Spore, Call of Duty 4 Confirmed for OSX
Posted by
Zonk
on Wednesday January 16, @02:30PM
from the we'll-make-gamers-out-of-you-yet dept.
from the we'll-make-gamers-out-of-you-yet dept.
1up is reporting that, along with the big announcements from yesterday's MacWorld event, the welcome news trickles down that OSX will be getting some more games. The much-delayed Spore has been confirmed for the platform, as has the hit FPS title Call of Duty 4. "In Spore's case, the magic of cross-platform portability is achieved through the use of a special software layer supplied by Toronto-based TransGaming Technologies. This software is capable of interpreting hardware calls to Windows DirectX into Mac-capable instructions. Through use of this technology, Electronic Arts (and others) seem hopeful about bringing even more games to mac in the coming months."
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Hm (Score:4, Funny)
So that explains it! (Score:4, Funny)
Re:So that explains it! (Score:4, Funny)
Re:So that explains it! (Score:4, Funny)
Re: (Score:3, Informative)
I can understand not reading the article. But how about reading the summary? "In Spore's case, the magic of cross-platform portability is achieved through the use of a special so
Re: (Score:2, Troll)
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I really don't like what Transgaming has done to hurt non-Windows gaming. Why would a developer make platform independant games when th
Yawn (Score:2)
So is this like using Wine to run Windows Games on Linux?
Wake me up when a game company actually compiles something for a non windows platform beside
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TransGaming has another emulation layer called
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Hopefully not a sign of things to come (Score:5, Interesting)
This is not what I would like to see as the future of gaming on OS X. I want to see *real* ports of games, not some bullshit emulation layer that makes the game think it is running on Windblows.
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Re:Hopefully not a sign of things to come (Score:5, Interesting)
As an employee of TransGaming, I take offense to that generalization. I've spent the better part of a year reporting and working around platform limitations for the various drivers that we have to work with. Many of the stability issues that we've had reported to us are present on the PC version of the games as well, and others are due to crashes inside the drivers over which we have no control. The biggest issue, however, is the speed at which OpenGL evolves as compared to DirectX.
With DirectX, Microsoft can go to ATI and NVIDIA and say, "Hey, what do you guys want to do, and we'll make a spec for it." With OpenGL, it's designed by committee which usually leads to a much more well thought out specification, but it takes quite a bit longer to get equivalent hardware features exposed to developers. Plus, individual vendors can pick and choose what they want to support. Since OpenGL is less used by developers, its driver teams are smaller, and there are typically more driver bugs to work out than on Windows.
So, game X comes along and decides that it's going to use this newish method to render shadows. It picks a texture format that is well supported by most hardware on DirectX, then bases much of the engine on that assumption. As an example, many games use 32-bit floating point single channel render targets (D3DFMT_R32F). This is not new anymore for DirectX, and most hardware can handle it just fine. However, that same hardware under OpenGL cannot do so (with the exception of drivers that support the GL_FLOAT_R32_NV format, which is only certain NVIDIA cards, and not at all on Mac OS). So, in order to port the game, if we want to use the same concept of rendering to 32-bit float buffers, we end up having to use GL_RGB32F_ARB and ignoring the 2 extra channels. This now triples the amount of video card RAM that we need to use in order to pull off the exact same technique. If OpenGL simply exposed this functionality from the get-go, we wouldn't be forced to take over so much more RAM. This extra VRAM usage starts adding up, and eventually, we've blown past what the card can handle, and we have to start trimming graphics features from the game in order to get it to run at all.
That was just a single example, but there are many cases like this in the world of OpenGL. Things are starting to converge, but until it becomes the leading graphics interface, there will always be discrepancies like this. Game developers want to use the latest and greatest technologies to write new and pretty games. In order to do this currently, they are forced to use DirectX to get the most benefits from the hardware they want to target.
So, the alternative, as you mentioned, is for game developers to write their own rendering engine based on OpenGL. This is all fine and dandy, but you are quite often left writing multiple different paths for accomplishing the exact same thing. While this is true of DirectX to some extent, the disparity is much greater on OpenGL. One vendor will implement support for a whole range of features, while another will only implement the basics. But that same vendor will have the whole featureset working just fine in their DirectX drivers. Not to mention the great libraries that Microsoft throws in with DirectX to handle everything a game might want (think, texture loading from just about any format, all the math functions you could ever think of, scriptable Effects architecture, Mesh routines, audio, video playing, input, etc.). DirectX (and XNA by extension) has a very large array of features that game developers make wide use of.
