Sunday, June 11th 2023

Apple Game Porting Toolkit Brings DirectX 12 Titles to macOS

Apple has struggled in the area of offering comprehensive gaming ecosystems - in the personal computer space - over the past few decades with only a handful of studios bothering to port their games over to macOS, but material presented at this week's Worldwide Developers Conference (WWDC) indicates that the technology giant is getting serious about its silicon becoming a legitimate platform for video games. A lot of the company's presentation focused on the controversial Vision Pro Headset, but some press outlets took notice of a quieter announcement during proceedings. Hideo Kojima (of Metal Gear Solid fame) made an appearance and announced: "I have been a die-hard Apple fan since I bought my first Mac back in 1994—and it has been a dream of mine to see my team's best work come to life on the Mac. Death Stranding Director's Cut on the Mac takes advantage of the latest Apple technologies to provide the best experience to our fans." Several other development outfits have also declared that their games are set for arrival on Mac systems this year. Apple was enthused about this new strategy and let everyone know that: "tens of millions of Macs can run demanding games with outstanding performance, exceptional battery life, and breathtaking visuals."

Susan Prescott, Apple's vice president of Worldwide Developer Relations stated: "A new era for gaming on Mac is here...Developers around the world can harness our powerful tools in Metal 3 to deliver incredibly responsive gameplay with high frame rates to more players than ever before." Their software engineering team has been working on a system that simplifies and accelerates the process of creating Windows-to-Mac game ports. A Proton-esque environment - comparable to Valve's software layer efforts with Steam Deck - is capable of translating and running the latest DirectX 12 Windows titles on macOS. Codeweavers revealed in a blog post that Apple has chosen to base the Game Porting Toolkit on their CrossOver source code.
Meredith Johnson, QA and CrossOver product manager at Codeweavers wrote: "We have decades of experience creating ports with Wine, and we are very pleased that Apple is recognizing that Wine is a fantastic solution for running Windows games on macOS. We did not work with Apple on this tool, but we would be delighted to work with any game developers who try out the Game Porting Toolkit and see the massive potential that Wine offers. Our PortJump team has perfected the art and science of creating ports of Windows applications using our Wine technology, and we welcome inquiries about how we can help get your game working on macOS. We are also excited by the potential that the Game Porting Toolkit can offer CrossOver. We announced last week that we have preliminary DirectX 12 support on macOS coming in CrossOver 23, and we are eager to build on that momentum. As we learn more, we will be sharing updates in future posts. You can stay informed by subscribing to our blog."


The Game Porting Toolkit is currently being used by development outfits as an evaluation solution (prior to making full conversions), but some members of the Apple hardware owner community have jumped at the chance to test it out for themselves. Gaming session footage has been shared on Reddit and YouTube, including Cyberpunk 2077 on an M2 Max-based system and M1 MacBook Pro, plus an M1 Max MacBook Pro running Diablo IV. The early iterative nature of the toolkit is noticeable due to mixed in-game performance, but the results are promising nonetheless. It will be interesting to find out whether Apple's upcoming M2 Ultra chip will be able to chew through big AAA titles with ease.
Sources: Code Weavers, The Verge, PC Magazine UK, Kojima Productions, Mobile Syrup (Image Source)
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36 Comments on Apple Game Porting Toolkit Brings DirectX 12 Titles to macOS

#26
claes
Guys Apple isn’t trying to win l33t pc gamers to macs they just built custom wine for arm so that mac users have less to complain about/more to do with their pc

If they wanted to turn macs into a gaming platform they could’ve just bought ea and forced the question
Posted on Reply
#27
bonehead123
watzupkenFruity tax is applicable if the game is sold through the Apple store
And do you REALLY think apple would ever allow games made for their rigs to be sold/downloaded from anywhere other than their store thereby missing out on all that moolah ? yea right....

And as for mac marketshare, that would be the main driving factor behind all of this, to get moar, moar, moar....

But you are correct on the upgradability & pricing issues, which has ALWAYS held them back, relative to windblowz machines, so that's not really a new issue, but your point is a valid one nonetheless :D
Posted on Reply
#28
Shihab
bonehead123And do you REALLY think apple would ever allow games made for their rigs to be sold/downloaded from anywhere other than their store thereby missing out on all that moolah ? yea right....
They already do, and have been for ages. Steam, Origin, and GoG support macOS.

And it's very unlikely they'd change that. Not with every major market pushing for open digital marketplaces.
Posted on Reply
#29
dyonoctis
bonehead123And do you REALLY think apple would ever allow games made for their rigs to be sold/downloaded from anywhere other than their store thereby missing out on all that moolah ? yea right....

And as for mac marketshare, that would be the main driving factor behind all of this, to get moar, moar, moar....

But you are correct on the upgradability & pricing issues, which has ALWAYS held them back, relative to windblowz machines, so that's not really a new issue, but your point is a valid one nonetheless :D
Ah, yes. The same Apple who already lost in court in the EU and is now forced to adopt sideloading to enable third party stores on iOS, is going to try and lock down stores on MacOS, when they already allow the competition. I'm sure that the EU will let that roll.
www.macrumors.com/2023/04/17/app-sideloading-support-coming-ios-17/
Posted on Reply
#30
Od1sseas
I really hope outdated slow trash x86 gets fully replaced by ARM.
Posted on Reply
#31
Dr_b_
wouldn't it be easier to just use vulkan or another suitable open API vs DX12
Posted on Reply
#32
SSGBryan
Dr_b_wouldn't it be easier to just use vulkan or another suitable open API vs DX12
Yes - but that means that Apple would be following industry standards.

So that isn't happening.
Posted on Reply
#33
eriksan
Great. The question is, will I be able to develop DX12 applications on M1?
Posted on Reply
#34
Jeff Strong
AnarchoPrimitivI fear any development that might result in more revenue being funneled to Apple. They're constantly ratcheting up their anti-consumer practices and the more powerful they become the more they'll act as a model to other brands in the market and other companies in other markets altogether.

Apple is the reification of the petty-bourgeois lifestyle
OpenCore has enabled me to get 2022's Monterey running comfortably on my 2009 cMP, with its WD 'bootable' nVme PCI drive? BUT, that's with the OLD 'Steve Jobs' upgradeable Apple! NOT the NEW petty-bourgeois Apple!
Posted on Reply
#35
cvaldes
Dr_b_wouldn't it be easier to just use vulkan or another suitable open API vs DX12
That would make sense if Apple cared about Mac gaming.

But they don't. Their graphics APIs are optimized for their own proprietary hardware, particularly mobile devices (let's just call them iPhones to make it simple) which generate the majority of Apple revenue.

At some point, it'll simply make more sense just running GeForce NOW (which is basically Rent-A-RTX) on Macs and buy a PlayStation for the other games that don't run well on cloud services. Xbox has very few exclusives these days.
Posted on Reply
#36
Shihab
cvaldesTheir graphics APIs are optimized for their own proprietary hardware, particularly mobile devices
In Apple speak, there is no fundamental difference between mobile devices and notebooks. Metal is "optimized" for Apple silicon.

And honestly, all this talk about the graphics API is meaningless. It does not matter what API one vendor supports, so long as it provides required functionality/exposes enough hardware capability.
The sole issue with metal vs Vulkan/OpenGL is larger community and documentation, which this toolkit renders moot because it allows developers to use the latter and automatically handles conversion to the former.
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