Apple has created the Game Porting Toolkit (GPTK), a tool designed to make it easier for developers to port games to macOS. But according to Nat Brown, a former Apple software engineer, that's not enough. The biggest hurdle to the success of Mac games is not the hardware, but rather a lack of software optimization, a lack of developer support, and an unclear strategy from Apple. The company would have to position itself more strongly as a serious gaming platform in order to attract more studios to the Mac.
Macs are known for their high build quality, strong hardware and smooth interaction between software and system components. But when it comes to gaming, macOS lags far behind Windows. Many developers are hesitant to optimize games for the Mac or even develop them exclusively for it. Apple has created a solution to change this with the Game Porting Toolkit, but there are still many challenges. The main problems are the lack of developer support, the complexity of the porting layers and Apple's reluctance to market games.
Hardware was never the main problem
For a long time, it was assumed that Macs were unsuitable for gaming because the hardware was not powerful enough. Nat Brown contradicts this assessment. During his time at Valve, he had access to data that showed that the problem was not hardware, but unoptimized content. Apple used the same Intel hardware as Windows notebooks at the time, but Mac games often ran worse. A common problem was a lack of adaptation to macOS. Many games ran at full resolution on Retina displays, which put a lot of strain on the hardware. Developers were often unaware that simply reducing the resolution could already bring huge performance gains. So the real hurdle was not the hardware, but the way games were developed or ported for the Mac. Many developers did not adapt their games for Metal, Apple's own graphics API, and instead used OpenGL or other abstraction layers that did not run optimally on Mac hardware.
The Game Porting Toolkit is just a first step
With the Game Porting Toolkit, Apple has created a way to bring Windows games to macOS. However, this toolkit is not a final solution, but rather a bridge for developers. It uses abstraction layers to bridge compatibility issues, but this is precisely what leads to new challenges. A key problem is that modern game engines such as Unreal Engine and Unity contain multiple layers of code, plugins and graphics libraries. These additional components make porting more difficult because the toolkit has to interpret many of these layers. Custom shaders and graphics functions in particular make it difficult to get the games to run efficiently on macOS.
Why some games run worse on Mac than on PC
Another problem is performance. Some games running through the Game Porting Toolkit show significant performance drops. Brown cites an example where certain graphic effects such as ambient occlusion or post-processing effects drastically reduced the speed of a game. On a Windows PC with a powerful graphics card, this is not a major problem, but the architecture of Apple Silicon is based on tile-based graphics computation, which cannot handle such effects efficiently.
Lack of developer ecosystem for Metal
A major obstacle to the success of Mac games is that there are few developers who are well versed in Apple's graphics API Metal. Compared to DirectX or Vulkan, there are hardly any experienced graphics programmers who can optimize for macOS. Since most game engines are geared towards DirectX, the effort required to rewrite or optimize a game for Metal is high. Brown criticizes Apple for doing too little to make developers' work easier. He names several specific weaknesses of the Game Porting Toolkit:
- There is no support for Visual Studio, which means developers cannot easily import their existing projects into Xcode.
- There are no functions for integration into automated development processes (continuous integration), which poses challenges for large studios.
- There are no special tools to optimize games for macOS more efficiently.
For large game companies, this means that it is simply too much work to develop a Mac version, as there are hardly any developers with Metal experience and no suitable tools exist to simplify the process.
Apple does not communicate clearly enough with the gaming industry
In addition to the technical challenges, Brown criticizes Apple for not clearly positioning itself as a gaming platform. While companies like Microsoft and Sony work specifically with developers, conclude exclusive deals and launch major marketing campaigns for games, Apple remains passive in this regard. Apple is counting on developers to recognize for themselves that the Mac could be a lucrative market. But for many studios, the risk of investing in a platform that has not yet proven to be gaming-friendly is too high. A good example of Apple's weak gaming strategy is the presentation of the iPhone 16. The game Honkai Star Rail was shown in one commercial - but so inconspicuously that hardly anyone noticed which game was actually being advertised. While Microsoft or Sony focus on gameplay and games in their commercials, Apple mostly only markets its own devices.
What Apple needs to do to advance Mac gaming
Brown sees several ways Apple could improve the gaming space:
- Better developer tools: The Game Porting Toolkit would need to be further expanded to make the porting process easier. Support for Visual Studio and better integration into development environments would be essential.
- Create more Metal expertise: Apple could offer targeted programs and training to familiarize more developers with Metal. A larger developer ecosystem could help enable more native Mac games in the long term.
- Financial incentives for developers: Exclusive deals or financial support could encourage studios to develop games for the Mac. Microsoft has shown with Xbox Game Pass that targeted investments can help bring new games to a platform.
- Clearer communication and marketing: Apple would need to position itself more strongly as a gaming platform and clearly signal that games on the Mac are a priority. Co-marketing with game manufacturers, exclusive partnerships or its own gaming event could help with this.
Game Porting Toolkit is not enough: Apple needs to step up
The Game Porting Toolkit is an important step, but not enough on its own. Apple has laid the technical foundation to bring more games to the Mac, but without a better developer ecosystem, targeted investments and a clearer gaming strategy, little will change. As long as Apple does not actively invest in the gaming industry, Mac gaming will remain a niche market. With the right measures, this could change, but so far it remains unclear whether Apple really wants to take advantage of this opportunity. (Image: Apple)
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