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I use https://github.com/Whisky-App/Whisky to play CS2 on my M1 Mac. It runs really well if you change the launch options to `-nojoy`, turn on vsync (or else it may crash every couple minutes), and can bear some audio glitches.


> Whisky is built on top of CrossOver 22.1.1, and Apple's own Game Porting Toolkit.

Oh, this is so sick—I didn't know that anything that used the Game Porting Toolkit as something better than a developer tool existed yet. I'm going to make use of this.

I have a M2 Pro Mac Studio as my primary computer, and I tend to use steam's streaming from my gaming PC to my mac for casual gaming, but there are sometimes I just want to natively run a game that isn't supported in macOS or streams quite poorly with Steam's streaming.

(Why is my setup the way that it is? My gaming PC is in the garage—primarily to have a big VR playspace—and on early mornings it can just be too cold in there.)


In my experience with Crossover, it provides access to a lot of Windows games. And they are core to the proton/wine scene. So they are the shit. Gaming on your Mac with crossover is viable.


CrossOver 23.5 includes D3DMetal from the Game porting toolkit


Thank you for the `-nojoy` suggestion, that seems to make it playable on CrossOver as well.

It's a shame that Valve made this decision, because Apple is pushing hard to make a gaming comeback on Mac (hence Game Porting Toolkit), so we might see those numbers change in the next few years.


Game Porting Toolkit isn't good enough, as it seems to be only for testing, still have to rewrite a bunch of shit in Apples proprietary nonsense and deal with heavy handed code signing crap.


Proprietary rendering APIs are extremely common (like… Direct3D) and completely not an issue. The ones on game consoles are /way/ more proprietary and unportable than Metal.


Game consoles have huge userbases that purchase games, thus the incentive to port is higher. You can also develop them from a Windows machine because all the tools are designed for that..

Mac userbase that purchases games is small, they need to make it easier if they want more games. And Apple also doesn't want you developing on Windows-- you need to use this bloody Mac.


Apple actually does release Metal asset build tools for Windows, presumably so asset developers can work independently.

https://mspoweruser.com/apple-metal-developer-tools-for-wind...


Hi, Metal isn't my favorite graphics API either but for what it's worth

Metal was released before Vulkan, hence why they didn't use it (Apple should still adopt it though imo)

> Game consoles have huge userbases They may not purchase as many $70 games but there are 1.5 billion iPhone users worldwide

> they need to make it easier if they want more games Game Porting Toolkit is Apples initiative to give developers an easily accesible shim to make the porting process easier

I understand that in the past it's been difficult to develop for Mac on windows, but GPT seems to be a genuine attempt by Apple to help companies port their games over to Apple devices


FP32 performance of a M2 Max silicon that start at more than 2K is less than the 500$ Xbox. Developers see that if someone has that much money to spend on a machine so uncompetitive performance wise, they should have money for a console. They wouldn't be able to give a better experience on the Mac anyway, because of hardware limitation. PC's on the other hand can buy GPUs that crush anything even at the low/mid range (300$) ; and they can expect the system to be supported for years. It's a no brainer really.

Unless mac users go out in numbers saying they want to pay triple price for games I don't see anything happening.


> The ones on game consoles are /way/ more proprietary and unportable than Metal.

Right, but the console proprietary graphics frameworks have clear market demand. Macs are not a platform with which people buy to game, and metal is not a graphics framework with clear market demand. Apple will need to subsidize porting if they want to get a critical mass of games on Metal rather than OpenGL, i.e. the easy API to target. (Yes, I'm aware many game engines bring this for "free", but that doesn't mean these ports are competitive with their equivalent on windows on the same hardware.)

EDIT: I forgot iOS; that's probably what might make a difference this time. Unlike the Mac there is a clear market demand for gaming on that platform.


> Apple is pushing hard to make a gaming comeback on Mac

We hear this every few years; it's never been true. I'd be shocked if this new effort were any more successful.


But how is input lag? That’s a crucial factor for counter strike.


It's good. Vsync adds a small amount but my monitor is 144Hz so it adds less than half what a 60Hz would add (I think?). I've heard of some folks being able to play without Vsync and without crashes, but not me. Not yet at least.




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