Earlier quoted context omitted.
Yep. The surprising thing is that Asypr bothered updating a 20 year old game for Apple Silicon. https://support.aspyr.com/hc/en-us/articles/12168615035405-H...
That is interesting - I bought KOTOR 2 a couple years ago for my kid and ended up having to get a refund it because it didn't run at all (on intel). It just wedged when I clicked play. No response from Aspyr, so I'd assumed they abandoned their older games.
Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
261–270 of 380 posts
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#262Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#263Earlier quoted context omitted.
Don't let perfect be the enemy of the good. Think about how many Steam Decks have been sold. Game devs are already actively targeting the Deck. If porting games to Mac can be made easier, we all need to actively encourage it. Unfortunately, the only way we get Apple to give us more game dev tools is by porting the games. I have a Steam Deck and a Mac. I would love to play half the games from my Deck on my laptop.
Do you find this is a good solution for playing Steam games? I have an older PC, and I'm thinking about replacing it with a macbook air and a steam deck. Does the steam deck feel more limiting than just having a windows PC with steam?
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#264Earlier quoted context omitted.
Rosetta is a known quantity of approximately 20% of a drop. DXVK can do about a 20% performance drop in certain situations, and perform better than that in others. This is at about 50% performance drop translating DX12 to Metal, on top of the drop from Rosetta.
50% drop of what ? Where are you getting your baseline from? Because, as far as I know, there is no native macOS port of Cyberpunk 2077. At 1440p, and if we take this [0] at face value, it would be 50% of the performance of a RX 6700 XT paired with a 5950X, both desktop parts, which I think is pretty good. [0] https://www.digitaltrends.com/computing/cyberpunk-2077-pc-pe...
The m1 gpu is broadly equivalent to a gtx 1650 in a host of benchmarks. This is getting less than half the fps a gtx 1650 does at these settings, and I am being charitable.
I don't know why you are looking at 1440p (2560 x 1440) as the m1 here is running at 1440x900. While I'm there, that 6700 XT posts 50fps, half of which is 25fps, which would indeed be alright. However this is putting out less than 15fps most of the time.
Have a nice day.
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#265Earlier quoted context omitted.
I paid a ton of money for my top of the line M2 Max because I build large rust systems that are high bandwidth and low latency and it’s as good as it gets for that. I also like to play games, but I don’t need the cutting edge. I would rather eat glass than buy a windows bing advertisement device and find another footprint in my home to install it just so I can get a higher frame rate than my eye can see. In fact, my…
> Apple lets me stay away from bard directed bing advertising and OS level spy ware on my desktop Apple doesn't get to take the moral high ground here either when they push credit card and other services ads in their OS.
The more Microsoft and Google tilt towards becoming persistent privacy threats and advertising companies, the more apple will see it as a differentiator as a hardware company with software services to be the opposite. I’m good with that dynamic, but I think it’s useful to acknowledge that’s the case. Pretending windows isn’t a persistent adware spyware bundle doesn’t help the situation.
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#266Earlier quoted context omitted.
> Like how does all this Metal, compile-your-shaders, port-your-games stuff even get budgeted, when it's eventually dead on arrival? iOS gaming is the biggest and most profitable in the world. In fact, iOS is bigger than PS5, Xbox, and PC gaming. iOS uses Metal. Apple Silicon is mostly just a scaled up iPhone SoC. Macs basically get most things funded by iOS. The Game Porting Toolkit is the first Mac-only gaming tool…
> It shows that Apple wants AAA games on Macs. Why do you think that ? I am asking as someone who is working in gamedev. Game industry got burned by some big company recently when multi year efforts were spent porting 3d stacks and the target platform got axed.
1. Playing games is one of the reasons to prefer a Windows laptop instead of a Mac. 2. The AR/VR headsets will need games to be successful, so they need to be more attractive to the gaming industry. 3. iPads are more powerful now. They support game controllers very well, and you can plug it into a big screen to play. However, most of the iPad games (except Divinity Original Sin 2) are scaled versions of iPhone games... game studios are not interested in porting games to the iPad.
While the porting kit announcement is about Macs, I think that the strategy is to make the whole Apple Silicon platform attractive for gaming.
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#267Earlier quoted context omitted.
> guess iWork is OK, but no one uses it, so it's not helpful for collaboration You realize Microsoft Office has been on the Mac since the mid 80s right? > Maybe people use it for media production? Uhh yes?
Microsoft Office has always been sub-par on Mac, and I haven't worked at a company that uses it for collaboration for over a decade. (Sure, there's the occasional person that actually needs VB macros under Excel, or prefers powerpoint, but there's no reason for me to run it.) I know you can use them for media production. Looking around, it sounds like they still own the low-end with iMovie, but it gets questionable a…
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#268Earlier quoted context omitted.
50% drop of what ? Where are you getting your baseline from? Because, as far as I know, there is no native macOS port of Cyberpunk 2077. At 1440p, and if we take this [0] at face value, it would be 50% of the performance of a RX 6700 XT paired with a 5950X, both desktop parts, which I think is pretty good. [0] https://www.digitaltrends.com/computing/cyberpunk-2077-pc-pe...
Please don't use amp links. The m1 gpu is broadly equivalent to a gtx 1650 in a host of benchmarks. This is getting less than half the fps a gtx 1650 does at these settings, and I am being charitable. I don't know why you are looking at 1440p (2560 x 1440) as the m1 here is running at 1440x900. While I'm there, that 6700 XT posts 50fps, half of which is 25fps, which would indeed be alright. However this is putting ou…
Ah, you are right, I messed up with the resolution.
> The m1 gpu is broadly equivalent to a gtx 1650 in a host of benchmarks.
Which ones?
> This is getting less than half the fps a gtx 1650 does at these settings, and I am being charitable.
... without having to emulate both CPU architecture and graphics layer.
I mean, this is not really a debate. DXVK is not comparable, Wine does not do the same either. We are talking about translating both CPU instructions and graphic API calls in real time, good enough that a triple A game runs without any modification on a laptop with 16GB of shared memory.
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#269Earlier quoted context omitted.
Honestly, I wouldn't use the phrase "this well" non-sarcastically for ~15fps at 1440x900 like shown in the video.
this is on Ultra graphics settings.. not lot of laptop could even run it on Low Cyberpunk is known to be a VERY demanding open world game on lowest setting, this should probably be fine
I mean, here's the game on Ultra on a Steam Deck: https://www.youtube.com/watch?v=gHeso2jc_L0
Re: Apple's game porting toolkit is fantastic. Cyberpunk 2077 at Ultra on an M1 MBP
#270This is total speculation on my part, but I do wonder why Apple have suddenly got this out the door to developers right at the same moment their headset is announced. They’ve never seemed very interested in this section of the games market before. I wonder if this could be the first building block of allowing existing modern 3D games to play in some kind of new semi immersive way inside. I’m imagining playing an FPS…