![]() Life will carry on.Ĭlick to expand.What pray tell is a real non-casual game? All right World of Tanks is a casual multiplayer game (not a sim like I used to play) and includes in-app purchases which I have not done. Consensus seems to be that Metal has turned out fine, maybe even rather good, and big engines and big porting houses are using it. ![]() On topic: OGL being deprecated seems to be something of a loss in theory rather than practice. It runs Mankind Divided at 900p on whatever settings Eidos Montreal felt worked best, at something around 30fps, and none of that really matters too much because it is a terrific if somewhat flawed game that's a joy to play and I wish they'd make another one already! Eventually my lifestyle didn't ask me to indulge the hobby on the same portable machine that I used for everything else in my computing life, so I bought an Xbox One. As long as I didn't care too much about playing at reduced details and resolutions, it also worked out OK. I did the AAA-gaming-on-a-MBP thing for a good number of years, playing various Battlefields, Fallouts, and Mass Effects, and yeah, it was an expensive undertaking. Small wonder that "serious gamers" scoff at most Mac offerings. None of these things align with Apple's approach to building and selling Macs its almost a different world. In the gaming enthusiast space, there's a disproportionate emphasis on performance tinkering, having oodles of GPU power, and being clever with bang-for-your-buck. Unfortunately for gaming enthusiasts, those priorities on display don't typically include GPUs with mountains of TFLOPS. This involves a premium price tag, and selling a premium, easy experience. Separately: Apple machines are priced (and broadly-speaking, specced) as premium all-rounders, with an emphasis on quality-of-life, ease-of-use, build quality, design, and above-the-curve hardware guts. You're not wrong, but you do come off as a bit of a dick about it here. X-Plane 11 (custom engine) - Laminar Research ![]() Arma III (Real Virtuality 4) - Virtual Programming Headlander (Buddah Engine) - Double Fine Studios Batman: The Enemy Within - The Telltale Series Marvel's Guardians of the Galaxy: The Telltale Series Space Pirate Trainer (VR!, version running on the Mac mentioned at WWDC) Rise of the Tomb Raider (Foundation Engine) ![]() Deus Ex: Mankind Divided (Glacier Engine) Bioshock Remastered (Unreal Engine 2.5?) Warhammer 40,000: Dawn of War III (Essence Engine 4) Total War: Warhammer (Total War Engine 3) I grouped games according to the developers who actually did the porting to Metal. All upcoming games from Feral, Aspyr and those that run on UE4 and Unity 5 will most likely use Metal. User 'Jeanlain' posted the following list last year on a macrumors thread (which indeed include Unity and UE4):įinally, we have big games using the Metal API.ĮDIT: the list can't be exhaustive. There should be quite bit more developers that use metal. The mac will just continue to not be good for gaming I guess. Vulkan is on Windows, Linux, Android, Switch, and Sony said they will have it on the Playstation 5 - it's what everyone is going to use in the future. Metal is designed from the ground up to squeeze as much juice out of their chips as possible. I guess now that they're (most likely) getting macOS ready to run on their A-series chips they can't, or at least shouldn't. Apple should have supported Vulkan when it came out. ![]() They have all embraced Vulkan for their cross-platform support and there's very little incentive to develop them in Metal. Source, ID Tech 6, CryEngine, Frostbite, Torque, Godot, Anvil, Amazon Lumberyard, HeroEngine, etc. Unity and UE4 - fortunately they are the two most popular but as far as I know no other publicly available game engines support Metal. There are examples in the OpenVR SDK for using vulkan, opengl, and dx12 to interface with OpenVR (notably, Metal is missing). You can render a framebuffer using whatever you want and submit that to OpenVR. OpenVR/SteamVR uses Metal - there's nothing that requires VR games to use Metal to interface with OpenVR. ![]()
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