Spore, Call of Duty 4 Confirmed for OSX 125
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."
it just might be possible. . . (Score:1, Offtopic)
Re: (Score:1, Troll)
Apple only allowed Transgaming to create the Mac port on the condition that there will be no Linux port.
Re: (Score:3, Funny)
[citation needed]
Re: (Score:1)
Re: (Score:2)
And, if you really still don't get it, click here [wikipedia.org].
Re: (Score:2)
http://slashdot.org/comments.pl?sid=420596&cid=22070542 [slashdot.org]
Re: (Score:2)
Well, sort of... but mostly I just thought he was lying so I challenged him to prove his statement.
Re: (Score:3, Interesting)
Re: (Score:1)
Re: (Score:3, Insightful)
Yes (Score:2)
See: http://www.tentonhammer.com/node/14269 [tentonhammer.com]
Re: (Score:2)
I think changing renderers, input, sound, and network play away from directX would be the big chunk of work.
I'd bet doing an OSX port would a huge step towards making a Linux port.
Re: (Score:2)
Spore and COD4 would have done much better by paying icculus instead for real ports.
Re: (Score:2)
Re: (Score:2)
Re: (Score:2)
Hm (Score:4, Funny)
Re: (Score:2, Insightful)
Re: (Score:2)
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:2)
Re: (Score:2)
You've got filter power! Use it!
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 software layer supplied by Toronto-based TransGaming Technologies." Spore wasn't coded at all for the Mac, so porting can hardly be blamed for the delay. They could have released it on Windows first and Mac later, like most games.
Re: (Score:3, Insightful)
I really don't like what Transgaming has done to hurt non-Windows gaming. Why would a developer make platform independant games when they can keep coding for Windows and use Transgaming to churn out buggy, half-assed ports? Thats all we have to look forward to now, with the rare exception of a Blizzard title.
Re: (Score:2)
Which, as any WoW player can attest, are buggy and half-assed without benefit of being ports. Regardless of platform.
I kid, I kid... just another crackhead complaining about the poor quality control of our addictive psychoactive of choice.
Re: (Score:2)
Or... (Score:1, Insightful)
Is that so hard?
Re: (Score:3)
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 audience).
Re: (Score:2)
Re: (Score:2)
Spending money to use wine instead of doing a real port is stupid
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 besides a dedicated server.
Re: (Score:3, Interesting)
TransGaming has another emulation layer called Cedega which is for emulating Windows Games on Linux.
Re: (Score:2)
Re: (Score:2)
Re: (Score:1)
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.
Re: (Score:2)
Re: (Score:3, Interesting)
Cider leaves much to be desired. The poor performance imparted by this emulation layer causes it to play like it's on an old Pentium III machine, despite the fact that it's running on a quad-core Mac Pro. To top it off, the graphics quality, even when turned up all the way, is far lower than it should be. It seems as if the Cider emulation layer can't translate all of the DirectX APIs, so it only does some of the more basic ones, leaving advanced graphics effects out.
Does anyone have some links/literature to substantiate this? I was scared this would be the case. I know that Wine Is Not supposed to be a Windows Emulator, but in my experience the performance is still awful. Even something like Picasa [google.com] running under Wine on Linux brings my system crawling to a halt.
All these OS X "ports" are really just bundling the cost of a streamlined Windows emulation layer in with your Windows version of the game. It, in fact, discourages developers from learning the OS X toolkits
Re: (Score:2)
Sadly, it sounds reasonable on every level.
Cider: Because handwaving away complaints of crappy performance through emulation is easier than forcing your developers to learn Objective-C and Core Framework API calls.
Re: (Score:2)
Re: (Score:2)
1) Apple doesn't listed to what they want.
2) Apple spec their machines like.. uhm.. shit, with lots of integrated graphics, mid-end graphics and with low VRAM (I have the latest gen MBP with only 128MB vram due to this, which is so fucking retarded I don't even know where to start, especially considering how much use core image could use of it.)
3) Mac fanatics only complain how omg you should play on consoles, noone buy mac for games, yada yada.
4) You can dual-boot w
Re: (Score:1)
Re: (Score:2)
Re: (Score:2)
Ditto. I saw this the other day and thought I saw a note that said this was not using Cider. If that was the case I'm ready to buy the game instantly. It looks fun, and I like quite a few of the games that Wright has done.
