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Square Enix Pulls, Apologizes For Mac Version of Final Fantasy XIV

_xeno_ writes: Just over a week after Warner Bros. pulled the PC version of Batman: Arkham Knight due to bugs, Square Enix is now being forced to do the same thing with the Mac OS X version of Final Fantasy XIV (which was released at the same time as Batman: Arkham Knight). The rather long note explaining the decision apologizes for releasing the port before it was ready and blames OS X and OpenGL for the discrepancy between the game's performance on identical Mac hardware running Windows. It's unclear when (or even if) Square Enix will resume selling an OS X version — the note indicates that the development team is hopeful that "[w]ith the adoption of DirectX 11 for Mac, and the replacement of OpenGL with a new graphics API in Apple's next OS, the fundamental gap in current performance issues may soon be eliminated." (I'm not sure what "the adoption of DirectX 11 for Mac" refers to. OS X gaining DirectX 11 support is news to me — and, I suspect, Microsoft.) Given that the game supports the aging PS3 console, you'd think the developers would be able to find a way to get the same graphics as the PS3 version on more powerful Mac OS X hardware.

94 comments

  1. DirectX 11 for Mac by Anonymous Coward · · Score: 2, Insightful

    Wait what?????????

    1. Re: DirectX 11 for Mac by adler187 · · Score: 4, Informative

      Probably referring to http://boilingsteam.com/codewe...

    2. Re:DirectX 11 for Mac by beelsebob · · Score: 3, Informative

      No, Metal for Mac, which is a graphics API that works in a similar way to D3D 11/12. i.e. not a state machine, but instead issuing buffers of commands based on pre-verified states.

    3. Re:DirectX 11 for Mac by Anonymous Coward · · Score: 1

      The submitter can't even read the article right. How hard is it read nowadays?

      From the 2nd link in the OP's post.

      As Kasuga, our technical director and lead programmer, explained some days ago, the Mac version of FFXIV has been developed especially for Mac systems. It does not use a boot utility such as Boot Camp to run via a Windows OS on Mac hardware. Rather, it works by employing middleware developed by TransGaming (presently NVIDIA) to convert Windows’ DirectX drawing method into OpenGL on Mac systems. ...
      Supported by Windows, DirectX technology is geared towards games. Microsoft developed DirectX specifically for Windows platforms, and so it doesn’t work on Mac systems. Instead, Mac systems use OpenGL for 3D rendering, a technology that is fundamentally different.

    4. Re:DirectX 11 for Mac by Anonymous Coward · · Score: 0

      Hit enter too soon and clipped the final paragraph.

      So the last sentence where it said DirectX for Mac obviously he meant Metal API for the mac and mistyped.

    5. Re:DirectX 11 for Mac by _xeno_ · · Score: 1

      No, he meant Metal when he said "and the replacement of OpenGL with a new graphics API in Appleâ(TM)s next OS." When he refers to "DirectX11 for Mac" the best guess would be he's talking about Transgaming Cider supporting DirectX 11, but that's not what he said, so who knows how that sentence is supposed to be parsed. (Plus, Cider already supports DirectX 11.)

      It doesn't help that it's presumably been translated from Japanese.

      --
      You are in a maze of twisty little relative jumps, all alike.
    6. Re:DirectX 11 for Mac by Damarkus13 · · Score: 1

      So, it's a terrible port. Sounds like business as usual for Square.

  2. Mac games?!? Why? by JoeDuncan · · Score: 0, Troll

    If I'd made a game for Macs. I'd be apologizing too...

    1. Re: Mac games?!? Why? by Redbehrend · · Score: 1

      Mod points someone!
      On a serious note why would one of the highest profiting companies of all time be behind on everything right now? Safari just got rated one of worst browsers present since edge moved IE up. They are having major OS issues, new viruses and now a stream of game issues.... I hope they spend that money on something good.

  3. Why release it? by Anonymous Coward · · Score: 1

    They probably just ran into a million issues on OS X and its implementation of OpenGL and Apple doesn't give a shit.

    I also never heard of DX11 on OS X. I imagine he must be referring to Bootcamp, although I don't know the state of Apple's drivers for bootcamp.

    I guess they could have just not released the game in the first place instead of pulling it later...

    1. Re:Why release it? by Anonymous Coward · · Score: 1

      Transgaming (now nVidia)'s Cider implementation was garbage, and the version they let the players download was "unfinished".

      We've been having this argument since Early Access about the Mac Client, and basically once early access ended, a lot of "this is stupidly poor performance, Boot Camp works better.... even f*cking Parallels works better."

    2. Re:Why release it? by Anonymous Coward · · Score: 0

      As someone who has been doing OpenGL for about 10 years on OS X, Windows and Linux: what is it you mean when you talk about "OS X' implementation of OpenGL"? It's transparent and identical to OpenGL on Windows and Linux, per same major and minor revision. You don't know what it is you're talking about.

    3. Re:Why release it? by carlhaagen · · Score: 4, Informative

      I've programmed portable OpenGL-based applications for many years for the three dominant desktop platforms - Windows, Linux, OS X - and I have no idea which million issues on OS X and its implementation of OpenGL it is you refer to.

