIs.
But the same API can be handled by different operating systems or libraries.
At this point you're just trolling.
Take notepad.exe and try to run it on Linux. It wont run because its Windows native. That's a native application. Same as 99% of games that aren't JVM based.
Translating between rendering APIs is not really the problem. The GPU design is more different than the API is.
For example, VK_EXT_descriptor_buffer is a critical one, and there are more: https://www.khronos.org/blog/vk-ext-descriptor-buffer. And MoltenVK doesn't support Vulkan 1.3.
Here's the most basic thing about purchases: People spend money on what they think is worth it. So the millions of Mac users decided the drawbacks of Windows/PC weren't worth the money.
And yes, I consider your comment to be childish bickering primarily because you don't have another argument besides "their product is more expensive than it's worth comparing hardware to hardware." Apple users understand that they're actually paying a premium for the software (the operating system), as well as the designed and usually fetching exterior (which to be fair does look nice, and I tend to prefer Macbook charging ports over Dell's old barrel ports.) Which, there is something to be said about an operating system that decided they don't want to run Java anymore. I'll grant that their software might have merit. Java web start apps are the bane of my enterprise existence.
It's not comparable.
But again, you're still thinking in terms of money here. Where the problem isn't with how much the computer costs. It's completely irrelevant, actually. The problem for Mac users is that the software providers in question in this discussion don't want to support MacOS, which is a decision totally on them. I have no strong opinions against their decision to not support them if the user base just isn't there. There's no doubt that there are tons of MacOS users, they just might not be users that intend to game on those computers the majority of the time. But I do feel empathy for Mac gamers, as that was historically the opinion of game studios refusing to support Linux machines. And to be honest, it's still the case that Linux users are second class citizens when it comes to games that require an anticheat to run (many online FPS games fall into this category.) None of the big anticheat providers want to port their software to run on Linux.
You can play almost any game on ancient GeForce 1080 (i do) with decent fps, except Starfield and maybe some other poorly optimized titles. On windows, that is.
You can also play almost anything on SteamDeck (15W TDP max) on linux ($400 before discounts).
You can't really play 3/4 of game catalog on MacBook Pro M1Pro or newer ($2000+)
> You can't really play 3/4 of game catalog on MacBook Pro M1Pro or newer ($2000+)
That’s what started this whole conversation actually… We are talking about the choice of game studios choosing to not support MacOS in their games.
A high spec Mac Mini is $1299 USD (10 core CPU, 16 core GPU, 16 GB).
Anyone paying $4,999 for a Mac Studio/Pro is doing media creation for work and doesn't give a fuck about games or will have a separate console/PC for that. Those are workstations, not for gaming.
IMO, this terrible situation is on Apple. They have the resources to fix this ecosystem, and buy a seat at the table, the same way Microsoft has, at so many tables.
Microsofts market share was nearly 100% in the 90s and that's how they became the de facto gaming platform. Because it was the de facto PC platform. Apple was a much smaller company and nearly went bankrupt in the 90s. Microsoft dominated for reasons unrelated to gaming and the legacy continued. Bill Gates was in court for antitrust violations. Apple focused on other niches besides gaming just to survive and avoid bankruptcy.
Mac only has 8% market share, hence Bethesda not caring about Mac. The market is just too small. Even if Apple had the worst possible graphics API, everyone would release games for Mac if it had the biggest market share.
https://www.cnbc.com/2023/07/11/apples-mac-market-share-jump...
What has Apple done to prevent the WOT developer releasing it on Mac?
We are not talking here about people trying to uplift themselves or humanity around them, and get/give access to education, Internet, computing, etc. We're talking about people who dropped 2 grands to buy into an luxurious anti-freedom walled garden.
I can think of many reasons why it would never happen but it sure would be nice. Not that I haven't been voting against Mac games with my wallet for years, I've had a Mac to get shit done with and a rotating set of consoles to play games on since about 2000, and very occasionally bought a point-and-click adventure for the Mac.
* Apple has billions of dollars and a hierarchy of decision-makers who could prioritize the R&D and implementation of making "gaming on Mac" a reality
* Linux is a distributed, community project without billions of dollars or top-down decision-makers who can unilaterally prioritize making "gaming on Linux" a reality
I'd say Valve is exactly that. Valve pays many developers their salary who are responsible for making almost all single player games work on Linux via proton (wine, dxvk, vkd3d). Although they do push their changes upstream.
No it's not. Valve is just a member of the community. It cannot for distributions to adopt anything. Valve cannot prevent kernel developers from making it difficult for them to improve gaming on Linux. Valve just does its own thing and offers up its work. They cannot force anything into Linux like Apple can with its OS.
Perhaps unsurprisingly, the Steam Runtime is considered a bit of a mess on the technical end; Valve used to only test it with Ubuntu LTS, which caused plenty of issues for those on other distros or on newer versions of even Ubuntu.
IIRC Arch literally comes with a package whose sole job is to substitute certain steam runtime libraries that are known to cause conflict problems when used, otherwise you get fun X Window errors (or whatever equivalent you have for those on Wayland).
1. Apple has multiple teams of well paid engineers to solve any problem that arises. There's a lot more money in the game supporting Mac than Linux.
2. Apple has been shown to be hostile towards game development and make active decisions to make it harder to port to them, whereas Linix's most hostile issues arise from the proprietary nature of games vs. the open source nature of Linux (e.g. Package management, DRM, etc).
3. Linux makes concessions on its philosophies for games while Apple makes ultimatums. You can't ever trust that your game on Apple will work in 5 years, at least if you were developing in the 2010's. Meanwhile there are proprietary ways to deliver your game if you want to launch on Linux (not as sure about DRM but I've heard of solutions that simply haven't had mass adoption yet).
The biggest problem isn't the small market share (3% of desktop users is still a decent chunk of customers), but the lack of standards and fragmentation making good QA basically impossible.
So even if you manage to publish a deb, rpm and to the aur, QA is difficult.
Unfortunately, the Linux fans continue to ignore the worsening fragmentation issues.
So for example, I as a linux user download factorio_alpha_x64_1.1.91.tar.xz
This isn't a package made specifically for my distro. Was it tested with my distro? Almost certainly not. Do I care? No, not really. Might I have some trouble with it? Probably not, but maybe! Do factorio devs get flooded with hate mail for not packaging factorio as an RPM and testing every single release with every single long-tail distro? I think they don't. They might get a few nutjobs sending them letters but by in large the linux gaming community (as it were) has low expectations and is easily pleased with the bare minimum.