Cider just about kills it for me. I'm not surprised. This is why they licensed that technology. But I don't expect it to work. For as long as all this has taken they could have easily made a OpenGL renderer. I expect performance to be terrible.
I guess I'll just play it through BootCamp.
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.
Re: (Score:2)
Additionally, there have been rumors that UT3 and Gears of War are going Mac native as well.
Maybe John Carmack and "Icculus" know something that the Transgaming people don't??? I dunno.
http://www.joystiq.com/2007/07/17/gears-of-war-ut3-coming-to-macs/ [joystiq.com]
http://www.in [insidemacgames.com]
Re: (Score:2)
It would make sense for Id to develop a high-quality engine for OS/X, complete with in-house enhancements to Apple's OpenGL implementation, exactly as the GP suggested. They would thereby own the OS/X gaming arena.
Re: (Score:2)
Re: (Score:2, Insightful)
Re: (Score:2)
On the other hand, they usually CAN afford to spend the hundred hours or so it takes to ensure their game can run (albeit not perfectly) under Cider and thus give that small fraction of customers who are, frankly, just too damn st
Yawn (Score:1, Insightful)
Years ago, Duke Nukem was announced for the Mac. Mac faithful write breathless posts on the Net proclaiming that the tide is turning and game developers were obviously finally 'waking up' and about to start supporting their niche platform.
And so on, and so on, and so on...
So pat
Re:Yawn (Score:4, Interesting)
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 - Macs are already a significant minority in the market, particularly with laptops. I do think the tide is turning, but it will be a slow process, and "light" games like the Sims will get ported long before "hardcore" titles like Crysis.
The only doubt in my mind is what this means for DirectX. As an indie game dev I can say without a doubt that the DirectX API is simple and easy to work with, and the level of tool support for HLSL is far better than what we have for GLSL. OpenGL is lagging behind DX, but in this new market where porting is of increasing importance, will we see developers abandoning DirectX in favor of OpenGL?
Re: (Score:2)
Re: (Score:2)
Re: (Score:2)
For a game to have maximum portability, you're going to have to write both OpenGL and Direct3D code, although you get all the desktops and most current-gen consoles with OpenGL code alone.
Re: (Score:2)
No, the Wii does not use some variant of OpenGL. The GX library is OpenGL "inspired", but it is not an OpenGL variant.
I know -- I've ported & expanded an OpenGL implementation for the Wii (from the Gamecube.)
Re: (Score:2)
Are they the same game? (Score:3, Funny)
Some sort of biowar sim, I would guess.
Sweet! (Score:1)
Disappointing (Score:4, Insightful)
Next, Core Graphics using DirectX APIs? (Score:2)
Don't say it can't happen... they just shipped the first Mac without Firewire.
Re: (Score:1)
Re: (Score:2)
Much delayed? (Score:2)
Re: (Score:2)
All dates I've seen have been wishful thinking in previews
Re: (Score:2)
Seriously (Score:2)
Re: (Score:2)
It's hard to say how that'll carry over to Spore though (different uses of Direct3D and all that) but there's reason to hope it'll be fine.
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.
Re: (Score:2)
The point is there have NO good $600 - $1000 desktop the mini at $600 to $800 is very over priced for it's hardware and gma 950 sucks at games + only coming 1gb of ram and slow laptop hd makes for a very poor gameing system. also they have no $1000 - $2000 desktop as well. The Imacs do not fit in with what a alot of games want in a de
Spore (Score:2, Funny)
feeling so-so about this (Score:2)
But transgaming? I am not feeling good about that. This isn't a proper port, it will very likely not take advantage of any OS X features, for example. I loved the Loki Linux ports because they did - Civ:CTP on Linux had different profiles and savegames for each user, by storing them in the user's home directory. The windos version didn't.
On OS X, one of the things that's great is how integrated everything is - calender and TODO apps all use the s
Re: (Score:2)
"Hum, I'm scheduling you for two hours of playtime Friday, right between jogging and dinner" - Spore
Re: (Score:2)
Or take the example about every user having their own preferences and save-games. You have no idea how valuable that is to a family.
Re: (Score:1)
Harumph (Score:2)
Re: (Score:2)
If we're talking quick games where I might frag away for a bit, I don't want to close everything down and reboot for a quick bit of game playing. With long games I play for hours, I quite often pop back to check email or a website.
More generally, what is this "check your email"? My email application runs in the background and tells me when I have email. My IM program is there is someone wants to talk to me. I don't e
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...
