Comment by ryandrake

5 years ago

The narrow "want to play games on my mac" problem could be solved if game developers chose to build the game cross-platform from the start and release a mac build. Many games are already cross-platform, as they run on both Windows and consoles. The fact that so many game companies don't even bother with a mac build shows they don't want to solve this for whatever reason (probably mac just not profitable enough).

If a developer is not willing to lift a finger to port to mac (a small market, but one with a known size), why would they port to Stadia or some other unknown market?

Because macs are terrible platforms for games. They have been very low end for a long time (m1 notwithstanding), and they have been killing off opengl, the only cross platform rendering API (before vulkan, which they don't support). Also their insistence on breaking changes means your back catalog needs constant maintenance. That's normal for app developers, but not gamedev. Oh, and if you do make the port, they will be about 1% of your users. Or less. So, to summarize, mac support is expensive, difficult, and not profitable. Should we still do it? I tend to think you're better of spending your time on linux support.

  • Maybe MacOS isn't a good push for gaming for either developers or Apple. I definitely think iOS is. The Apple Arcade Subscription plan seems to be part of that for gaming. I've seen a lot of people on the subway and even at work sometimes playing mobile games on their iOS device, from Call of Duty Mobile to racing games to tower defense.

    I imagine when Apple expands their desktop and laptop lineup to M1 chips, it's going to include many of the games that are available from their mobile catalog.

Doing a Mac build from Unreal or Unity is generally easy (and most of the smaller games that use those engines do release Mac builds); doing a Mac build from an in-house engine may be a ton of work

But more importantly: Mac hardware usually isn't really equipped for high-end games. If you have a pro-tier machine you might do okay, but nobody buys Macs for gaming, at the very least. It's just too niche of a market to go through a lot of effort to support it

  • > Doing a Mac build from Unreal or Unity is generally easy

    You'd think, but a lot of mainstream engine-based games that could "easily" have a mac port never get one, even an unofficial one offered as totally unsupported. Look at Among Us for example. Not by any stretch a high-end game. It runs on Windows, Android, iOS, a bunch of XBoxen, and probably other consoles. I bet the developer could spit out a working native macOS version with the push of a button, but so far hasn't.

    Kerbal Space Program is another example. When last I checked, they did have a native mac version, but it was hamstrung in some way--I think it was limited to 32-bit or something.

    I can't imagine these examples are actually a huge amount of effort to make happen. As a fan and programmer I'd be willing to do it for free.

    • KSP has been 64-bit on Mac from around the same time as Windows and is still fully supported.

      A lot of games did drop off the Mac when it moved to 64-bit only though.

  • Still has a bigger market share than Linux, with people that actually pay for games, and all major engines support Metal.

    Whereas GNU/Linux, even with the massive amount of games targeting Android, hardly gets to see them.

    Same applies to Stadia, which is mostly GNU/Linux + Vulkan, with Google sponsoring Unity and Unreal as well.

  • Apple's moving to the M1 chip for desktop/laptop Macs. That's going to make the target look more like top-end Mac hardware… and the iPhone.

    The latter isn't a niche market, it's a 'not high-end' market. But that could evolve, I think.