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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.

56 of 94 comments (clear)

  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 _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.
    5. Re:DirectX 11 for Mac by Damarkus13 · · Score: 1

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

  2. 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 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.

    3. 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).

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

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

    5. 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.

    6. 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.

    7. 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
    8. 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.

  3. 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 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.

  4. 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: 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.

    3. 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.

    4. 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.

    5. 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.

    6. 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.

    7. 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.'"
  5. Poor Carpenters by Anonymous Coward · · Score: 1

    Most other developers seem perfectly content developing with OpenGL.

  6. 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.

  7. 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?

  8. 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.
  9. 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.

  10. 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.

  11. 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 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.
  12. 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.

  13. 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.

  14. 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!
  15. 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.

  16. 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.
  17. 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 nhat11 · · Score: 1

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

  18. 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.

  19. 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.