Re: (Score:2, Insightful)
If you wanted to play games you wouldn't have bought a Mac.
Re: (Score:2)
Re: (Score:1)
As a Mac user who uses his computer for 100% sound and video design, I'd say, "yes, the mac is a specialized computer used for doing design work." I don't play games on my Mac, I have a Wii and 360 for that. The Mac is not a gaming machine, and I'd actually like it to stay that way. By a console or cheap PC if you want games. I don't want my work environment crudded up by services for meant for game
Re: (Score:1)
Buying a cheap PC is not an option. I have cheap PCs, and even if I loaded Windows onto them, they would not run games. Gaming hardware is expensive. My Mac is my fast computer with the good video card and I don't see why I shouldn't be able to run an occasional game on it when the game isn't released for my Wii or what have
Re: (Score:2)
Microsoft has put a lot of love into DirectX, and because of that, gaming companies focus on Windows. Apple's done an OK job with OpenGL -- not great, but not bad. But what Apple hasn't done is provide a rich toolkit for everything else. For example, apple's HID support, while excellent, is almost impossible to program for ( I say this with experience ).
I bought my mac to get work done, and my PS2 to play games. I can and do play games on my mac, but frank
Re: (Score:2)
Re: (Score:1)
No. Cider is an implementation of the Win32 API, just like Wine.
From the Cider page [transgaming.com]:
Cider works by directly loading a Windows program into memory on an Intel-Mac and linking it to an optimized version of the Win32 APIs. Games are "wrapped" with the Cider engine and they simply run on the Mac.
Cider is no more virtualization than GTK or Mesa are "virtualization".
Re: (Score:2)
TransGaming's Cider implements common multimedia Windows APIs such as Direct3D, DirectInput, DirectSound and many others by mapping them to Mac equivalents.
It's virtualization at the API level, rather than the hardware level. I don't know if that was the grandparent poster's meaning, but I'd say it's a fair use of the term. The Mac's native OpenGL drivers are "virtualized" into DirectX drivers through the injection of an additional layer of abstraction that the original game do
Re: (Score:2)
You can argue over the definition, but the concept behind Cider is quite analogous to virtualization in the general sense.
Exactly. It's not virtualized in the sense of fully virtualizing an OS inside another, but in the sense that DirectX is virtualized over OpenGL. Each time the game makes a call to what it thinks is the DirectX driver, it's actually calling Cider which in turn calls an analogous OpenGL function. You can argue over the semantics of the word, but either way it's turning what used to be one call into several.
Re: (Score:2)
Re: (Score:2)
You obviously haven't checked recently. Both Parallels Desktop and VMWare Fusion support 3D acceleration, and games (like half-life 2, doom, civ4, WoW (only ones I can attest to, only ones I've played in parallels)) work j
Re: (Score:2)
Neither Parallels nor Fusion support 3D acceleration to the hardware's full level of capability (i.e., DirectX 9 with shaders, which is what most recent games require). They don't give the virtualized system real access to the GPU -- instead, afaik, they're providing their own still-limited drivers within the virtualized OS that feed the calls back through OS X.
The games you list only work because they're old or designed to be compa
Re: (Score:2)
Hey now, there is one kind [zetafleet.com] of gaming that works great under virtualization.
Re: (Score:2)
Why not? PCWorld (http://www.pcworld.com/article/id,136649-page,3-c,notebooks/article.html) recommended a MacBook Pro running Boot Camp as the best Windows PC of 2006/7...
Re: (Score:2)
No. Native is always better. Virtualization works for easier software, but graphics intensive work is really slow because that stuff has to be translated to the native APIs. CPU bound tasks run fine. Quicken will run fine. Maya would run at almost native speed (during final rendering, probably not normal work). Half-Life will drop tons and tons and tons and tons of frames. Don't forget you lose quite a bit of memory to the vitualization environment and guest OS.
At this point Virtualization is pointless for
Here's my great idea. (Score:2)
OK, for those still reading I'll qualify that - I use it, but it does stifle the alternatives (and the same could be said to a lesser extent about OSX).
Secondly, when you run an OS it takes an overhead and that overhead is getting bigger every day. If you look at the original Xbox and compare with a PC with equivalent spec (they're all the same parts) it's an awful lot faster.
With most apps you want
Re: (Score:2)
Re: (Score:2)