that is only if you stay in the windows insider program. which means atleast every 6 months you need to install a new build possibly wiping your settings.I posted this in another thread but I'll post it here since it's on the front page.I would also like to go ahead and mention that if you download the Windows 10 Preview ISO from Microsoft and install it in Bootcamp via a USB drive, you will receive a free copy of Windows 10 when it's released late July. (just be sure to log in with your Microsoft account in Win 10). So you guys could buy the PC version and get Windows on your mac for free. I would give the partition at least 150-200GBs if you have the space.
otherwise you need to have a legit copy of windows 7 or windows 8.1 to get windows 10 free.
Last edited by Wildsprite; 06-29-2015 at 09:54 AM.
Hmm reading the dev's post, in a sense blame apple for this.
Blame for what? Directx 9 came out in 2002, 9C came out in 2004. Any recent Mac that has a discrete GPU is more than capable of handling a game using the D3D9 feature set. All recent Macs support OpenGL 4.1, a superset of D3D9. Square handed us the Windows client. Many of us have looked inside the App folder, and we saw .dll files. The game is being executed at runtime, and those calls are being translated to Cocoa and OpenGL. This is overhead not found in the Windows or Playstation versions because Square expended the time and energy to develop for those platforms. This is not native OSX software. How is Apple to blame for this?
Last edited by Brianmj; 06-28-2015 at 09:22 PM.
And I assume you blamed Nintendo when Bleem couldn't run Ocarina of time correctly right?
In honesty, this client should either be free or native. Expecting people to pay £40 for a lazy wrapper job based on free open source software? That's just greedy =(
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Bleem was the PSX emulator, that only worked on Windows 98 and no future version of Windows. The appeal of it was to run pirated games. Duh. That's what every PC "console emulator" purpose is.
WINE is not a hardware emulator, it's a wrapper over over the Win32 API, DirectX, etc. Somethings just can not be translated and are thus kludged together in software... typically inefficient code paths that assume things that just aren't true. The number one assumption, threading. Most Windows games, including DirectX9 games are programmed as if there was only one CPU core. WINE is developed against the pthread library. The pthread library is a "standard Unix" type of Posix Thread library. But the underlying way they are implemented can vary substantially.
A similar effort was made for the Glide API on Windows back when the first N64 emulator came out... YES that awful emulator that ran N64 games extremely well only worked with 3DFX cards, everyone else had to deal with a Glide-to-DirectX or Glide-to-OpenGL wrapper, that did, yes, the exact same thing we're talking about in this thread. Running a non-native application on another platform, with an additional graphics-hardware translation layer thrown on top.
Now more to the point, if SE simply ported the PS4 version to the Mac, we'd be having a different discussion entirely. But I'll give SE the benefit of the doubt and they were likely mislead by the middleware provider that it could be done. It was probably to gauge interest in how many people want the MacOS X version, and likely may result in a native port at some point, closer to how WoW got a native port after... I don't know how long. It predates the Intel transition in 2006 though. But oh gawd look at all the issues the MacOS X WoW client has.
My bad, it was UltraHLE or something? But frankly, argue over the specifics all you want, the comparison still stands.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
The issue isn't that the mac client is bad, it's that it's unacceptable. I have the top of the line macbook pro with a GT 750m and 16gb ram and 2.6ghz i7 processor. I get about 15 FPS at 1600x900 on Low Laptop.
That's not acceptable. We expect less on a mac but we expect working. Guild Wars 2 is slower on a mac than on a PC, but we can still get 60 FPS at 1920x1080. World of Warcraft is slower on a mac than a PC, but I can still get 60 FPS on high.
I shouldn't need a $5000 Mac Pro to get this game to play at 50 FPS on low.....
I have pretty much the same build as you except for the "new" R9 M370x graphics card, and im getting a laggy 25-30FPS. The native resolution of 2880xSomething literally gives me 3 FPS. LolThe issue isn't that the mac client is bad, it's that it's unacceptable. I have the top of the line macbook pro with a GT 750m and 16gb ram and 2.6ghz i7 processor. I get about 15 FPS at 1600x900 on Low Laptop.
That's not acceptable. We expect less on a mac but we expect working. Guild Wars 2 is slower on a mac than on a PC, but we can still get 60 FPS at 1920x1080. World of Warcraft is slower on a mac than a PC, but I can still get 60 FPS on high.
I shouldn't need a $5000 Mac Pro to get this game to play at 50 FPS on low.....
I got news for you. A $5,000 Mac Pro still can't run this at 50 FPS even on low.
What is impressive is that PS4 IS OpenGL (and supposedly unix based also)... A port would be much easier to make.
It seems like some good middleware salesman conned SE.
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