    4. Re:Why release it? by beelsebob · · Score: 1

      They're talking (badly) about Metal, which is a graphics API that's much more sensible than OpenGL (i.e. doesn't involve a bunch of state changing, and unverified states).

    5. Re:Why release it? by loufoque · · Score: 1

      The DirectX 11 implementation they're referring to is built on top of OpenGL.

    6. Re:Why release it? by jo_ham · · Score: 3, Informative

      You don't need Apple's drivers for bootcamp for the GPU - you can just install the AMD or Nvidia ones that AMD and Nvidia supply for windows.

      The one Apple ships with the bootcamp driver package (that you install from a USB stick when you first set up windows and has everything you need for the keyboard, networking, bluetooth, etc) includes one of those OEM drivers from AMD or Nvidia, it just tends to be an older one since they don't update the package all that often.

      Once you have windows installed though it's no different to any other windows machine in terms of GPU drivers.

    7. Re:Why release it? by Feral+Nerd · · Score: 1, Insightful

      The ones you glossed over just because it's Apple.

      He does cross platform development, why are you defaulting to accusing him of glossing over faults in OpenGL on OS X? For all we know he's a life long Linux user or a die hard Windows nerd. If you are trying to Troll us that is a pretty pathetic effort.

    8. Re:Why release it? by BitZtream · · Score: 1

      The millions of issues it has are the dollars he's not getting because he hired shitty devs.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    9. Re:Why release it? by tlhIngan · · Score: 2

      They probably just ran into a million issues on OS X and its implementation of OpenGL and Apple doesn't give a shit.

      I also never heard of DX11 on OS X. I imagine he must be referring to Bootcamp, although I don't know the state of Apple's drivers for bootcamp.

      I guess they could have just not released the game in the first place instead of pulling it later...

      No, they basically recompiled their app using a Windows API library.

      There are lots of Windows API libraries - like WineLib - where you take your Windows source code, compile against the library and you have a Mac/Linux/Etc. app.

      Square used Cider, which is an older port of WINE (before WINE switched licenses because TransGaming was effectively selling WINE without contributing back)

      And no, there is no "DirectX for OS X". There's a DirectX API provided by the library that runs on top of OpenGL. Basically they're hoping the next release of Cider will have improvements in the Windows API library.

      But it still will run like crap. Because it's a Windows game that runs on a Windows API emulation layer that runs on top of OS X. So of course, when you add in the library, it's no wonder performance on OS X sucks - OS X is running a virtual Windows API layer.

      The reverse is also true - iTunes/QuickTime are notorious offenders in the "runs like crap" category, because they do the same thing - Apple has an OS X API layer that runs on Windows, and it's that OS layer that iTunes runs on.

  4. Blaming their tools by Viol8 · · Score: 4, Insightful

    Sounds to me like they Driect X coders who don't know how to code for OpenGL properly but instead of fessing up they decided its easier to blame their tools than themselves. Poor workmen etc...

    1. Re:Blaming their tools by vux984 · · Score: 1

      Sounds to me like they Driect X coders who don't know how to code for OpenGL properly

      And how on earth does that explain it running on PS4... AND PS3? Since when is the PlayStation a directX platform?

      https://store.na.square-enix.c...

    2. Re:Blaming their tools by tk77 · · Score: 5, Interesting

      Whats worse is that it appears they weren't even developing for OpenGL, but rather using Transgaming's (nVidia) cider to translate DX calls to OGL.

      "...it works by employing middleware developed by TransGaming (presently NVIDIA) to convert Windows’ DirectX drawing method into OpenGL on Mac systems."

      They then go on to compare OGL and DX and claim that if it was developed natively for OGL there would be a 30% performance gap. Excuses for laziness, in my opinion.

    3. Re:Blaming their tools by beelsebob · · Score: 4, Informative

      That would be because the PS3 and PS4 use sony's proprietary graphics API that looks nothing like OpenGL.

      The OpenGL API contains various features that are simply not conducive to writing either a fast implementation of the standard, or a fast application that uses it. The two main issues are:

      1) That OpenGL is a state machine, draw calls are issued at arbitrary moments when in arbitrary states. This means that the implementation can't validate that the draw call was made in a valid state until you actually make the call. That doesn't sound like much, but it actually turns out to be a major headache. It means that compiling shaders can end up delayed until you actually make a call because you don't know what vertex formats it'll read, what blending modes it'll use, etc. It means that uploading data can be delayed until you make a call because you don't know what format it needs to be in. It means that blobs of data can't be placed in the right area of memory because you have no knowledge of whether the memory needs to be for fast reading only, fast read and write (only on the GPU), pulling off the GPU onto the CPU etc.
      2) That lots of OpenGL operations are explicitly thread safe, and there's no way to tell OpenGL about the fact that two operations won't interfere with each other. Want to overwrite an area of a texture for the next frame while the previous frame was rendering because you have knowledge that the two won't try to read and write the same area at the same time? Nope, tough shit, can't be done. Uploading the texture will block waiting for the GPU to finish rendering with it.

