Mac Game Devs Speak on Intel Move
An Anonymous Reader wrote "InsideMacGames has posted a response to the news of Apple using Intel processors from both original Mac game developers as well as people who work on porting Windows games to OS X. Some negative and positive feedback is expressed, though it seems there's more uncertainty than anything else at this point. Can the fear of a Wine-like VM solution gutting the biz be balanced by faster CPU speeds?" From the article: "We think Apple's move to Intel is great. For one thing, it demonstrates that Apple is really serious about giving Windows-based computing head-to-head competition. For another, it lays the groundwork for the future of personal computing in a digitally connected home. And, for another, it's going to narrow the gap between the release of a game on Windows and the release on Mac -- maybe to zero."
"And, for another, it's going to narrow the gap between the release of a game on Windows and the release on Mac -- maybe to zero."
What about those games tooled towards DirectX... it isn't the architecture screwing us here...it is the lack of DirectX for OSX that is screwing us.
Well, it couldn't make the gaming situation for Mac any worse because, well, you get the idea.
Place your bets now...
Crow T. Trollbot
Can the fear of a Wine-like VM solution gutting the biz be balanced by faster CPU speeds?
Biz? What biz?
useless sig advice - Read Nabokov.
Games are only relevent when you start thinking about APIs. With DirectX being Windows only, I really don't see how it's going to be that much easier to port.
The one issue it might solve is byte order problems (big/little endian) on the graphics cards. Though, theres going to be no guarantee that drivers for OS X for any off the shelf card is actually going to be any good.
It may be some time before Apple gets around to even caring that the Half Life 2 market exists, much less builds machines to compete in that market.
Burn Hollywood Burn
Not that I don't hope I'm wrong, but I suspect this is why Microsoft isn't looking that upset about the switch right now.
You are not alone. This is not normal. None of this is normal.
I'm just wondering how the marketing of these new intel macs will go. Just not long ago, they were showing bench test results "proving" that the G5 PPC is faster than the Pentium 4. I'm not sure people will switch to Mac because more games are available, I think more games will always available for PCs. Also, with all the new gaming consoles coming out, maybe gamers don't need Mac or PCs to play games.
http://www.talie.ca/
This won't decrease the gap between porting games. Though I am not a professional game developer, I find it hard to imagine that modern games have much (if any) assembler content in them. Any language higher level than assembly was already able to be compiled for other CPUs - so the actual machine instructions have never been a problem.
:) If OS X is significantly more efficient than WinXP, then people will really start to target Macs as development platforms.
Endianness is a small issue, really there are only a few places that you need to fix up for that, so that has never been a real problem.
The APIs that you use to make your game are the big problems, DirectX for example.
There are a couple of things that do make this better for Mac gamers. Raw computing power for the Mac user base will generally rise, after all how many people are trying (and failing) to run games on underpowered iBooks?
Now if Apple supports and promotes OpenGL2.0 and perhaps OpenAL, then maybe game developers will target those APIs. In which case porting between Windows and OS X should be easier.
The truely interesting thing is that we are going to see how much OS overhead there is between Windows and OS X - a more Apples to Apples comparison
Damnit - I wanted my nick to be "WouldIPutMYRealNameOnSlashdot"
And, for another, it's going to narrow the gap between the release of a game on Windows and the release on Mac -- maybe to zero.
Just because Mac is running on x86 doesn't mean that games will automatically be ported to a Mac more easily. Linux runs on Intel and x86, need I say more?
I don't want to read
Your right, increased market share over the past quater is a surefire sign of it. Let's have an eulegy please.
I personally think this is gonna be the start of a downfall for apple as its always been Intel + Microsoft Apple + IBM or motorola (or whatever) but then again, it may 'improve' gaming on macs if anything, difficult one to call this
Maybe WINE will finally be useful to the OSX community, now that's it running on x86 hardware.