Based on my experience (not game dev), Linux users are extremely polite, grateful and willing to bend over backwards (or even write patches themselves) to get things working.
This makes it even harder to tell them that you simply can't support their preferred configuration.
Oh, this is so sick—I didn't know that anything that used the Game Porting Toolkit as something better than a developer tool existed yet. I'm going to make use of this.
I have a M2 Pro Mac Studio as my primary computer, and I tend to use steam's streaming from my gaming PC to my mac for casual gaming, but there are sometimes I just want to natively run a game that isn't supported in macOS or streams quite poorly with Steam's streaming.
(Why is my setup the way that it is? My gaming PC is in the garage—primarily to have a big VR playspace—and on early mornings it can just be too cold in there.)
It's a shame that Valve made this decision, because Apple is pushing hard to make a gaming comeback on Mac (hence Game Porting Toolkit), so we might see those numbers change in the next few years.
Mac userbase that purchases games is small, they need to make it easier if they want more games. And Apple also doesn't want you developing on Windows-- you need to use this bloody Mac.
https://mspoweruser.com/apple-metal-developer-tools-for-wind...
Metal was released before Vulkan, hence why they didn't use it (Apple should still adopt it though imo)
> Game consoles have huge userbases They may not purchase as many $70 games but there are 1.5 billion iPhone users worldwide
> they need to make it easier if they want more games Game Porting Toolkit is Apples initiative to give developers an easily accesible shim to make the porting process easier
I understand that in the past it's been difficult to develop for Mac on windows, but GPT seems to be a genuine attempt by Apple to help companies port their games over to Apple devices
Right, but the console proprietary graphics frameworks have clear market demand. Macs are not a platform with which people buy to game, and metal is not a graphics framework with clear market demand. Apple will need to subsidize porting if they want to get a critical mass of games on Metal rather than OpenGL, i.e. the easy API to target. (Yes, I'm aware many game engines bring this for "free", but that doesn't mean these ports are competitive with their equivalent on windows on the same hardware.)
EDIT: I forgot iOS; that's probably what might make a difference this time. Unlike the Mac there is a clear market demand for gaming on that platform.
Unless mac users go out in numbers saying they want to pay triple price for games I don't see anything happening.
We hear this every few years; it's never been true. I'd be shocked if this new effort were any more successful.
That said, I probably wouldn't be spending enough on battle passes/whatever to make it worth their time. To be cynical, I wonder if it's less the total number of Mac players and more the amount of money earned from those players. Stands to reason anyone that didn't buy a specialized gaming rig is going to be more of a casual player.
The problem is kernel-level anti cheat like EAC, BattleEye, Vanguard and EA's AC. The first two work flawlessly (on Linux) if the developer enables support for Linux (Halo, Apex Legends).
Quite a few modern games are supported: https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit#Ga...
Sad little loop :(
You can just skip the app store, can't you?
I don't have a single store-installed app on my mac and I only get warnings (once) from 1-2 open source apps whose developers don't code-sign.
Neither do apps distributed directly by third parties as long as they are signed etc. (you just need the $100/300 per year apple dev. account for that).
Any game dev that wants the full hardware capabilities reaches out to NVN.
Honestly, this is the biggest division between gamers who obsess over API and people who develop gamers. API divergence is really not that big of a deal as long as you can do similar things.
It's very different than anything on a Mac or PC.
Sadly this is a problem of Apple's own making.
Apple switched to ARM ISA and moved away from an open graphics abstraction layers. Those two things go hand-in-hand. ARM ISA isn't the problem, being a proprietary API on a platform that isn't of value for major game devs - that's the problem.
(FFS - Blizzard left MacOS, the one that released their titles on OSX one of the first.)
Arguing over what ARM ISA includes or not, is besides the point.
Since then Apple has only made more excuse and even raised the price of their weak-ass proprietary hardware. They made their bed they deserve no efforts from anyone ; not developers not users. If they come out with competent hardware at a decent price then we will see...
The Apple GPU is actually more like the Cell idea that Sony had to give up on (and add a GPU) before the PS3 shipped. It's not as slow as Cell, but it's different enough from a regular GPU that games optimized for one aren't that great on the other. I love my M1 Max and M2 Max for Civ and Factorio, but I've got a windows gaming rig for playing the kind of games that need show stopping graphics, and a PS5 for convenience.
Metal and Vulkan are very conceptually similar. Most things you can write against Vulkan will work in Metal, only the API calls will differ. MoltenVK will even wrap Metal with Vulkan's API.
But the OP isn't talking about graphics APIs, they're making the absurd claim that ARM CPUs are "obscure". It's so wrong it borders on asinine.
Only because you're complaining about their exact wording and ignoring context.
As far as high level code is concerned Apple's chips are just ARM chips. They've got microarchitectural features that put them ahead of other ARM chips clock for clock. But if you want to call their implementation obscure then by that twisted logic then AMD chips are obscure because they operate differently than Intel chips despite the AMD64 ISA.
It's a stupid distinction to justify an ignorant statement. Between iPhones, iPads, and Macs Apple has shipped a billion of their CPUs. At a billion units it's just dumb to suggest they're obscure. Different from Wintel PCs? Sure. But obscure? That's just asinine.
Long-reaching backwards compatibility has never been an Apple thing due to how it encumbers OS development. The longest period old apps were supported was probably in the classic Mac OS era stretching from System 7.5 or so up through OS 9, but that was mainly due to how little the OS changed in that timespan (relative to contemporary OSes and OS X in the the same length of time). With OS X the bits under the hood have always been in a state of flux even if the user facing bits barely changed at all, which makes backwards compatibility extremely challenging short of shipping virtualized old OS versions (which brings its own challenges, such as having to patch 0-days those old versions for however long you plan to keep compatibility for each version around).
Windows’ backwards compatibility is good but has meant that many parts of the OS are effectively frozen in time which has complicated modernization efforts. I suspect that soon MS will bail and start telling people to virtualize software targeting anything older than Windows 8.1 or 10.
That ET(1982) game is indicative of the money-grabs that were trying to be avoided.
Which is exactly the same cut every other publisher takes. Valve, Origin, GOG, etc are all 30%.
That’s only if you publish through the App Store. A developer who publishes on their own website doesn’t pay any percentage fee, though they do pay 100$ a year for the developer account which allows to sign and notarise the app. A developer who publishes on Steam pays 30% to Valve.