      Apple acknowledges that these are problems, and as a result, they've made their own graphics API (Metal) which is much more similar to how D3D and Sony's proprietary APIs work. Thankfully, the next OpenGL spec (code name Vulcan) will head towards this way of doing things, and maybe we can get back to the standard open way of doing things being reasonable.

    4. Re:Blaming their tools by vux984 · · Score: 1

      That would be because the PS3 and PS4 use sony's proprietary graphics API that looks nothing like OpenGL.

      Check the thread context.

      I never said PS3/PS4 use OGL. I was countering the argument that "it must because be the developers only know directX and are now blaming their tools".

      The point stands that the problem is in fact specific to OSX and OpenGL and is NOT the fault of the developers only being competent with DirectX.

    5. Re:Blaming their tools by Anonymous Coward · · Score: 1

      How true, recently in my last job I had to port an application from DirectX to OpenGL (actually more like from Windows to Linux and Mac), their internal developed port was disappointing in the 3D quality and performance, but then my port was performing in all aspects better than the DirectX version. They where surprised by the result and wen they asked me how that was possible I simply told: "that is the difference between an OpenGL specialist and a programer that know hot to use DirectX", I admit that some of their programers where better programers than me but if you talk about programing in OpenGL and graphic processing I'm better as is my specialty, basically a lot of the time the problem is not from the tool but from the skill of the user.

    6. Re:Blaming their tools by Anonymous Coward · · Score: 0

      There would be a 30% performance drop if they develop it natively in OGL, which is improved by sticking an an additional layer of emulation on top of open gl to translate DirectX on-the-fly?

    7. Re:Blaming their tools by Anonymous Coward · · Score: 0

      It's called "passing the buck." Warner Bros. and Rocksteady did it when they immediately placed the blame for Arkham Knight on the incompetent, tiny development team that they outsourced the PC port of the game to. Sure, it might be their fault...on the other hand it could also be Rocksteady's fault, for outsourcing their PC port to an incompetent development shack, then proceeding to sell it as a finished product and at full price. Hell, they were even raking in money on season passes before the Internet and Valve gave them the collective middle finger.

      Poor workmen indeed. Poor workmanship, doubly so.

    8. Re:Blaming their tools by Damarkus13 · · Score: 4, Insightful

      They didn't even try. They slapped a compatibility layer (Cider) on their DX11 engine and now are acting shocked that the performance is terrible. Sounds to me like management looked at the cost of licensing Cider vs. the cost of actually writing an OpenGL engine. It's probably not the workmen's fault.

    9. Re:Blaming their tools by Anonymous Coward · · Score: 0

      Craptastic programming (or rather the lack thereof, considering they're using Cider to "help" them...).

    10. Re:Blaming their tools by Anonymous Coward · · Score: 0

      This has NOTHING to do with OGL and everything to do with sloppy dev work- if it were as you describe, it would be faintly weaker in performance than the PS3/4 versions- but it's really, really bad.

      This is due to the idiots using Cider to make the Windows version cowpile to the Apple target.

  5. Exactly what I was thinking by drinkypoo · · Score: 4, Insightful

    Even though the GPU makers focus on D3D and not OGL the GL performance is usually quite close to D3D. So when people start blaming their woes on OpenGL I start assuming they don't know what they're on about.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Exactly what I was thinking by vux984 · · Score: 1

      Yet it appears to run ok on the Playstation 3 and 4. So... maybe its something to do with OSX specifically rather than them hiring coders who don't know OpenGL.

      I figure the statement from the engineering team got run through too many marketing and legal drones and the message that ultimately got released to the public is just word salad.

    2. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      Playstation 4 does not use OpenGL (it does have a implementation of it, but it is written on top of the low level PS4 graphics API, which all serious developers use in order to achieve proper performance)

    3. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      Some cards got a very poor opengl support. Some report capabilities they haven't actually implemented.

    4. Re:Exactly what I was thinking by Anonymous Coward · · Score: 1

      If you read the article, it mentions that it uses TransGaming's middleware - i.e. Cider which is essentially their commercial version of WINE, which would explain performance issues.

    5. Re:Exactly what I was thinking by carlhaagen · · Score: 1

      The PS4 devkit doesn't offer a decent OpenGL API; it's just not what developers use.

    6. Re:Exactly what I was thinking by vux984 · · Score: 1

      The point stands that the "problem" is not developers who are too dependent on Direct3D.

    7. Re:Exactly what I was thinking by jo_ham · · Score: 1

      They are just blaming it on Apple's lack of effort on the OpenGL front. They're hardly pushing the boat out on it. Either way, it's no excuse for such a poor port.

    8. Re:Exactly what I was thinking by Billly+Gates · · Score: 1

      Batman is optimized for nvidia and uses Nvidia gameworks designed to run poorly on ati hardware which Apple uses.

      Gameworks is a d3d extension framework too and as far as I know only runs on Windows. Also they can ignore ATI issues on the PC port as everyone uses nvidia and likely just blame ATI and have fellow gamers tell them you should have gotvnvidia which is what nvidia is hoping for.