If a game is "too hard" to port to x86 linux (as was the case with Tribes Vengeance), then it will also be "too hard" to port it to x86 mac. some companies *coughvivendi* just dont care.
though in the case of Tribes Vengeance, i think we came out ahead by not getting it...
It's a very weird idea... it feels a bit like waking up in the Twilight Zone or something.
I forget the name offhand, but there was an early computer company, possibly Amstrad, that preannounced that they were coming out with this really amazing new machine. Customers loved the idea, and stopped buying all the existing machines. Sales dropped to 0 and they died before they could get the new hotness out the door.
Apple has always known about this, and has been very aggressive about not preannouncing ANYTHING, so as to not hurt sales of existing products. This violates that precept so badly that I can't help but think it's prompted by panic (or anger, as some have hypothesized). I'm not sure whether or not it's a bad idea. Their existing sales are going to drop, perhaps precipitously, while they try to figure out how to make OSX on Intel work. But if they didn't preannounce, then the developers wouldn't have time to get ready for the transition, which could potentially be worse.
As an aside, PPC emulation is never going to be very good, and all that specially tuned Altivec code has just been junked. That's a huge investment down the drain.
They have to know that this is a bet-the-business move. They'll have to execute nearly perfectly, and very quickly, to make this happen without pissing off too many people. And they're going to have to continue to execute flawlessly for a long while. Apple's good at that, but this is asking an awful lot of their engineers. They must really believe their backs are against the wall.
I wish them well, but there are soooo many ways they could screw this up.
Good. That means you should be willing to sell that G5 pretty cheap then.
If Windows apps can run on Intel-based Macs, at full frame rates, with all the features turned on, the effect on Mac gaming could be devastating. ...
... but if not being able to play the latest 3D games is a problem for you, I imagine you'll have gotten around to it, somehow.
OK, I can definitely see how the effect on Mac game porting jobs will be devastating, but that quote actually sounds pretty sweet to me as a Mac user. The thing is, running most non-native apps (eg OpenOffice) on a Mac sucks, because the interface isn't Mac-like enough. But 3D games are the one case where that doesn't matter -- they all have their own (crappy) interfaces anyway. If this change means that there are half as many real ports, but twice as many game companies who make sure their title plays on a Mac via emulation, I have trouble seeing the long-term problem. This won't affect normal GUI apps -- any Mac GUI app that isn't friendly enough gets beat down by one that is.
Short term, of course, it will suck if the shift to emulation happens before you've had a chance to upgrade to a macintel
Hopefully this will lead developers to use cross-platform API's for games, so they can run on win lin and mac, more games could be sold bringing in more money and gamers on linux and mac get more games as well.
I for one disagree with Dvorack on this issue (slightly different article --sorry), it seems like this switch will lead to the development of more cross platform API's, and once that happens itll make the transition off windows even easier.
Why don't you get back to us with Apple's marketshare after this quarter?
I doubt you'll be bragging about it...
Or the next...
Or the one after that...
***Boggle***
A company with such a tiny marketshare who has just had to abandon their entire CPU line and turned their entire customer's hardware investments into legacy equipment overnight actually has fanboys talking smack about markeshare.
***Boggle***
The switch to intel means that a games developer can maintain a common c++ codebase and optimise the same bits for all platforms. Data formats will no longer need endian switches that porting or careful cross-platform development tend to introduce. The small remaining headache is the DirectX OpenGL issue. But that's still significantly less effort. The ease of porting to mac and larger installed user base should offset any worries about the hard-core users using some sort of WINE-style layer translation layer. Exciting times ahead.
Certainly, the switch to Intel will open the door to dual-booting OSX/Windows Apples. Some users may just get a copy of XP and just buy the Windows version of the games and forego the wait. The original developers may just make a Macintosh version side by side with the Windows one. Then, there is the whole prediction that gamers will move to consoles decreasing the number of PC gamers. This may have an increase effect for Mac Gamers. So, I can understand the dread in mac porting houses about the future.