So, while in a perfect world, all games could be written using a standard library of features that are cross-platform from the beginning, we are still pretty far from that dream. SDL, ClanLib, and other libraries have all tried and succeeded to some degree, but none of them have the breadth of documentation, sample code, and support that DirectX has. Until that day comes, Cider and Cedega a pretty good fit for filling the void of Mac and Linux gaming. Each game released provides a better engine that the one previously, so as a technology, it will only get better with time. Is it perfect? Absolutely not, but then again, what is?
Re:Hopefully not a sign of things to come (Score:4, Insightful)
As for everything else you wrote, you pretty much just validated what I said. These games aren't true ports to the OS X platform. True ports would dispense entirely with the Windows APIs and work entirely with the native interfaces provided by OS X. I believe that EA's (and other companies') customers would be happier with the product if it was a true port. I understand that this makes the job much more difficult, which sucks for you, and may even mean that many games would simply never see a MacOS version, which sucks for everyone.
But what really sucks even worse is when you are a customer, and you have the expectation that Battlefield 2142 for the Mac is going to be just as nice as Battlefield 2142 for Windows, but after you pay your money (and forfeit your right to a refund by installing and using the software) you find out that it's not at all the experience you had been expecting.
Re:Hopefully not a sign of things to come (Score:5, Insightful)
The parent wrote that, essentially, if you want to take best advantage of the video card in your Mac, crappy or high-level though that card may be, you need to run DirectX. Apple does not provide drivers, code example and extra software needed for new, serious game developement compared to Windows/DX. Apple's OpenGL drivers are not even up to spec with what Nvidia provides in their driver for Linux.
Hence a port of any game to OS/X is going to be painful and run slowly anyway. It doesn't just suck for games authors, but for users as well. Apple is not seriously interested in games and have shown it over and over again [macobserver.com].
In general Apple is very annoying in the way they control their hardware. They don't even let Nvidia or ATI provide an independent driver for OS/X. It's very obvious that Apple's drivers implement only a subset of the cards capabilities. This also explain why Apple never rushes to the latest and greatest graphic cards even for their PowerMac workstations : their driver is incapable of taking full advantage of them.
Are they the same game? (Score:3, Funny)
Some sort of biowar sim, I would guess.
Disappointing (Score:4, Insightful)
We need a good mac desktop for gameing to be a big (Score:3, Insightful)
a $2300 system with a 2600xt is not cutting it.
you can add a 8800 gt for $200 more but $2500 for a 2.8GHz Quad-Core Intel Xeon system with 2gb of 800MHz DDR2 FB-DIMM and only a 8800 gt and only a 320GB hd.
looks real bad to next to other gameing system at that price that have a desktop cpu 4gb of ram, raid, XFI sound card, and SLI and there good gameing systems that you can get for $1500 - $2000 with better video cards, faster cpus, more ram, more hdd space, good sounds cards and more.
The mini has a carp video for gameing.
the imacs have a video card is slower at gameing then the older one where.
The rest of the imac hardware is ok it just needs a better video card.
also a $7000 - $1500 desktop with good video card is needed.
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However, OSX users will only be a small portion of their audience, so if they can get something working with minimal effort I see their reasoning.
But, with that reasoning that is all OSX users will ever be (a small portion of their audie
Re: (Score:3, Funny)
[citation needed]
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Re:Boot Camp (Score:5, Informative)
Virtualization limits speed. Last I checked, virtualization didn't give you access to the GPU. The guest OS recognizes a driver provided by the environment with limited capabilities. It's fine for web browsing and cross platform testing, but in now way would let you do any kind of gaming. The corollary to this is that TransGaming/Cider is actually virtualization as well. But in this case, it's specialized to the graphical calls and is designed to be fast and efficient for this one task, though never as efficient as something compiled to run natively.
As for Boot Camp, if I wanted to buy a computer and buy a copy of Windows to run on it, I wouldn't have bought a Mac...
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The difference is that during Duke and Doom's time, the Mac platform was losing market share at a rapid pace to Windows - so while profitable for a short while, it eventually became uneconomic to port. Compare with today with OSX's exploding market share -