    9. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      In valve's case, opengl, even when used through a wrapper, performed slightly better than directx.

    10. Re:Exactly what I was thinking by zapadnik · · Score: 0

      The performance problem are the OpenGL drivers made by Apple.

      At the end of the last year I brought one of the new 'trashcan' Mac Pros. I opted to put in the fastest GPUs available, dual-D700 workstation cards. I did this because I'm working on a modern, multi-threaded, cross-platform jet combat simulator. What I found is that the performance of the Apple OpenGL drivers is about half the performance of the ATI drivers for the same hardware (if Bootcamp is used with Windows). This is very disappointing from Apple, and unfortunately since they are a monoculture for their hardware, there are not alternate drivers for Mac OS X (which I enjoy developing in).

      So while I think we should heap scorn on companies that do crappy ports from consoles, in this particular instance the benchmarks I have run show that the Apple OpenGL performance for their expensive flag-ship offering is not even close to ATI drivers for the same hardware.

      I know the real Apple fanbois will get in a lather for me saying this, but Apple's obsessive need to 'control the user experience' leads them to build everything themselves, and they suck in this case. I wish they'd just outsource the OpenGL drivers to the GPU manufacturer just like they eventually outsourced Java to Oracle (who produced much more timely and better optimized updates to the JDK than Apple ever did).

    11. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      Only if you actually write OpenGL. They didn't. They used "transgaming technologies" to do the port; i.e., they are basically using wine to translate Direct3D to OpenGL. They blame OpenGL, but in reality, they should be blaming their decision to rely on Direct3D and wine in the first place.

    12. Re: Exactly what I was thinking by Anonymous Coward · · Score: 0

      "Fast" or "correct"? Drivers optimised for games likely trade correctness for speed.

    13. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      There's where they should be blaming the woes on...that and them being too lazy/incompetent to do the port themselves. It's NOT that hard guys. Seriously.

    14. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      Most (but not all, mind) of the "issues" are due to a studio not paying attention to what they're doing.

      AMD strictly adheres to the OpenGL standard and takes the fastpath option on anything that has a "may" (i.e. you should always read that in a standards or reference document for something like OpenGL as a "SHALL") for doing something . NVidia compensates for things that you shouldn't do so it "works".

      Once you understand that, you should start asking just how much is it really AMD's fault...and how much is it just craptastic coding on the part of the studio. Usually it's sloppy shader definitions or misusing a feature of the VBO edge and not getting you're not really, per the spec, supposed to use it that way.

      As a good example of this, the vertex buffer framework has the ability to allow you to map part of the GPU's dedicated RAM into your application's memory space to allow you to fill the buffer. A common trick to conserve card memory is allocating these geometry buffers once and then recycling them as needed. The problem lies in that, per spec, this may stall the pipeline when you map in because implementation may/may not know what VBOs are in the current rendering pass or not. Knowing this detail is a performance drag on the overall system, it's easier and faster to just simply wait until your pass is finished to allow you to simply map with no potentials for contention. NVidia, keeps track of this. In earlier iterations of ATI's drivers both of the old design and their new design, they didn't do this. Most developers know that you don't map/remap VBOs in the MIDDLE of a rendering pass...well most of them, that is. The predictable problem is when you do stupid things like that, a game will drop to seconds per frame regardless of the relative overall ability of the GPU if you're doing something "fancy". And you can't blame the vendor- THEY didn't do it...the STUDIO did it and it was their bug that the vendor had to correct their driver for at the expense of performance and possibly injecting other problems elsewhere. I'll let people figure out, based on this description, what popular game and major studio did this brown paper bag over the head moment.

      What we're seeing here is yet another example of the STUDIO doing the craptastic work and then blaming someone else for their poor shoddy work.

      Next time, contemplate just who might've been the real cause of the so-called problems

    15. Re:Exactly what I was thinking by drinkypoo · · Score: 1

      ATI has also been dicking around with mantle, anyone could have told them we didn't need another proprietary standard and now they have announced they are not going to be improving it in the future. So hopefully they will return to their core mission of making drivers that people will actually use. They're not very good at it, so I understand why they'd want to work on a research project that no one will use, but I'm sure it's a bit frustrating for the people who haven't learned not to buy ATI graphics cards.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    16. Re:Exactly what I was thinking by Anonymous Coward · · Score: 0

      Except of course that the Khronos Group's Vulkan, previously known as "glNext", is "derived from and built upon components of AMD's Mantle"...

  6. Poor Carpenters by Anonymous Coward · · Score: 1

    Most other developers seem perfectly content developing with OpenGL.

  7. The real issue by Anonymous Coward · · Score: 1

    The port uses Cider, a thing similar to wine. The funny thing is that the game run better on a virtual machine running on OS X than the cider version. So the issue is OS X, but the crappy cider layer.

  8. Waaaait a second by Daniel+Hoffmann · · Score: 1

    This is all rather fishy, I am wondering if Steam is actually curating big releases for quality and taking the thing out of steam by themselves and only allowing the publisher/developer to make it seem like it was their own decision all along.