Not the point. Also, it’s not surprising that one of the biggest gaming platforms, catering exclusively to games, is doing better in games than a more general platform; it would be strange if it were the other way around. Also also, no one is defending the state of gaming on macOS, we’re all aware it’s bad.
I tried, unsuccessfully, to find stats on the matter.
Edit: As Sayrus points out below you can click on the rows in the Steam Hardware Survey to show more information.
The answer is yes. Mac is currently at 1.43% while Linux is at 1.63% (43% of which is Steam Deck)
https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
Looks like linux barely beats out macos
[1] https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
I also wonder if Linux or Mac OS users are more or less likely to answer the surveys. Unless they've changed how it works, it is a pop up asking if you want to be recorded.
DirectX was vendor lock-in _from the vendor that owned 80-to-90-percent of the market_. Yeah, it sucked to be tied to their platform, but at least you were tied to the platform that nearly your entire target audience was already using.
Metal is vendor lock-in from a vendor that owns like, what, _maybe_ 10% of the market if we're being generous? And that 10% of the market is a group that largely is already disinclined to care about video games, so you're already unlikely to capture a noticeable portion of that already-small minority market segment.
It's a dumb move, really. Compare that with how Linux has started getting support for games: WINE and Proton are compatibility layers so that you as a developer can still target that 80-to-90-percent of the market and your game will (probably) work on the 1% that run Linux too without you needing to do extra work -- and Vulkan (and OpenGL before it) are ways of targeting _everything_...except of course Apple, but that's only because they tend to take an IE6 approach to implementing standards (that is: either everyone accepts our crap as a de-facto standard, or else we don't implement any standards).
This is also probably why Apple is holding out. They see their phone/tablet iGPUs getting powerful enough to be in a league similar to those in their laptops and believe that mobile and desktop gaming will eventually converge. Game publishers might not care about the tiny share of Mac gamers, but will they also feel that way about the far more numerous iOS gamers?
There’s been hints of this happening with some games straddling the line between desktop and mobile like Genshin Impact which is often compared to Breath of the Wild and now the upcoming RE4 remaster will run on iOS in addition to the other major gaming platforms.
In fact, even if you would somehow find a way to divide power consumption of current competent gaming system by ten it would still not be enough. And all that is before talking about the fact that peoples who games for hours on end tend to prefer displays bigger than 6 inchs...
Anyone with functioning brain cells can objectively understand that AAA gaming on mobile is a distraction at best and a waste of ressource when you are not filthy rich like Apple. But Apple gonna use marketing to say otherwise instead of using it's money to offer more competent hardware at better price...
On Windows you've been able to use OpenGL if you want, literally forever, because there was always a baseline version of it available with the OS (and then if you installed video drivers, you got a GOOD version of OpenGL.) Now you have the option of native Vulkan if you have drivers too. All of this is maintained collaboratively by Microsoft and the GPU vendors' driver teams. You don't even need a GPU, Windows has shipped software rasterizers for Direct3D literally forever as well (and the modern software rasterizer, WARP, is actually quite fast)
And on Linux you can either use OpenGL (natively), Vulkan (natively), or Direct3D (via Proton), and all three perform great and are reliable, maintained collaboratively by the Linux community and GPU vendors' driver teams.
Meanwhile on Mac your option is to write your own custom Metal backend, or hope that an emulation layer you get from a third party like MoltenVK will work good enough for your purposes and won't break when your end users install an OS X update, since Apple is happy to break backwards compatibility for any reason any time they want. If the build of MoltenVK your app ships with breaks you need to integrate a new version and ship updates to everyone.
I've played:
* Lots of Paradox games (Stellaris, E4, Hearts of Iron, Victoria)
* Civilization 5/6
* Factorio
* League of Legends
There are a ton of games that don't work on macOS, but it's incorrect to say that you can't play on macOS.
I'm hoping a new expansion comes out soon!
On the one hand I wish it was better. OTOH in the back of my mind I wonder if part of the magic is forcing you to get into the nitty gritty and do you best to manually optimize and if you don't you accept the chaos and inefficiency--nearly a metaphor for life.
But I guess they fixed it with the Apple Silicon switch : no direct comparison possible so they can pretend to be as competitive as they want. I believe the AS switch was in part to avoid competing and the prices increases validate that...
If so, then dual booting a mac into Linux for gaming purposes might be a workable option at some point.
Though it is possible to use FEX-EMU to run it on Linux on a Mac: https://youtu.be/_tG3kfgqPhc
"Few users" also describes Linux, but Linux (gaming) usershare is growing and recently passed MacOS usershare (as measured by Steam).
I would argue that Apple's indifferent (if not hostile) attitude towards gaming has driven away many game developers.
And having picked up a Steam Deck about a year ago now, going into it with the expectation that it would run maybe half my games and tending away from the AAA releases, I can say they have a very credible option. Valve can run almost everything without Microsoft now. Pretty much everything I have runs on my Deck just fine, since I don't do the multiplayer games that have aggressive anticheat on them. I almost don't even think about compatibility any more because it's just there, for what I do. This has spilled over to my Linux desktop, too; I switched it due to having my fill of Microsoft's belief they own my system, own my users, and can do whatever they like with them, and if that cut off all gaming it would have been fine with me, but in reality the spillover of Valve's efforts is that it works just fine.
Apple has chosen to make themselves strategically unimportant to Valve by making it probably even more difficult to support them well than to just give up and submit to Microsoft entirely. They could have played this role but have chosen not to, because in their world, this is relatively minor compared to what they want out of their platform.
So even if the user count is roughly the same, Valve is going to support Linux much more, and is pushing it harder.
Couldn't Apple do the same? Why isn't it working? You don't realize it but you are proving the counter-argument many are making. Apple refuses to contribute to an open platform for gaming, so they have to rely on converting game developers to work within their walled garden.
That strat will never win for PC gaming.
Also apple is fucking swimming in games, I'm willing to bet more gaming is done on ios than windows. It's just not games that represent 'the gamer'. No modern warfare 5000 on ios. I know that most days, even as I could be identified as 'a gamer' for the last 30-40 years, I spend more times playing games on my phone than I do on consoles or my pc. Part of that is just 'I always have my iphone' part of it is the games are often designed around short session length, part of that is most AAA game releases these days are wildly uninspired. Every once and awhile I can black-out a whole sunday just to soak in a big release (I imagine spiderman will eat a day or two whole in a few weeks, I know Baldurs Gate ate more than a few sundays since it was released)
It's sad not to see many games on macos, though the ones we get are generally ones I want. Aforementioned baldurs gate 3, mid tier 'indies' that are frankly amazing like Hades and Slay the Spire. I could care less if assassins creed 326 makes it to macos, or mordern warfare 754: even more jingoism. It hurt a little to see blizzard abandon macos with diablo 4 .. then I played it and well ... not so hurt anymore.
