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While individual game developers choose whether to support macOS, the broader phenomenon of developers dropping macOS support is Apple's fault. They either have no interest in being a serious gaming platform, or else they've made catastrophic missteps in their quest to stay relevant for gamers.
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I don’t think it has anything to do with their gaming specific capabilities, just their general philosophy matches poorly with the games industry.

Apple insist on having their own apis and they don’t maintain compatibility for older software for very long, these 2 facts explain things fine on their own. Game devs don’t want a major support burden, they’re happy to patch here and there but constant dropping of apis or even architectures is a lot to handle. The bigger impact is that macOS ends up with a lot less old games that still run, if you need a critical mass of games to become a gaming platform, that constant bleed of legacy games will always slow macOS down.

As for gaming specific features, Metal is a perfectly fine api whose only real problem is that it’s different from the other platforms. Maybe not the best, but certainly not terrible. They also have a really nice capability floor, it’s practical to make a modern game work on any Mac from the last X years (maybe the neo complicates that a bit).

There’s probably a few gaming specific capabilities they could improve on, mouse input especially, but that’s never been the real issue.

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Optimization and bug hunting makes supporting multiple graphics api's a pain. I really don't understand Apple's stubborn refusal to make vulkan drivers. Between Apple and the better performance on SteamDeck, I can see PC game developers seriously considering Vulkan over directx.
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> Game devs don’t want a major support burden

What fraction of game studios still even exist 10 years after releasing a game?

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I was a quarterly(-ish) contributor for years. There was no way for me to justify buying anything when they announced dropping keyboard support, when I've spent years developing muscle-memory to their (admittedly insane) control scheme.

Also - I might be wrong, but I was under the impression that running DF through a terminal is (was...) possible if you're not using a graphical tileset (perhaps even with... ha)?

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The sad thing is that current Macs are perfect machines for DF. The recommendation was always to get as fast a single threaded machine as possible with the biggest cache. Even the least expensive Macs are monsters in those regards. The game is more multi-threaded than before but still is dominated by single threaded performance.
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You might be interested in running games from your headless boxes with this: https://github.com/hgaiser/moonshine
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I know how to stream ty :)

And I do use that option, as i said, for games that you play in finite sessions and that have a beginning and an end.

Also as I said, I don't use it for forever games (mmos or endless simulators like DF) by choice. My playing pattern for those is not finite and relatively long sessions. I fire them for a short break, do something in them, close them and move along.

If you have to turn on a separate box for that half your short break is gone with booting and shutting down. And you may lose interest before the other box is finished booting.

Same for running games under crossover. Start crossover - SLOOOW. Wait for the game to start through the layers of emulation - SLOOW. It's fine if it's a weekend and I want to play say Dishonored [1] for a few hours. It's not fine if I want to spend 20 min improving a build in Minecraft and then go do irl stuff.

[1] Dishonored is an example of the type of game I'd jump through hoops to play. I've always streamed it actually. No idea how it runs in Crossover.

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Mac gaming is a pain in the **. It's Apple's fault. It's fine they can't justify the maintenance.
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The game runs fine in Proton, including with dfhack. You can probably get it working on your Mac with a tiny bit of Crossover/Wine/GPTK tweaking.
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That's missing the point. There were official native MacOS builds and now there aren't.

Can't be too mad about it though, it was free back then too.

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What benefit does a native build have over proton? I used to care more about it on Linux, until I realized that "native build" probably means "doesn't work." I can only imagine this being much worse on a niche gaming target which there are extremely few users making (and voting for) bug reports.

Tack on having to pay Apple to play in their shitty ecosystem and it makes complete sense.

Wine/proton as a gaming ABI/runtime is perfectly fine, Microsoft used to do a lot to maintain backcompat and that spirit has clearly distilled into proton: it even runs games Windows is unable to (most recent example of mine is Black and White).

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You should try speaking to the Apple manager.
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macOS has changed a lot more than Windows or Linux did in the last decade. It's hardly Tarn's fault, here.
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macOS is also just a proper PITA through and through. I'm annoyed that I can't play it on my m4 but I also understand that supporting macOS has always been a nuisance.

If I were making games I wouldn't support it either. Apple does just about everything to not support backwards compat.

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FWIW DF and DFHack work flawlessly through Crossover on macOS on my M2 and my M5
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