    1. Re:Waaaait a second by damnbunni · · Score: 1

      FF14 doesn't require Steam. It's on Steam, and you can get it there, but if you buy it anywhere else Steam isn't used at all.

      And yes, they halted sales through the Square-Enix webstore and other retailers as well.

    2. Re:Waaaait a second by Daniel+Hoffmann · · Score: 1

      Maybe because it would look bad if they only halted the sales on steam?

  9. More Like Retarded Management by Anonymous Coward · · Score: 0

    Not understanding the requirements in the first palce

  10. I wouldn't blame the coders by alexhs · · Score: 3, Interesting

    I wouldn't blame the coders, unless they where responsible for the technology choices

    It's first and foremost a management issue :

    However, in the chaos leading up to the multi-platform launch of our expansion, we released incorrect requirements, which were not updated prior to the Mac version’s official release.

    However, due to our miscommunication with retailers, the Mac version was made available earlier than intended. As a result, some customers were able to download and play a pre-release build which suffered from performance problems.

    If that's not management rotten to the core, what is ?

    Rather, it works by employing middleware developed by TransGaming (presently NVIDIA) to convert Windows’ DirectX drawing method into OpenGL on Mac systems.

    Any company relying on Microsoft technology to achieve cross-platform deserves a spectacular failure anyway.

    --
    I have discovered a truly marvelous proof of killer sig, which this margin is too narrow to contain.
    1. Re:I wouldn't blame the coders by _xeno_ · · Score: 2

      If that's not management rotten to the core, what is ?

      Final Fantasy XIV is kind of the poster child for bad management at Square Enix, to the point where they actually fired the original management team. This new fiasco is from the team hired to replace the original team.

      Any company relying on Microsoft technology to achieve cross-platform deserves a spectacular failure anyway.

      Which makes no sense, because they've already ported the graphics engine twice! The game also supports the PS3 and the PS4. If they can deal with three different graphics engines, you'd think adding a fourth would be no big deal.

      --
      You are in a maze of twisty little relative jumps, all alike.
    2. Re:I wouldn't blame the coders by angel'o'sphere · · Score: 1

      If they can deal with three different graphics engines, you'd think adding a fourth would be no big deal.

      Think about digging a hole for a basement.
      After you have done 3, the 4th is the same work. You only know ore about making breaks, drinking water etc.

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  11. Apple To The Rescue ... Sort Of by Anonymous Coward · · Score: 0

    Hay not to fret.

    Apple this week unloaded 10.10.4 and dumped, among other things, Discoveryd and replaced it with mDNSresponder, i.e. Bonjour. Ha ha 12 year old technology going back to OS X 10.2!

    Now, If Apple can roll-back, Walmart Style, all the other crap and get 10.10 back to 10.6.9 then OS X would be a legitimate os again.

    Ha ha

    1. Re:Apple To The Rescue ... Sort Of by carlhaagen · · Score: 1

      They put mDNSResponder back in temporarily, not permanently, until fixing the problems with discoveryd.

  12. Mac OS and retina screens. by Anonymous Coward · · Score: 1

    Mac OS is horribly broken as a gaming operating system and basically all games have issues. I've played Kerbal Space Program, Crusader Kings, Planetary Annihilation, Diablo 3 etc. All these games run very nicely on Windows, but everyone one of these exhibit some kind of quirk or bug. Fullscreen or windowed, it doesn't matter.

    I have a MacBook Retina which I use for development, it has a 2880x1800 screen, but to you need to go into 'Display' and set it to Scaled and 'More Space' in order for it to render like it has a 1920x1200 screen. So non retina applications the OS reports the resolution to be 1920x1200, then it upscales the application window to 3840x2400 and also does composition at 3840x2400, which is then downscaled to 2880x1800 and displayed. Performance gets even worse if you also have an external screen, because and it also does the same if you have an external 3840x2160 and downscales to 1920x1080. Basically you add an external 1080p screen and it will try to make the integrated graphics render graphics for basically two 4k screens.

    None of the mentioned games get all of this right, either they don't detect the actual resolution, they render really slowly or there are issues with mouse cursor positions and you have to fiddle with fullscreen vs. windowed mode. Then you might get rid of some issues by using windowed mode, but then top menu renders over the game UI, or the bottom dock pops up when you slide the mouse to the edge of the screen or the window border will offset the position of mouse clicks. This is basic stuff, I can't imagine that all of these developers go out of their way to mess up, the OS is really funky.

    But still, I love my Mac, it's great for development and normal GUI applications written for Cocoa, but don't use it for games.

    1. Re:Mac OS and retina screens. by maccodemonkey · · Score: 4, Interesting

      I have a MacBook Retina which I use for development, it has a 2880x1800 screen, but to you need to go into 'Display' and set it to Scaled and 'More Space' in order for it to render like it has a 1920x1200 screen. So non retina applications the OS reports the resolution to be 1920x1200, then it upscales the application window to 3840x2400 and also does composition at 3840x2400, which is then downscaled to 2880x1800 and displayed. Performance gets even worse if you also have an external screen, because and it also does the same if you have an external 3840x2160 and downscales to 1920x1080. Basically you add an external 1080p screen and it will try to make the integrated graphics render graphics for basically two 4k screens.