Because the games are there. In large part because Valve is making it happen.
> Apple's indifferent (if not hostile) attitude towards gaming
They’ve been touting the abilities of Apple Silicon for gaming on their events. Their platforms support modern gaming controllers with zero setup. They had Hideo Kojima (and others) at WWDC. There are two separate sections on the App Stores just for games. They developed multiple technologies specifically for games: https://developer.apple.com/games/
We can argue if Apple’s gaming strategy is any good, but calling them indifferent or hostile to games does not align with reality.
That's a pretty huge difference, and things like the yearly fees (even if they aren't expensive in practice) only make the switch less attractive.
But having proprietary APIs on Macs isn't going to get other desktop games to Apple, when Macs aren't nearly as numerous as people would like to believe.
No, everything I mentioned is applicable to the Mac.
> But having proprietary APIs on Macs isn't going to get other desktop games to Apple
Neither was that the argument. The explicit point was that Apple is not indifferent or hostile to games, not that their gaming strategy is good.
Their strategy is "my way or highway", which is what I would consider "hostile" on desktops.
Apple told game devs on Macs to GTFO, and this is the result.
Did anyone else expect any other outcome?
Especially DX12 giving so much more control has actually backfired in a lot of instances, because game developers don't treat PCs with the same optimization care as they do consoles. Consoles have standards (and reject bad builds), for PC you can always pull a Todd Howard and tell users to upgrade to compensate for their misuse of the APIs.
Windows has traction by market saturation, not the technical merit of their Graphics API.
I'm not sure if you realized it but you are arguing the same point many others have been in this post. Apple is not investing in gaming, especially relative to their market cap compared to valve. Valve is making gaming on linux a reality because they are investing in it.
Apple has the money, they don't have the motivation to make it happen, because they don't want to participate on an open platform. That would be counter-productive to their goals of a walled garden.
If you buy into Apple, you cannot leave their walled garden and that's by design, with no plans on changing.
I do wish I could go mac only - my desk would definitely look tidier. But I don’t see it happening soon.
It is kind of annoying you can't game on Macs, however thats just how things are. Cars handle better than Trucks, and Trucks can haul more than cars. There is a lot of overlap in what they can do, but ultimately they have different specialties.
That said, my experience with Microsoft from a long time *nix users has been pretty horrible. I do think a lot of this is Microsoft, but a lot of it is going from being a poweruser to being a total novice is quite annoying.
It is too underpowered to do much gaming at 1080p (let alone 4k) except older games, but handles its native ~720p pretty well. You have to go into desktop mode to get higher res than that (on an external monitor), but you'll only want to do that for games that are both older (so that it can run them at tolerable frame rates at 1080p) and that really need the extra pixels, anyway. The Proton stuff works quite well, most things that run well on modern Windows in widescreen without a bunch of hand-ini-editing config tweaks or whatever work fine on the Steam Deck without much pain.
Decent option if you catch it on sale. Depends on what you play, though. Some folks find its mouse emulation touchpad thingy decent, but I found it a fun-killing chore for any kind of pointy-clicky-draggy games (Paradox, various tactical war games). But, you can play those games docked with keyboard & mouse and they're ok.
It's a hell of an emulation system for older console games....
The final justification for a physical windows desktop was to play games, but I haven't touched a single title in months. Gaming feels like something I am completely over at this point.
My ideal tech stack at home is starting to look like one MacBook as you say. All the windows stuff I do for work is on a Windows365 desktop in the cloud. I've got a region within 10 milliseconds of my home office and it's been working out great so far.
Will probably get rid of these boxes before next year rolls around.
Which is why releasing games for Mac users has less sense, than Windows or Linux. You're probably in the category of a casual gamer, which is served well by mobile games.
Could you elaborate on this more? What do you mean? What makes you a big Microsoft guy? I mainly ask because everything else you said seems contradictory of that so I'm curious your definition
The pool of players is so small because gaming has been neglected on the Mac for so long, while tech like Vulkan that might have opened the possibility of gaming on a Mac has been blocked entirely. Valve is probably spot on in saying it's not worth the effort for the users they'll pick up right now.
That said, now that Apple is at least presenting as if they're trying to change this, that user base could grow over time. The problem is that in the shadow of Epic's big battle with Apple over App Store rules, it would make sense that Valve is wanting to just NOPE right out of this arrangement. Why help build gaming on the Mac when the balance of evidence suggests it's just going to be used to drive you off the platform? It presents a risk to a chunk of Steam's install base for little to no benefit.
I'm honestly pleasantly surprised macOS still gets the support it does by Unreal engine, it would be really easy for Epic to deprecate macOS support entirely (albeit not in the consumer's interest).
This only works on macOS Sonoma currently, unlike Whiskey[1], but it's a good sign for the future and support for Windows games not ending at D3D11.
[0] https://www.codeweavers.com/about/news/press/20230927 [1] https://github.com/Whisky-App/Whisky
Some consoles did ship an emulator for the previous generation, and they don't support all titles.
Really the notable breaks of late have been PS3 to PS4, and WiiU/3DS to Switch.
For examples of continued compatibility within a generation... every console ever? I think there were a handful of PS2 titles that had graphical bugs on the slim PS2? But that's going back over 20 years.
You're also the one who expected "all" to work cross gen. My original point was just that "all" would work on the software for a given piece of hardware that worked on the original hardware. The fact that 99.9% also work on the next gen is a bonus, because the same gen compatibility already leaves Apple's backwards compatible story in the sand.
It simply has never been a decent platform for games, bar some mobile ports, due to its closeness.
And which component bottlenecks is always relative to your resolution.
At the same price? I would be surprised if that is the case. You can get a used M1 Mac Mini for around $300 on eBay. For that money, you can get a used i5 business desktop and a new low-profile RX 6400 for about that. At that price point, you'll see much better visuals and framerate for most games on the Windows PC (or you could run Linux). The PC owner can then later buy a better desktop system and put the same GPU in it. And later still the PC user can upgrade the GPU.
