So they don't have to.
Printable View
Exactly. Not everyone is interested in buying a Windows license just to play a single game. If Square advertises their port pretty well they can capture a significant portion of the market since there are so few MMORPG options for mac users. A Steam linux version would be pretty sweet. The more the better I say, and it would be a statement in it of itself - Square taking a chance on Linux users where most others wouldn't. But some will rage at a Linux port...
Seriously, really? The inflated sense of power some people on this board feel they have is ridiculous. At the mac launch, to spite some users, I hope Yoshida release a mount that is an exact replica of the finder dock icon.Quote:
... Then there is funding, I don't really want my subscription fee to be used to develop the client for a niche system which less than 10% of the users actually own when that 10% can already run the game if they install Windows...
I feel like there's so much hate over operating systems it's hilarious.
Like watching two tribes of mouth breathers fight for the sake of fighting, and occasionally someone from the -nix camp throws a rock because, you know, -nix is the hip underdog and wants to be part of the action too.
I'm going to just go ahead and make the demand for a Chrome OS client.
No, wait.
Sailfish OS.
Or even better.
OS/2 Warp port.
Please look forward to it.
Actually, making a Macintosh port would probably be more "valuable" in terms of revenue than say, DirectX11 support or time spent in continued development of side quests like Hildebrand's. Furthermore, such an evaluation is completely subjective and I'm pretty sure you have no idea what's being discussed, at which level of importance, in Square Enix's conference rooms.
If I know anything about business it's all about the Benjamin's
But that can be said the same about you and your view on time spent because unlike MacOS port the development team already has a vested interest in DirectX11 and the working know how of improvements and changes that would improve the system for both sides of the spectrum of players in the game because DirectX is just an API that is backwards compatiable with older versions. And hildebrand is not new software implementation it is just like adding anything else in the game the system exists to add it in, it is not built from scratch animation by animation or overall new tools and design mechanics as it is added in the same way they add anything into the game so on both accounts they are not the same.
Also you have the whole fact that Direct X is windows proprietary which means the game will have to be adjusted to OpenGL which requires them to make a bind to a language and then adapt each and every call to direct x to OpenGL. Now its been awhile so more projects that will translate Direct X to OpenGL as earlier people only were working on OpenGL to DirectX.
Thank you so much for the response. Previous mentions about a mac port have been a little ambiguous. It's a little disheartening to hear that a developmental decision and a business decision are separate (always thought they were one and the same). But a mac port confirmed to be up and running is sweet news to hear, nonetheless. If released, this will be Square's first mac game, no?
business move in terms of support, remember, SE gotta support development on a continuing cycle for a platform that not even apple will support SE on, which is harder on them. Either way, this development I hope will open up personal computers awareness more in japan, as it bodes well for more games to be released on PC/mac.
Did I read in this thread that a Mac is a status symbol? For whom?!
On topic though, the whole "wise business" decision will have very little to do with satisfying the personal whims of current players and more to do with how many new subscribers$$$ a mac version will bring in. At the risk of sounding pessimistic, I predict: not enough.
Microsoft would help in terms of say direct X support etc.. apple OS most likely will use open GL which has no input from apple, the apis needed to operate with, apple dont bother, microsoft has control over direct x so its part of their job in that sense. SE are the ones that have to figure out and continue to figure out in each patch cycle apple go through, as you own a apple product, apple dont see their platform as a gaming system to begin with, you can tell where they put their money in it.
Apple is part of the Khronos group, the governing body that decides the direction of OpenGL https://www.khronos.org/members/promoters. Apple does use OpenGL to draw the OS x desktop - if you're working on anything 3d, you have to use OpenGL on mac os https://developer.apple.com/opengl/. Apple's lackluster support comes from not supporting the latest version of OpenGL. Just 2 weeks ago, OpenGL 4.5 was released http://www.slideshare.net/Mark_Kilga...or-nvidia-gpus while with Mac OS X Yosemite, Apple is still using version 4.1 http://www.reddit.com/r/apple/commen...ing_opengl_41/. Mac OS is 4 versions behind in its OpenGL implementation. But OpenGL 4.1 is equivalent to Direct3D 11.1, so its not that bad. 4.1 just doesn't have compute shaders, which I love to try out on OSX.
If you can spend $1600 on a laptop to browse Facebook, you can buy a killer gaming desktop or laptop for the same price.
People play commercial games on mac computers? I thought mac computers were for browsing facebook and playing candycrush.