      When you run in scaled mode like that, ALL applications over-render. Both retina and non-retina. It's why I really suggest people avoid the scaled modes.

      Non-scaled displays do not scale. I've verified that at work. So external displays do not over render unless you have a 4k display and you've put it in a scaled mode.

      Games are actually one exception. A full screen OpenGL game gets to directly output properly to the screen. Full screen OpenGL doesn't get scaled or over rendered. I've verified this on multiple Apple platforms with OpenGL code of my own. It means on a device like the 6 Plus where scaled output is normal (the 6 Plus has a 1080p screen but has a much higher res frame buffer) OpenGL performance isn't degraded. I even have non-full screen OpenGL code that doesn't get over-rendered either.

      My guess is that none of the original article has to do with scaling at all. It's likely they're using something like Cider that abstracts DirectX calls to OpenGL, and has always really sucked for performance. (EA did several ports with Cider and they all had severe performance issues as well.) OpenGL on the Mac also just has general issues.

    2. Re:Mac OS and retina screens. by maccodemonkey · · Score: 1

      Oh hey look, they are using Cider:
      https://www.transgaming.com/ne...

      All the Cider games just plain suck. Regardless of any existing OpenGL issues. They just all perform like garbage, while native games don't show the same issues.

    3. Re:Mac OS and retina screens. by Anonymous Coward · · Score: 1

      Hmm, I'm most certainly not a fan of Apple or Mac, but I'm pretty much a fan of logic.. And using games specifically written for one platform, and then being extremely badly ported to others as evidence for these platforms being "horribly broken" seems like an example of, well, pretty horribly broken logic. I guess you could figure out how if you think enough about it. Preferably before you post next time.

      It would seem far more logical to me that nobody actually cared about the Mac port, nobody involved really knew what they were doing and the amount of resources set a side for the project pretty much amounted to "make it so". If these games where written with OSX as their primary target, and then still performed badly, you might have a case.

    4. Re:Mac OS and retina screens. by Anonymous Coward · · Score: 0

      Macs are for SERIOUS design work -- NOT GAMES.
      You want games? Use Windows. Games are for Windows. Play all the solitaire and minesweeper you want ON WINDOWS.
      You want porn? Use Android, Android was designed for porn surfing. True Apple product users would never watch porn. If you watch porn, you probably shouldn't be using an Apple product.

      Where were you when Almighty Steve laid out these Commandments?

    5. Re:Mac OS and retina screens. by Anonymous Coward · · Score: 0

      Come on, be nice. Yes, if these games had better ports or were originally developed for Mac then everything would work better. Microsoft still has a stranglehold on the software market, and I now understand that FF is using Cider, so they can use DirectX.

      Diablo 3 was fast and worked fine in fullscreen mode, but then the cursor was flickering and displayed in two offset positions. Then you have the choice between using windowed mode or you can disconnect your external mouse and play with the touchpad, not exactly a good experience. Others have the same problem: http://blues.wowraider.net/blue/us2/16952255818/Mouse-pointer-jumping-around-while-moving-on-OS-X-10.10.3?1429733570

      In Crusader Kings everything was offset, so buttons and info was hidden in the top. Then you switch to windowed mode and can't use edge scrolling.

      Same issue with KSP, then you switch to windowed mode and it becomes a pain to click stuff in the top and bottom of the screen.

      There are no options for turning of mouse accelleration without editing config files or installing third party apps. In FPS games this means that you either turn really slowly or extremely fast, no middle ground.

      Chrome had a weird issue, where a scrollbar inside an element would correctly render on the right side of the element, if you ran it on an external screen or used an external mouse, but on the primary screen using the touchpad it would render the scrollbar in the center of the element. How does using the touchpad vs. mouse create such an effect? Why would it render differently on the main screen and external screen?

      I also have issues with switching between fullscreen apps(not necessarily games), when you switch from one to another it can get stuck in the animation showing half of both apps/desktops. It stutters when playing back video with chrome/youtube but also in quicktime. When using mission control it also stutters and does the animations at single digit framerates.

      Many of these issues are caused by buggy software or bad ports, but retina Macbooks have genuine performance issues and bugs. Have you tried living with a Mac for an extended period of time? Many of these problems are caused by lazy developers, but the high resolution display and scaling causes performance issues.

      And let me iterate, I love my Mac for development work and I don't blame Apple for every issues, but playing games on a Mac is currently a horrible experience, don't plan on using one for a gaming computer. No amount of thinking on your part is going to make it a nice experience.

    6. Re: Mac OS and retina screens. by Anonymous Coward · · Score: 0

      Even people who take money to get it right for everyone else get it very wrong. Unity on OS X has/had terrible issues with full-screen, retina, multi-head, multi-screen, and everything inbetween for years. On top of that, they ignore 90% of bug requests to actually fix any of their broken shit. I say this as a generally happy paid up Unity Pro user. It has its good and bad points as a development system, but their acknowledgement and fixing of longstanding bugs is definitely in the very bad category.

