Results -9 to 0 of 124

Threaded View

  1. #10
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by LeonWhitehart View Post
    Surely, PC and PS users are your main player bases. But please don't forget that we Mac users were, some of us are, PC or PS players of FFXIV as well. We do deserve the same level of treatment as everyone else regarding to the quality of game and support.
    From the interviews with Yoshi-P it's pretty clear that a third party is responsible for the Mac Client, and logically speaking, every time there is a patch for the Windows version, the Mac version has to stay in lock-step, so it's reasonable to conclude that the OS X client is simply the Windows client with a graphics shim somewhere in the rendering layer, and that's probably the reason for the poor performance. Anyone who has ever tried to run a Windows game on Linux or Mac OS using Crossover knows what a pain in the butt this is.


    Quote Originally Posted by raelgun View Post
    In fairness OP, theres something you need to take into consideration, not many devs develop mac version of games, when you then take account how many japanese developers are even familiar developing a game for a mac OS is a different beast, does it excuse them, no. However I will be somewhat honest but some expectations of this should of been known to you already. Its not the best thing to say but just wait it out, let the devs get better developing on this platform. I consider FF14 the only well made japanese developed title on a PC, rest of them do not run well even on PC and my system is quite high end.
    This answer you pulled completely out of your butt.

    MacOS X is far easier to develop for, but you're overlooking the fact that Square Enix also has a PS4 version. All versions write to some common graphics layer, and the Windows version writes this to DX9 or DX11, the PS4 version writes this to OpenGL or GNM (I'm not a SE Developer,) and so does the OS X version use OpenGL. There is no direct 1:1 mapping of DX calls to OpenGL , because it's comparing a C++ COM API to a state machine API. It's like comparing a rock to a watermelon, they're both round, but that's about where the similarities end.

    Japanese developers are just as familiar with MacOS X. The key thing to consider is that a lot of Japanese software (eg doujinshi stuff, and MMORPG's) are written for Windows because that's the "Adults" computer. The game console is the kids computer. Both the Famicom and the SG-1000 were marketed as computers in Japan while they were marketed as toys in the US and still largely are. So the reason you don't see a lot of Mac OS X games in Japan is the exact same reason it is in the US, everyone builds their "Kids-to-Teens" games for the console and leaves the Windows PC for the Teen to 18+ market.

    The market for games is on the PC. It's a catch-22 situation, you can't get people to game on OS X if there's no games, and you can't get people to switch to OS X if their games aren't on it.

    Indie developers are far more aware of the need for OS X and Linux versions of their games, but they don't build non-Steam versions of these games because Linux users don't buy games and have awful GPU drivers, and Mac OS X users tend to not have dedicated GPU's. So nobody wants to port a high-end title to either platform because there just IS NOT any high end hardware support to justify it.

    Kudos for SE at least trying. It might have made better sense to use have it steam-only license and utilize the PC/Mac version separation on Steam than release a separate license entirely for Mac OS X.
    (3)
    Last edited by KisaiTenshi; 06-24-2015 at 12:50 PM.

Tags for this Thread