With the M1 Mini, that's basically it, and if you want to upgrade anything, you are buying a completely different system.
M1, Unigine Heaven, 1080p, Medium settings, 56 fps average:
https://youtu.be/DzIrmSFqzYk&t=271
Ryzen 5, RX 6400, Unigine Heaven, 1080, Ultra settings, 46 fps average:
https://www.alktech.co/articles/asus-dual-radeon-rx-6400-4gb...
At least for the RX 6400 test, the bottleneck is the GPU itself.
- People shouldn't buy Apple hardware for the games, but there's clearly an audience of Apple users (that have these devices for _other_ reasons) for a lot of games, so supporting it should be an easy win. Source 2 already had a Metal build (via Dota 2). Valve cut away a confirmed audience larger than Steam Deck owners.
- Don't get hung up on "the M1". Apple's higher end models scale quite well, the Pro is very common and the Max, while mostly a bad investment solely for games, would scale well if there were games to run on it.
That presumes that Mac users are even interested in playing games... in any large enough numbers.
And at the same price point I highly doubt an M1 can outperform any current build above 1080p, with high refresh rates and VRR.
And even if it was... Who cares if there are no games for it?
If Apple really wants games to bother supporting their platform of questionable financial viability, they may need to learn a lesson that other platforms figured out a long time ago: you can pay a developer a bunch of money and they'll make their game run on your system. I know that's a big ask for a small company with $166 billion of cash sitting around, so I don't expect it to happen.
Sad to see Mac development shops bailing on the platform as it finally comes around to having useful GPUs in all of their computers. Blizzard used to have all their games cross platform up until Overwatch and now Diablo 4, but apparently it just wasn't worth doing anymore.
I think it's just been decades of the Mac mostly sucking for gaming, people don't even think about buying games on it. If you want to play games you already own something that's better for that.
Game devs already support their primary mobile platforms, that make them the most money. Macs are basically for work and low intensity recreation at this point. Gamers don't buy Macs, due to low customizability.
https://developer.apple.com/games/
https://developer.apple.com/videos/play/wwdc2023/10123/
Where I expect them to fall short is on convincing major games that Mac support actually worth doing, regardless of what tools Apple can provide for it.
They're at the point of waving around a handful of games (Death Stranding, No Man's Sky, Resident Evil Village) and having Hideo Kojima on stage at WWDC. But I don't think releasing new dev tools on its own is going to take them from here to Counter-Strike 2 and Diablo 4 making their way back to Mac support.
I can say that the game seems to run fine on Crossover. GeForce Now is also a great option if you're on Ethernet on great Internet.
It's a competitive shooter, the kind of game people play at the lowest settings to reach 400 fps. I doubt many CS players will tolerate the added latency of streaming.
There's an alternate universe where Apple opened up Metal to work across platforms and languages, and that would be the successor to OpenGL. As it is right now, we're in this complete mess like we were in the 90s, where there's this hodgepodge of stuff being written using OpenGL and DirectX and Vulkan.
Maybe if I learned it better I would learn to love Vulkan, but with the little I've played with it, it is absolutely dreadful. Doing even a minimal amount of stuff with it requires hundreds of lines of arcane, hard-to-read code. I spent two days figuring out how to make a cube rotate, and then I was done. OpenGL wasn't exactly "ergonomic", but it was substantially simpler to get something built with it than Vulkan.
Metal, on the other hand, is a genuinely pleasant graphics API. I find it reasonably straightforward to do a lot of stuff, it's reasonably easy to intuit what the code is trying to do, and at least in the things I've played with, it performs just fine as well.
If Apple had pushed for Metal to be the successor to OpenGL, I think the world would be a better place now.
Yeah Apple are just fantastic stewards of open standards, as can be seen from the amazing job they did with OpenCL...
Still so angry at Apple and Nvidia for that.
But I more or less agree; Apple kind of likes to "open shit up and then forget about it" a lot.
They do not.
Ie, you might prefer bgfx[0], cinder[1] or openframeworks[2].
My most recent stuff has been playing with FNA, which more or less works across platforms and wasn't even terribly difficult to get working on Mac with F#.
Still, a guy can dream about a world where Metal was the new standard.
Unfortunately this is partially true unless we get more OpenGL updates. OpenGL doesn't support hardware ray tracing and some other newer features that are only supported in Vulkan\D3D12.
I guess the typical response is that people will use something like a game engine anyway, so I guess fair enough, but I want something lower level than a game engine without having to get a doctorate in graphics rendering just to draw a rotating cube.
WGPU (which is not web only) papers over many of the fiddly bits of Vulkan. It is lower level than OpenGL, but not frustratingly so. Although I agree: OpenGL is still situated in an abstraction sweet spot, and could use some love/replacement.
So if a game that is consistently in the Top 5 most played games by concurrent users (For the last 20 years) doesn't have enough to support MacOS. What does?
Can't totally blame them for their decision but the developers that worked on the macOS port either wasted their time or they figured out it wasn't worth the effort with all the restrictions Apple has on their OS.
A few years ago I listened to a podcast[1] where they described playing Team Fortress 2 - spawn, get killed by a bot. Spawn, get killed by a bot.
I was excited to see how well Portal 2 performed on my Mac mini, only to discover that it isn't even playable on Apple silicon at all.
color me annoyed. especially since (presumably) these games work on x64 hardware just fine (someone please verify this.)
given how much they are lagging behind target on key features of the old game, i can understand why they decided this (for now).
even their own darling platform (linux by proxy) is not currently well-supported.
EDIT: forgot about MacOS and Vulkan.
I play Dota from time to time on my M1 Max Macbook Pro and it runs more than fine. It's very odd the Dota team can justify it but the CS team can't.
> I play Dota from time to time on my M1 Max Macbook Pro and it runs more than fine.
Dota on macOS doesn't ship an arm binary and uses moltenVK to translate graphics api calls, it's on borrowed time if valve doesn't want to ship proper binaries as rosetta isn't gonna exist in a few years.
When in reality it's just more cost for the studio to port over and debug.
• Even years after the introduction of Apple Silicon, the Steam STILL only has a legacy Intel version which requires Rosetta. Despite being little more than a glorified web view, apparently they can't even bother to compile it for the newer CPUs.
• They outright LIE about macOS compatibility: The store pages of some games show a big warning banner about being 32-bit-only and unable to run on Catalina+, BUT THEY RUN FINE!