      As for all of these competing new graphics apis/standards, I won't be able touch them until Unity bake them into something in about 2018 as I have no time to learn them all myself independently. Who the hell does? That's why devs end up using middleware or shitty emulation or translation layers in their ports. Keeping up to date, supporting lots of hardware and driver versions, jumping through flaming hoops of shader development (fuck me what a clusterfuck of terrible documentation, standards, and useless dev/debugging environments), is hard work unless you are lucky enough to have a dedicated team handling it.

    7. Re: Mac OS and retina screens. by Anonymous Coward · · Score: 0

      Been on a Mac since 2007. Number of games played = 0, including my own ones. It's a pretty average gaming platform.

  13. Not possible by Anonymous Coward · · Score: 0

    But wait, It isn't possible.

    Macs just work!

  14. DirectX for Macs? Replacing OpenGL? by angel'o'sphere · · Score: 0

    How retarded is that?

    Just because M$ is the market leader suddenly there is a DirectX for Macs? Never heard about that before.

    And game vendors prefer DirectX over OpenGL?

    One of the reasons I don't work in the game industry ... I would vomit before going to work, several times in between and several times after.

    How anyone think she can program a game for DirectX and then port it to OpenGL instead of the other way around or simply only doing OpenGL is beyond me.

    --
    Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
    1. Re:DirectX for Macs? Replacing OpenGL? by BitwizeGHC · · Score: 1

      Compared to DirectX, OpenGL is a terribad API to work with.

      If you are using an engine such as Unreal or Unity with multiple back ends, then OpenGL becomes somewhat feasible. Otherwise developers are better off choosing DirectX and going Windows only, targeting 95% of the gaming PC market.

      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    2. Re:DirectX for Macs? Replacing OpenGL? by _xeno_ · · Score: 1

      But that's the thing - the game in question uses a custom in-house graphics engine written to support the PC, PS3, and PS4. They're already maintaining three separate rendering back-ends, including one that's intended to target a console that's nearly a decade old.

      I find it really, really hard to believe that they can't get a game that's designed to be playable on the PS3 to run on modern Mac hardware.

      --
      You are in a maze of twisty little relative jumps, all alike.
    3. Re:DirectX for Macs? Replacing OpenGL? by angel'o'sphere · · Score: 1

      Care to explain what is so horrible with OpenGL?

      After all I have plenty of OpenGL games, like Decent ... seems the developers at that time did not find it horrible at all.

      Ten years ago everyone was complaining about the horribility of DirectX ... I wonder when and why that should have changed.

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  15. race to the bottom by Anonymous Coward · · Score: 3, Insightful

    I'm noticing a trend here, all these high profile, multimillion dollar budget games that run on the latest h/w all have major bugs. And I mean major bugs that ruin the experience. With these sky rocketing project budgets is kinda odd.

    Could it be that big budget games are getting pressure by their iOS/Android counterparts (hence rushed and over hyped?) ? Sounds similar to youtube/shorts/webisodes vs scripted major network content.

    Or is it that with all the great tools and superstar coders mean nothing: rushing a major game to market (within 1 yr) has hit its limits, games take 12-16months for example. Otherwise expect some level of failure. No different from a Pixar movie that typically takes 4yrs, compared to a 35 day Transformers shoot..... time == quality.

    1. Re: race to the bottom by Anonymous Coward · · Score: 0

      Software like AAA games have a stupid amount of moving parts, let alone the moving hardware targets and development frameworks underneath. It's just too complex for things to be right all the time. Throw in timeframe and budget considerations from publishers or corporate overlords and it's a recipe for disaster.

      Obviously the gaming public doesn't need to care about this, they just want a working product. So much of modern gaming is pure black magic these days, it's a wonder it holds together at all at times. Then gamers complain because it costs a dollar or two instead of it being free like some other exploitative freemium piece rubbish. So much magic, so little appreciation.

    2. Re:race to the bottom by Anonymous Coward · · Score: 0

      Then again, you can spend all the time polishing a turd but it won't ever really shine or stop being shit.

    3. Re: race to the bottom by Anonymous Coward · · Score: 0

      It's still shit but you can roll it in glitter... :)

    4. Re:race to the bottom by sandytaru · · Score: 1

      Their new DX11 client launched without a hitch, though - some people's FPS went up even as their GPU usage went down, and the graphics are a bit prettier.

      Most of the people demanding a Mac native client were already playing the game - they just wanted something that they could play and also alt-tab out to surf the web and check email and crap the way the Windows people do.

      --
      Occasionally living proof of the Ballmer peak.
  16. PS3 Mac Compatible Anymore by Anonymous Coward · · Score: 0

    Given that the game supports the aging PS3 console, you'd think the developers would be able to find a way to get the same graphics as the PS3 version on more powerful Mac OS X hardware.

    Umm, you do realize that the PS3 no longer has ANYTHING in common with modern Mac OS X hardware, right? Since about 2006, so almost a decade! Just because the dev machines for the PS3 were PowerMac G5s doesn't mean a damn thing today!

  17. Re:PS3 Mac Compatible Anymore by Anonymous Coward · · Score: 0

    And Apple moved away from PowerPC about that same time.