You don't have to be smart to use a Mac, you just have to be smart enough to buy one
Wine is full of linuxisms. It works on other systems, but only so long as you stay away from a lot of corners, and don't stress it. The lead developer of Wine himself will tell you that linux on x86 is the only platform they target, and it isn't worth their money (Code Weavers - his employer) to make it work on anything else.
Wine has been completely broken for months at a time on FreeBSD, less popular OSes will have even more problems. They will accept patches to fix Wine on other OSes, but they have no problem accepting a patch one hour latter that breaks non-linux all over again, so it is a frustrating task.
Now OSX might be worth the cost - particularly if Apple has some money to help it along. However it is not a trivial effort to make everything work right. Years of effort most likely.
Even then, Wine applications will always look wrong on a mac desktop. The menu bar will be on the menu, and other details. Useable, but must like OpenOffice.org is useable on the Mac - nobody will like it, but they use it when they must.
Don't get me wrong, I like the idea of Wine. I wouldn't be surprise to see it run under OSX. However don't expect too much from it.
I wish I had mod points so I could mod you down. OpenGL is a graphics API. It replaces Direct3D (a subset of DirectX). Keyboard input, sound, etc. aren't handled in OpenGL.
A company with such a tiny marketshare who has just had to abandon their entire CPU line and turned their entire customer's hardware investments into legacy equipment overnight actually has fanboys talking smack about markeshare.
Apple didn't abandon their CPU line... they never MADE CPUs. IBM did.
As far as turning their old hardware into legacy equipment, why don't you take 5 minutes to actually READ one of the thousands of damn articles that have been floating around about Universal Binaries. You can even watch the keynote if you're too lazy to read.
I would like to see a Mac running dual 6800's in SLI mode. Not only for gaming, but you can turn SLI off and then run 4 DVI monitors.
NVIDIA just released a chipset for Intel, so NForce4 for Mac could be coming?
I have not yet heard where the chipset for the motherboard will come from, but this would be cool.
http://www.kubuntu.org/
Hm, over at Wheels of Zeus (Woz; Steve W.'s site) I see they're marketing the kind of GPS/RFID system built to track people, just as the one in an earlier (/.) story, except that was in Japan, AFAIK.. ..Do you guys think they got the idea/product from Steve Wozniak?
http://woz.com/2005/index.html
OT, -I know-, but still a thought.
As other posters have noted, the primary problem in getting games ported to OS X (or Linux, for that matter) is not one of CPU architecture but of operating system APIs. So the Intel deal probably won't effect more games "for OS X", other than as an indirect effect; if using Intel processors allows Apple to ultimately capture a larger market share, than it could result in more (and more up-to-date) OS X ports of video games.
However, with x86 processors in Macs we should be able to run Virtual PC at nearly full speed on OS X. Could VPC allow the client operating system to access the host hardware's video card for 3D acceleration, perhaps through some special driver such as the "Additions" for Windows hosted on OS X that are available in the current version? If so, then while we might not immediately see more "for OS X" games as a result of Apple's Intel switch, we may be able to run more PC games on our Macintoshes - for whatever that's worth.
An Anonymous Reader wrote "InsideMacGames has posted a response to the news of Apple using Intel processors from both original Mac game developers...
You know, it's a well-known fact that there aren't many developers creating games for the Mac, but do you have to rub it in?
One of the big issues with PC games being buggy and having issues is because of the staggering array of hardware people have and strange behaviors and interactions between those various components. I imagine that this kind of thing takes up a marked amount of development time, and probably harms sales - if I read that XYZ game is a bug-ridden piece of shit often enough, I'm not likely to buy it.
One of the big advantages console game development is a fixed target - the developers know exactly what the specs are, the tricks of the hardware etc. While I have seen bugs in console games, I'd say they're the exception, rather than the rule.
Macintoshes are somewhere in between - the basic hardware is going to be a fixed target, with the only obvious differences being processor speed, memory, HD size, and video card. Everything else is (within certain boundaries) pretty much the same across all macs of a given generation.