So Valve is not only not trying, they seem to be actually sabotaging Mac gaming. It's a good thing I started switching to GoG even back when I was still on Windows, and making most of my purchases there than on Steam with its additional DRM bloat.
As for the hardware, even my previous fan-less MacBook Air M2 with just 8 GB RAM ran games like Baldur's Gate 3 at a playable framerate, and my current M2 Max just blazes through everything (that's available).
the list of steam games which even with a huge perf. hit would still run quite well on modern macs is quite long tbh.
but I agree that it's not worth putting in the effort to make it work
for many (probably most) ideas and concepts you probably could apply them to macOs with just a few tweaks
but code reuse will be much more tricky in multiple ways. 1st while both macOs and desktop Linux are unixy what proton has to interact with is much more OS specific for quite a bunch or parts; 2nd when proton devs run into some issue with linux OS services/tooling they can (and have) fix the problem upstream, they can't with macOs; 3rd you can do much more "unusual" things with linux, some of them might matter for proton
most importantly proton for mac would be either way a non small money investment and that investment has to pay of in some form
if you only look at game sails I would be surprised if is worth it for either mac or Linux
I my opinion what Valve gains from proton is not earning more money through Linux game sales but a "safety net".
Windows has shown that if they can they would (at least for non enterprise licenses) love to lock down Windows similar to iOS, e.g. allow only their app store and and not allow 3rd party stores on their store. While the last time they tried that it didn't work out and EU is pushing regulations to reduce how much such app stores can be locked down this is still a _sever_ risk for Valve.
So by making large parts of their library "good enough" usable on Linux they always have a way out by providing a in-between of a console and a open Linux desktop which people can run on their hardware or for which they provide hardware ... like the Steam Deck (which is a bit different focused as a handheld but Windows is also not locked down at this moment in time). As a bonus the know-how and code stack they are building allows them to fan out in more areas even if Windows never get's locked down. E.g. they could create an actual console os with a immutable locked Linux core but then use stuff like flatpack-like container technology to still allow using it like a fully free Linux desktop for most use-cases but due to it being locked down at the core they can promise copyright protection and anti-cheat similar to a console to investors and game (weather that is ethical good is another question unrelated to this argument.)
So proton provides value in form of "potential" and "safety net".
But proton for macOs doesn't have any of this benefits. More so then windows macOs is increasingly getting more locked down and you could call Apple "king of the walled garden business strategy".
So for proton for macOS it has to be clearly profitable, which it doesn't seem to be.
And while Apples seems to wanting to get back into gaming on desktop slowly, they also tend to have quite a strong preference for software being developed with their proprietary tools. So while it might seem a good idea for apple to cooperate with Valve short term, long term I would speculate they wouldn't even like something like proton, because that can diverge sells away from their app store and isn't under their control but (Steam being) a part of the "experience" people might start to value a lot.
So without Vulkan support from Apple, Proton is not really transferrable at all.
I just run
gameportingtoolkit-no-hud ~/my-game-prefix 'C:\Program Files (x86)/Steam/steam.exe'
and a whole bunch of windows-only titles just work.CS:GO is a competitive shooter. Macs are not widely popular with that type of customer.
It has nothing to do with the technical limitations or business decisions of Apple (especially since Valve would distribute via Steam, where Apple's cut wouldn't factor into it).
If they ever ship to iOS, they'll have to support Metal, and once they have to support Metal, they'll get Mac support essentially for free. That will change the calculation on whether Macs are worth supporting for them.
> Regardless of numbers, one of the reasons Valve is reluctant to develop CS2 for Mac is that Apple devices do not provide native support for the Vulkan API that the game is based on. Vulkan was designed to succeed OpenGL and address some of the latter's shortcomings, and while there is an open-source library called MoltenVK that provides a Vulkan implementation on top of Apple's Metal graphics API, it still lacks some of Vulkan's advanced features.
Valve publishes the relevant statistic btw. They have less Mac customers than Linux. Mac users are fringe and just aren't very relevant to Valve.
> Similarly, we will no longer support macOS. Combined, these represented less than one percent of active CS:GO players.
https://help.steampowered.com/en/faqs/view/73EF-08A3-0935-63...
The existence of other games/companies that do choose to support MacOS is irrelevant. Valve isn't those other companies, they're making their decision based on the statistics of their players, not because they think it's technically impossible for games to support Macs.
Listen, nobody is denying that MacOS and iOS are relevant platforms generally, but they aren't relevant to Valve and this discussion is about Valve. There's no reason for you to be upset about this.
The fun doesn't stop there in Apple Land if you're interested in hobbyist development, you get obnoxious code signing requirements, you can only deploy a few iOS app to the devices you paid for per week, and they only last a while before they cease working and you have to redeploy them.
I'm glad Valve isn't wasting their time.
15%. They only charge 30% to people making more than a million dollars a year through the App Store.
This goes back to Steve Jobs who didn't like gaming and apparently saw it as a waste of time. John Carmack mentioned this from his time working with Jobs.
Apple is now a leading gaming company -- not because they want to be, but because they're in a billion pockets and lots of those people enjoy gaming.
The reason the tooling and developer experience sucks is because Apple doesn't have an advocate for gaming at the VP or C-suite level.
There are plenty of reasons to not support macOS for your game, but this one isn't it.
Apple should do something similar, but they'll never do since their users expect quality over anything else, wich is why they market Game Porting Toolkit as a testing platform, as opposed to a shipping platform for Valve's Proton, even thought it's basically the same project, 2 different culture, Valve doesn't care if the experience is worse
Don't they? https://developer.apple.com/wwdc23/topics/graphics-games/
> …other than iOS.
macOS on Apple Silicon supports iOS apps/games, so many "iOS" games work great on macOS.
The most recent one that comes to mind is Mac x VR marketing push...4 years back? Ended it complete tears, SteamVR isn't even available for Mac anymore. And it was depressingly obvious at the time there was no reason for it to work out, it was clear ARM Macs were coming very soon.
It bolsters their image that they're not just another PC.
Presumably why Sonoma introduced a 'gaming mode' for the first time.
Eg Microsoft's graphics API is also just a DX12 variant, Nintendo Switch supports Vulkan and OpenGL, and while I'm not informed about Sony's current systems, their APIs were previously fairly close to OpenGL/Vulkan in design. They all also put in a lot more effort to accommodate game developers than Apple's "my way or the highway" approach to everything.