It's Mac not MAC, it's a shortened form of "Macintosh"... you know... the apple. MAC is a cosmetics line.
http://www.cannes-i-get.com/image/get/resize/3/id/3094
Except for all that stuff that only runs on windows right? lol
IT'S A TRICK! THEY ARE BOTH COSMETICS LINES.
You don't play a lot of computer games at work, or do anything else outside of work for that matter, well, you're not supposed to anyway. XD actually I think saying "alot" is going a bit too far, considering 99.9% use windows, unless you have a time machine and this is 1985.
Exactly, dear.
I had to blow 150$ on an extra license for Windows just to play FFXIV on my primary laptop. Before you tear into it because "Maclol", bear in mind I use it for Aperture, Logic/ProTools, Resolve, and FCPX. Windows doesn't do all that. Hence the need foe dual boot.
That's a barrier.
The less of those, the more people play.
You're a smart person. You know the more people playing XIV, the better it does.
Especially if they're already this close, seems a short leap to make it a reality.
A lot of big companies use Apple products yes. However, outside of a few places with software specifically written for an Apples desktop OS, there aren't a huge number of actual Apple desktop computers out there. The people that do use them are often connected with other companies that also use them, so it seems that more are out there than there actually are. It's like when you buy a brand new car and you suddenly notice a lot of the same car when out driving. Nothing has changed, you're simply focusing on them more :)
You'll note I'm not saying that Apple doesn't have a large share of the business market, it's just not in desktops.
Our studio uses Mac's desktops.
However, they're niche, and nobody can deny that.
But they're pretty, reliable, and functional.
Gotta love that little workhorse cylinder under the converters.
Runs 24/7 and gobbles up absolutely everything.
I'd never game on FirePros, but I'm not asking for my Mac Pro.
I'm asking for my MacBook Pro Retina. Wanna see this run natively at that gorgeous resolution.
In cases where Mac ports are available, I can't see that being detrimental to any title.
Games that are fully cross platform on Steam have that much more potential to do better in terms of machines the software is installed on.
The distribution channel could even be exclusively through steam if people are highly concerned with Apple having it on the App Store.
I just don't get the unproductive platform flaming and fighting against something that would so obviously benefit the game.
The 2012 MacBook Pro Retina.
The 2.6 GHz model with 16 GB of RAM.
http://support.apple.com/kb/SP653?viewlocale=en_US
My bootcamp had driver issues so I would always get problems with the framerate tanking after being a stable (capped) 30 FPS and uncapped 50-60 like you, so I gave up trying to run it on my machine. A native build would fix these problems, so it's something that I'm looking forward to, but nothing I'm expecting of course.
One of the reasons for this is that the game is not optimized to work with the Mac OS X. Bad optimization, or no optimization at all, can turn any game into a nightmare to run, no matter what your machine (HI GUILD WARS 2!!!). You should see significant gains when an actual OS X version is released and properly optimized.
Quite sad see a thread relevant to Mac users being trolled by people who does not even have or care a Mac. If you hate Apple and all its products, that is not reason to put your trash posts on anything that talks of it. I welcome a Mac version, if that comes out.
On the topic of GL in Mac OSX:
Compute shaders are core in 4.3 although, as with anything OpenGL, it could be implemented as a stand alone extension and work on 4.1. The beauty of GL. Not like apple will anyways. Intel drivers for Windows are stuck at GL4.0, but they implement several of the more interesting extensions of 4.3, so it's not that horrible to develop for Intel GPUs today; however, compute shaders are not in there either.
The main problem with Apple and OSX is Apple's driver architecture choice. Long story short, it's apple themselves who partially implement the driver for the OS (in a similar fashion to how DX versioning works with Microsoft), which limits the fast cycles of constant improvement GPU manufacturers can provide with their drivers. The state of GL on windows is, basically, that manufactures do everything. This lead to poor support from some of them (notoriously Intel) but recent explosion on GL usage (most likely due to the efforts of the Khronos group to modernize the API and Valve's Steam backing it up) has lead to bleeding edge support from both leading GPU manufacturers on those platforms that are not locked up.
Mac OSX is locked up. Ahh, Apple.
It was not until recently that Apple simply didn't want to update their GL implementation beyond 3.2, which exposes about the equivalent of something between DX9 and DX10. In fact, while the current release of the OS supports 4.1, it still limits the implementation to part of the complete GL4.1 spec (it's fully GL4.1 complaint, but doesn't implement an alternative called "compatibility profile". It's a long story).
So you guys understand what this all means, we've had DX11-class hardware running inside Macintosh PCs for their whole effective life without ever being able to access the DX11-class features, because the OS did not bother to support it. It's no wonder gaming support on OSX was almost non existent.