

Mac uses Metal (their first-party equivalent to DirectX), and has legacy OpenGL support, but no support for Vulkan. > Windows supports DirectX, OpenGL, and Vulkan. Do all of these things, and the developers will be more interested. And it's Apple that needs to provide tools for migrating DirectX to Metal. They need to recommit to OpenGL, OpenAL, and OpenCL, as well as allow Vulkan on their platform. Rosetta is a good first step, but they need to maintain and improve it, not discard it once Apple Silicon has a foothold, as rumored. They need to do better with legacy compatibility. I wish that the situation would change, but it's Apple that needs to make the first concessions. a different instruction set (x86 vs ARM)Īdd in the Mac's relatively low userbase for primary gamers (IE, people who already own one of the other system(s) the game(s) will be available for), and Apple's disregard for legacy compatibility, and yea, developers aren't happy.a different API (which is very new and there aren't many tools for moving DX titles over with ease).But with Vulkan out of the picture, it's not as easy getting it to work with Metal (just ask the experts working on Crossover).Ī developer targeting the Mac now has to target:
#DIABLO 4 MAC UPDATE#
Apple requires that developers update their legacy apps to remain compatible.Ī developer making a game for Windows could previously write for Vulkan and support Windows/Mac, or write for DirectX and use tools to convert top Vulkan with "relative" ease. Windows is designed to be backwards compatible to an absurd degree. Windows supports DirectX, OpenGL, and Vulkan. I'm an Apple fan to an extent, but we need to face reality. Instead, Apple offers new and better hardware and APIs.