On top of all that, as dedicated gaming devices, they have momentum going for them which results in game dev tooling being ported because, well, they're devices meant primarily for gaming. They also all have many first party studios with very popular IPs. Apple has none of this going for it.
Microsoft and Sony also happen to be bringing a lot of popular first party titles to Windows, so the console APIs are only more likely to drift towards the Windows & Linux standards. Even moreso with the consoles mostly just being regular PCs now.
OpenGL drivers are well known for being buggy as well. For a very long time, AMD OpenGL drivers on Windows were terrible and saw little love given that DirectX on Windows is where most of their effort went. It seems that Vulkan drivers are more performant, less buggy, and treated more as a first class citizen across both Windows and Linux.
And OFC, Apple deprecated OpenGL and they are stuck at 4.1 from 2011. At least with MoltenVK, you get Vulkan->Metal and a modern-day API to talk to without having to deal with Metal directly.
As someone who is new to graphics programming, the pervasiveness of OpenGLES3/WebGL2 is really great. It's a single relatively-simple standard that is almost everywhere.
WebGL is covering up a lot of stuff for you, but it's better to find/create a modern "simple" API on top of a modern rendering API if you want one.
It's outside my field and before my time, but it seems more complex than "vendor lock-in for the sake of vendor lock-in".
Steam generally supports macOS, Valve spends a lot of time on the platform so I think you're dead wrong there. The titles that thrive on it target its rich audience.
What does Apple have? The rich users. End of story. However, among all media companies, Valve's captive audience may be the one large, growing group that spends more on software every year than Apple users do. So it's complicated. That audience will not buy skins.
They've also changed the game mechanics when it comes to determining when gunshots "register", which has very much changed the dynamic of the game and has vastly raised the bar for casual players to win even a single round.
Further, ranked matches are handled differently now. It used to be that even losses contributed to your initial rank after a couple of placement matches. Now, you must win 10 games before you get a rank. Since placement games (games you play before you get a rank) are more or less randomly matchmade, it means that less skilled players are going to be up against impossibly difficult opponents to the point that even a single win is impossible, thus you're trapped in this unranked loop and will never achieve meaningful matchmaking with people of your own skill level.
Further, "Prime" status was originally a barrier for cheaters since you had to buy it, and it made it such that prime status players were only matchmade with other prime status players. Since cheaters run the risk of getting permanently banned, they'd have to buy Prime over and over again - something Valve betted would be a way to filter out a large percentage of cheaters. However, they started to grant Prime status to people who had leveled up enough, which removed the cost barrier. Since cheaters level up quickly, it's become sort of a moot mechanic now.
And no, Steam won't refund Prime status purchases, which are around $15.
Couple the matchmaking differences with the shot registration differences, the removed content, and the dropping of support, and you have what is essentially a completely unique game that Valve replaced CSGO with.
People are rightfully very upset. Many people bought CSGO for e.g. MacOS support. Now that game has been removed from their libraries with little to no recourse. Steam said they're issuing refunds for a few select Mac users but I've yet to see anyone say they've been granted such a refund.
It's a messy situation that Valve has handled in one of the worst ways possible, learning no lessons from the Overwatch 2 debacle that did much the same thing (and was received equally as poorly) or from Ubisoft's repeated similar behavior.
other than that, I don't see any issue with what they've done here. maps get added and removed from the official pool all the time, you can still play them on 3P servers if enough other players are interested. and hit registration has been a constant complaint since approximately the beginning of time, hard to take that part seriously...
You don't see an issue paying for a game only to have it forcibly removed from your possession?
> maps get added and removed from the official pool all the time
This isn't the official pool (if you're talking about competitive pools), and no it doesn't happen all the time. Valve never removed a map from CSGO, only added them.
> you can still play them on 3P servers if enough other players are interested.
Oh right, community servers. I forgot about that, thanks for reminding me. Community servers are no longer listed publicly in a browser like they used to be. Now you have to google search for servers and connect to them directly via IP and port. They removed that functionality as well.
> and hit registration has been a constant complaint since approximately the beginning of time
Not really. The only time people complained about it prior to CS2 was when they made it server registration to combat cheaters, which introduced a lot of randomness depending on who you asked (nobody really knows how it works, but people could feel a difference at the time). Now they do sub-tick registration which is an approximation function that is being gamed by non-casuals.
Here's a good video on the subject[0]. Ignore the bit about mouse DPI, dude had no idea what he was talking about with that.
[0] https://www.youtube.com/watch?v=eandoX7Jsh4
They're trying to offer 128 tick-like gameplay without having to pay for the increased compute and network costs of doubling the current 64 tick servers by faking hit registration, which is having an adverse effect.
So it's not merely some "git gud" complaint. It's a very valid complaint over a major change of game mechanics from a previously purchased titled that was effectively stolen away from you.
You should be upset by this. This is not how companies should behave.
Steam does run on Mac but the client and the game library are 2 different things. Not sure if you noticed the shrinking library and Apple's attitude towards the Mac games. They don't care about it. 0 support for 32bit games migration, unconventional api support (compare the usual d3d/vulkan land). Unlike ios, Mac does not have a hold on the game market
Assuming people who play f2p games don't have to pay their hardware too.
Not sure why I’m being downvoted. Anyone can easily verify what I’m saying by visiting the Steam hardware survey. I know that this does not match the expectations of HN readers!
That isn't accurate in this case because the rich gamers have more expensive setups than a macbook/imac. If you are spending 100,000+ on a cs skin you also have a 4090 (ie. not macos). You are thinking in terms of 'pro' software and ios mobile games.
I didn't realize there were so many rich people. Why do I keep hearing stories about an ailing economy?
This is why the answers on all the economic surveys are that the responder is personally doing fine but thinks everyone else is doing badly.
On the one hand, the top of the app store is free to play experiences - apps like Spotify and Tinder, games like Monopoly Go.
There are places where "nobody" (close to 0%) pay for Spotify subscriptions (representative of all subscriptions), like Japan, even though the iPhone is more popular there than anywhere else in Asia, comparable to the US, so there's some additional cultural elements to software spending that are a long story to tap into.
And, in your life, you might know 1 person who (1) has spent money (2) in Genshin Impact, Hearthstone, or a Supercell title, and (3) is above the age of 25. There's something weirdly idiosyncratic about Roblox; and then, something about the off-brand-studios-you've-never-heard-of games. 11 year olds and Monopoly Go players, they are somehow bringing those titles to the top of the App Store.