So, to me, this says that it may be possible that macs might be MUCH easier to develop for than their PC counterparts - certainly, it'll be easier to port highly-optimized apps (which I'd say games count as, what with the performance demands of many) over more quickly. Moreover, the gaming experience will tend to be less of a hassle.
I think, once Mac marketshare gets above a certain point (and I can only think the switch to Intel will help drive that), developers will be more willing to do timely Mac ports of games. And, once word of mouth spreads about the (likely) more robust gaming experience on a Mac, I see market share growing quite a bit more - nice feedback loop.
Imagine - 5 years from now people might think of Macintosh as the preferred gaming platform.
Since I can't tell them apart, I treat all ACs as the same person.
why don't you take 5 minutes to actually READ one of the thousands of damn articles that have been floating around about Universal Binaries
Universal... unless the code was written for 68K, G4 or G5. Or used Altivec. Or used more registers than your average x86 process.
Why would you continue to develop for DirectX when you can hit almost every single machine on the market with OpenGL/x86? Doom 3 proves that you can make cutting edge graphics with OpenGL. If Apple can throw together some already open APIs and call it OpenX, then let Ubuntoo, Gentoo and FreeBSD et al use it, writing for DirectX will look a lot less attractive.
Scared of flying, pointy things snce 1979!
This is precisely why I wish more pc developers would take open-source engines more seriously. A key goal of many open source libraries is to maintain cross-platform portability. Just take OGRE for instance. This 3D Rendering engine is fully cross-platform and supports the latest wizbang features (it even implemented parallax mapping before Unreal3 Demoed that technology). There are libraries for every area: Sound? OpenAL. Physics? ODE. Networking? RakNet.
There are already numerous projects that are trying to create a wrapper-engine to integrate several components.. My favorite is Yake which is trying to take a plugin-based approach. The idea is to create a cross-platform API which would allow the change of one subsystem (for example graphics) to be switched as easily as a DLL is swapped.
Of course many Open Source libraries are already seeing limited use - but if game developers would put more faith into the engine (and effort into bringing them up to professional level if they aren't already) then they can have a low-cost solution that is cross platform at no extra investment. I have no idea what the installed gamer base for Macs or Linux is, but I would imagine it is worth the (near nothing) investment.
--- "End Of Line" - MCP
Those are by far in the minority. I haven't needed to use any apps that wouldn't run on my G3.
Look for any recent benchmark. A top of the line G5 with the best video card (say ATI x800 series) runs at about 50% of the framerate of a comparable PC.
In fact it is currently impossible to get good full resolution performance on Doom3 for Macs, on any of the hardware that Apple sells.
...there are Mac game developers? Hrm... learn something new everyday.
If indeed Apple doesn't lock Windows out of the hardware, then I'll be able to get rid of my Windows box. About the last reason for keeping it has been to play its incomparable library of games.
No, it's not going to be fun for the Mac game porting industry, such as it was. But in this case, that's a Dodo in the path of evolution. Better that future Apple hardware allow us an easy path into the world's biggest library of games. Games drive a lot of PC hardware sales; this new Apple-Intel platform could, if done right, appeal to the huge PC gaming market.
You are confusing "Universal binaries" which will have separate #if def blocks for PPC and X86 code with Rosetta, which translates PPC code on the fly into X86 code.
If you need to use Altivec, you can include separate code for altivec and SSE.
You are worried about 68k code? Nobody writes games for 68k anymore.
Jesus was a compassionate social conservative who called individuals to sin no more.
i have hear over the years...
(not my oppinion)
many game companies say that they dont port to linux, not because its really hard, but because linux is not a standardised platform. so many flavors, no one to complain too. their question as a business is how do we support this? not as in programming, but customer support for such varied platforms...
(my opinion)
i assume the answer is, its to hard, lets not worry about it and anyway those ar the guys that don't like to pay for stuff, right?
am i dead wrong here?