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Fordítási probléma jelentése
Anyways depending on your mac you can get to run windows games on your device.
If your model has an intel processor (which you can see if you click at the apple logo > about this mac > processor) that's quite simple : use bootcamp, it is installed by default and let you boot on either windows or macOS, you loose no performance and can play all games compatible with your machine.
if you're on apple silicon (which is most likely) you have basically two types of solutions : virtual machine or translation layers (note that if you are trying to run a game that contains an anticheat, none of these solutions will work).
You have free options (but with a cost in terms of performance) with vmware fusion or whisky
Or paid ones (which works for most games and offer better performances in general) with parallels desktop and crossover
It requires time and money to do that.
Not all devs can afford it and those that can afford it don't want to as the MAC playerbase is very small already.
While it's true in many cases it's worth noting that the playerbase is small compared to Windows but not per se. Only on Steam there are about 2 million Mac users. Add to that all the players on App Store and elsewhere and you get a healthy number of userbase. That's what creators of EVE Online think too: https://www.techradar.com/news/eve-online-developers-are-bullish-on-mac-gaming-and-think-you-should-be-too
No most Mac customers are not gaminers or media creators or the like. 90% are average joes buying a brand. Yes, theres an app store but most people buying games there are NOT potential customers for Steam games.
Guess what? MacOS uses a different CPU architecture than every other PC platform. No, ticking a box doesn't magically compile a whole ass game for ARM flawlessly.
Apple (yes, point your finger in the right direction for once) has done everything they could to make developing on Mac as hostile and unpleasant as possible.
They use ARM, theat wouldn't be a big issue if they worked with the industry to foster support but they didn't.
They also charg simply for developing for Mac.,
They also chose not to use vulkan which is not only objectively the best graphics API we have, and open source so they could have joined the group and made changes if needed, but its also cross platform. That means instead of targeting one API Apple needlessly requires another for no reason.
They also don't have affordable hardware. The Steam deck is $400, budget PCs are $300~$500 depending on what build you want. Meanwhile the cheapest Macs are $1k+ pretty much destroying an entire market segment for potential buyers.
All of these things contribute to Mac not being a great target for games. Theres not enough Mac gamers period to justify titles being ported which is why Steam doesn't even have a native M1 client.
I remember telling people here CS2 was a sign of things to come and I was met with insane rumors that CS2 was getting a native port and Steam's native client was to follow and then Valve would release proton for Mac and all this would happen by march. None of that happened.
You want games? Take it up with Apple. Until they change their policies and tactics developers are not going to swarm the Mac platform to jump through stupid hoops for a small target audience.
Valve in Steam can allow to use Whisky (the thing like Proton) inside the Steam, call it "Proton for Mac" (they had it anyway, but didn't published).
Boo-hoo, it's sooo hard to mark the checkbox inside Unreal Engine and publish Hogwarts Legacy. Team what made Everspace and Everspace 2 did it, but Hogwarts Legacy team didn't. Because it's... you know, hard.
Unity game editor asks to check two checkboxes. It's muuuch harder, so only Isonzo team found, where are they.
But of course, PS4/5 and Nintendo Switch versions are here. Checboxes was near, but scrolling is soooo hard. Because Nvidia Tegra with the performance of Iphone 6S is not ARM, right?
Or you will say something about haaaardd code signing… like in Windows?
That's not what I said. I specifically mentioned Mac gamers on Steam and App Store and elsewhere. The "average joes" you mention are the part of the other large user base consisting of 15% of the world’s total desktop computer market share. So yes, there are millions of Mac GAMERS out there but it’s up to the devs to decide if it’s worth it or not . Many major and indie devs apparently think it is.
According to Steam survey 71.5% of Mac gamers use Apple Silicon. We can see that despite that fact and Steam still not having a native client Mac got the highest number of game releases in 2023, 5,407. So Apple Silicon indeed hasn’t made the situation worse. Even Electronic Arts will release a native Apple Silicon client this year.
It’s positive that Mac gamers with only 1.35% of Steam user base got 5407 new Mac games last year of the total of 22,319 released Windows games. That’s 24% and the number of Mac releases increases almost each year despite such a small gaming market share.
We may have lost some devs and games but we’ve also gained many new ones for the first time on Apple Silicon such as Capcom with Resident Evil 4 and Village, Kojima Productions with Death Stranding, NEOWIZ with Lies of P, Hello Games with No Man’s Sky, Sports Interactive with Football Manager 2024, Bloober Team with Layers of Fear/The Medium, Fallen Leaf with Fort Solis, BlueTweleve Studio with Stray, Piranha Bytes with ELEX II, Saber Interactive with Snowrunner, SGRA Studio with Dragonheir: Silent Gods, Rockfish Games with Everspace 2, BlackMill Games with Isonzo, Feral/Sega/Codemasters with Toal War: Pharaoh/Grid Legends, 4A with Metro Exodus, Larian Studios with Baldur’s Gate 3 or Nimble Giant with Star Trek Infinite, not to mention all the indie devs/games.
If you want to know more about new or upcoming Mac games you can follow this thread: https://steamcommunity.com/discussions/forum/2/3771238415394713190/?ctp=14
And unless it has changed, I remember this tool (since it is intended by apple to be used to help ports and not gaming directly) being restricted when it comes to commercial use by Apple.
Sure Valve could do like CodeWeavers and get the right to implement GPTK in Steam, especially considering how big they are in this industry.
But I wouldn't see this happening considering how, on one hand, Steam doesn't seems to be putting more effort to macOS than the bare minimum, and on the other Apple which kind of try to push gaming on the platform still isn't making the best decisions on long run from what we see.
While I mostly do not agree with what The_Abortionator says, what you say is not completely true either.
You are using the two biggest/most used game engines as examples (+ the support from Unreal Engine is quite "recent" and not a lot of projects are on a version that is capable of compiling to apple silicon, which would lead the game to be unplayable to 75% of mac users in a few years), but not all of them have apple silicon or even mac support, especially when the game engine is proprietary to a studio.
And even then it might require more work, at least for testing, making sure every dependencies work across all platforms, that some parts of the code are not restricted to windows, providing support, etc (the most recent example I have is content warning which doesn't use a video format supported by macOS from what I have seen, despite the devs usually providing a mac version in their games).
All of that might not seems worth to companies if there isn't a big audience to play their game, and obviously that is not the case currently sadly (unlike consoles which are meant to be used as gaming platforms).
The fact you think its a checkbox away shows you shouldn't even be commenting here.
Maybe start with the basics before trying to talk tech (learn what a keyboard and monitor is etc).
Well, as you see now, Ubisoft also comes to MacOS into MAS, ignoring Steam, as distribution platform.
Valve making "not enougth players on MacOS" by themself, and only for themself.