If iOS had a similar tiny marketshare relative to Android as macOS does relative to PCs, nobody would maintain free to play games for it. Those games are monetized by whales and advertising, including cross-promo, which are scale plays. There are no "small" free to play games.
It's a totally different audience. iOS has both audiences, but the people who literally monetize in F2P are smaller in size than pay-to-players, even if they produce greater revenue overall. The pay-to-players are the audience I am talking about, because I'm trying to say that that's whose left in small platforms, and macOS has a lot more of them than whales.
An illuminating example would be that the Epic Game Store has Fortnite. And yet. Who cares about the Epic Game Store? Epic has so many incentives - it practically buys all the sales of finished games up front, to give them away to its users for free. But that's actually kind of the opposite of what they should be doing for a healthy ecosystem.
Fortnite monetizes free to play users better than anything else on EGS, so you can't make a huge F2P game on it. And by the way, Valve has CS2, DOTA 2 and Team Fortress 2, #1 #2 and #8 on the charts that have only 2 other F2P games on it.
Valorant is there, but CS is practically its own genre.
In CoD, Destiny, and CS you all shoot guns, but the difference is stark between them.
For competitive gameplay, and gameplay feel, CS wins.
You saying Macu users are too rich for the game? Have you SEEN skin prices in CS2?
Do you even play?
CS2 doesn't feel remotely competitive in its current state on 64t. It's a huge problem that Valve thankfully are taking seriously and patching every few days. I am curious where they will go with the networking re: subtick.
I wish Valve would talk more about their decisions to remove several settings and things like lefthand. It feels like it is intended to keep things more similar across clients (IMO more competitive and level), so they don't end up in the config-maxxing hell that is TF2.
I think it’s more that rich (and plenty of middle class) people are fine buying gaming rigs AND Apple computers.
However for the game makers where's the payoff? It's been long enough of Apple by their actions making it not a suitable platform as a gaming target. Even if it was today, there's little reassurance that there won't be some tech/policy change that impacts the publishers and gamers in an undesired way.
Today I use Apple hw/sw products in a commodity manner. Most apps/tools I use can or could easily be run elsewhere. I'm not interested in walling myself into anyone's garden.
Mac OS... It is horrible. I can't actually describe this, maybe I'm just a linux binded user and gonna prefer Manjaro KDE forever.
The reason mac users are complaining is because Valve released this as an update to CS:GO rather than a separate game.
I don't think mac players would really care that much about CS2 not being mac compatible if Valve hadn't done that. They would've shrugged and said "ok, I'll keep playing CS:GO then". But they can't do that, and that is 100% on Valve.
Besides which, Metal is a fantastic API, at least as capable as Vulkan and less cumbersome to use.
PSA for all OS vendors: nobody is going to write software for your walled garden anymore. Nobody. The more you try to force this, the more you will simply repel developers from your platform.
The OS graphics/app API wars are over and everyone lost. For GUI people are going to use Electron, Tauri, or maybe Qt. For games they're going to use OpenGL or Vulkan.
Even big companies are avoiding native development. What do Slack and Discord use? Electron.
More importantly, Vulkan is low level and has to be written for a specific GPU brand for best results, so your code using the same API would not behave the same way.
Apple is known for the fancy screens, the retina screens, high end graphics.
But then what, falls down in gaming?
It seems like a no-brainer they should have the best ports of games, and people would see them and be "wow, that looks great, I'm going to buy an apple".
(I accept that this might nowadays make me a minority, although in games like GTA I think the modding community is pretty active still)
It's probably great for other types of games where reaction times are not critical, but for competitive FPS esports titles, it's a nonstarter.
Don't get any illusions that Valve loves Linux, or Linux users. They just hate being locked into a Microsoft ruled monopoly.
And picking between MacOS and Linux as a platform to compete with Microsoft, it really is a no brainer that you'd pick Linux due to the freedom of development it offers.
Playing single player games on a streaming service is fine, but competitive games? I don't think that's gonna get too much traction.
For now the best way to game on a Mac IMO is Sunshine/Moonlight and just run a gaming PC somewhere in the house, works perfect.
I think Apple is starting to push hard to get into the gaming market. You already mentioned Game Porting Toolkit as an example, but they have been regularly giving the floor to AAA game studios during Apple's big keynote presentations. Notably, Capcom is bringing RE4 Remake to Apple devices, following Resident Evil Village. Death Stranding is also getting a macOS port soon.
If I had to guess, I think Apple is actually going out of their way to financially incentivize these companies to port their games to Mac, even if sales are low (e.g. paying them to port the game). Throwing money at it may be a good way for them to get out of the chicken and egg problem.
I can’t fathom who could be interested in it outside of peer pressure or nostalgia.
I could barely finish one full round. Haven’t touched CS in years but did enjoy 1.5 and 1.6 quite a bit back in the day.
Just move on.
It’s just that not having ADS into iron sights or vaulting in 2023 game feels archaic. The movement is incredibly clunky; I suppose to preserve that 2000 feel.
Sure Valve didn’t want to break the expectations, and lose a skin-selling cash cow. I was just hoping it would be more than a VERY subtle facelift and more of a very incremental update than a 2.0
The marketing was simple - they replaced CS:GO with the new version. It’s like Twitter changing to X.com without marketing the new brand
And thank god. Nobody was asking for thi.s
> The movement is incredibly clunky
Clunky to some is incredibly layered to others. Simple, yet oh so difficult to master, but crisp to input (well... there's some nonsense with the subtick system currently making it less crisp than players want, but that can be overcome). CS has multiple movement based subcommunities for a reason.
(from your original comment) > Just move on.
Because you enjoy the mechanics of other competitive shooter titles, doesn't mean that everyone does. You seem to think that if everyone played Apex, Warzone or Tarkov they'd suddenly enjoy it, and presumably their PC or some other factor limits them. Newsflash: plenty have played the others and come back to CS.
It's akin to telling a rugby player: hey, why are you still playing rugby? American Football is so much better. Rugby is an archaic game from the 1900s.
I picked up CS about 5 years ago and it's... still a great game?
fast twitch team shooter where solid teamplay and good shots win.
Valorant is too... gimmicky. I don't want magic, I want straight forward tactics.
4/5 of my last solo queue lobbies were solid -- people communicating and playing decently well together. Can't ask for more.
For deep gaming with competitive elements nothing can touch Escape from Tarkov for me.