  18. wait, what? by slashmydots · · Score: 1

    They tested the mac version on a mac running Windows, or as I like to call it, A WINDOWS PC. What about that was supposed to work? I think I know where they went wrong: designing a game for a mac.

  19. It's using Cider and Cider is known to be terrible by nawcom · · Score: 1

    Looks like this has been said in previous comments - If you remember TransGaming's Cedega for Linux, a closed version of Wine that was considered reasonable competition to the open source version way back in the day, then you've now heard of TransGaming's Mac port of it. It's also considered a bit outdated as well, as current builds of Wine seem to work better on OS X for running games. I remember EA went through a phase of using it and the end results were pretty terrible. I'm amazed that Square Enix actually went this route. Cider is terrible. I bet you if they went for current Wine builds and put it in an app bundle (which people do for many DirectX Windows games to run them on OS X), it would work much better, but I'm sure that going that route versus using a commercial solution causes legal woes.

  20. Most OS X ports use a commercial winelib by Anonymous Coward · · Score: 0

    Few devs would be bothered to write a native OS X (or Linux) version of an existing game. They just recompile the Windows source against a commercial variant of winelib that implements DirectX over OpenGL. It dramatically reduces the amount of porting necessary although there are bound to be plenty of loose ends to sort out. I assume SE did this too or lobbed it to some porting company to do the same and for whatever reason the quality of the port isn't up to snuff.

  21. There was no OS X version? by Anonymous Coward · · Score: 0

    Wine/Cider version is not an OS X version, it's running the Windows binaries through a translation layer. Of course it runs like shit.
    Wake me up when they do a native port.

  22. Re:It's using Cider and Cider is known to be terri by Anonymous Coward · · Score: 0

    Has to be said, also, FFXIV runs terrible on wine.
    Notably due to occlusion culling not working, but not only.

  23. It's a start by Tifer · · Score: 2

    Now they should apologize for *all* versions of Final Fantasy XIV.

    1. Re:It's a start by sandytaru · · Score: 2

      They apologized for 1.0 because it was bad. But 2.0 was pretty good, and the new expansion (dubbed 3.0) is so crammed with fan service that we decided that they're never going to remake 1-6, they're just going to put all the contents of those games into XIV and call it done.

      --
      Occasionally living proof of the Ballmer peak.
    2. Re:It's a start by Anonymous Coward · · Score: 0

      But 2.0 was pretty good

      Ahahahaha, nice troll, you can't possibly be serious. 1.0 was a far better game than 2.0 will ever be. The client was buggy, yes, and they weren't given enough time to finish the world maps before it was released unfinished due to marketers. Things 1.0 had that 2.0 removed to turn the game into an anime WoW clone:

      * Seemless zones. You used to be able to walk out from the main cities straight to the world without ever hitting a "loading" screen. Gone in 2.0.
      * Ability to start as a crafter/gather. Don't care for MMO combat? In 1.0, you could play the entire game without ever having to deal with combat classes. 2.0 forces you to start as a combat class and make you level it all the way to the endgame if you want access to endgame crafting/gathering.
      * Custom store fronts. Wanted to be a crafter/gather and set up your own store and sell to players? In 1.0, you could! Gone in 2.0.
      * "Build your own class." In 1.0 you gathered abilities by equipping weapons and could then mix and match abilities and direct your own stat growth to play the way you wanted to play. 2.0 turns this into a way to force you to repeat content by making you level a single character multiple times.

      2.0 is just another MMO company pulling an "NGE" in an attempt to save a failing MMO. Had they just fixed the bugs and stuck with their original design, they would have had a truly unique and interesting experience. Instead they just WoW-ified it and ruined the game.

    3. Re:It's a start by Anonymous Coward · · Score: 0

      Now they should apologize for *all* versions of Final Fantasy.

      Okay, some of the SNES games were playable. But the series began as a paint-by-numbers rip off of other properties at the time, and it has descended into over-produced, gaudy, clap-trap, that should only be of interest to an infant due to it's bright colors, and seizure-inducing animations.

    4. Re:It's a start by nhat11 · · Score: 1

      FF14 1.0 was crap, only a few liked it. 2.0 is much better designed, gameplay and storywise.

    5. Re:It's a start by Anonymous Coward · · Score: 0

      Wrong. 1.0 was released way too early, no one can contest that, but the gameplay that 1.0 was far superior to the new WoW-ified crap. And it's not even a good WoW ripoff, anyone coming from WoW will be bored to tears with how slow the gameplay is. No one cares about the story in an MMO so that isn't a selling point.

      Bottom line is that 1.0 had the chance to do something new and different in the MMO space. It had a ton of really neat features that were completely neutered to turn the game into anime WoW. It's honestly quite sad to think about the potential that Square Enix squandered by not giving the original developers time to finish their game.

  24. Re:PS3 Mac Compatible Anymore by xombo · · Score: 1

    I believe the point they are trying to make is that the PS3 is an aging platform that has very strange development requirements due to its hardware. It's odd that they can't get similarly good performance out of something that's the same commodity hardware as the performant Windows PC, when something so different (the PS3) works fine.