![]() But we all know that isn't going to happen at least, not for the games people really want, like those developed by any of Microsoft's studios, or likely EA, Bethesda, etc. Apple wants to use this tech to encourage developers to release native (MacOS universal binaries) versions of their games. I've heard a bunch of times from industry (but not officially from Apple) that they don't really want to support this type of emulation in general, because you're only getting about 50% of the performance of the silicon at best due to emulation overhead. ![]() Furthermore, the "bug rate" (the rate of rendering errors) is impressively low on Game Porting Toolkit for games that successfully start and run. There are dozens of new games that suddenly work with Apple's - essentially - Wine fork, that never worked with Crossover, and the performance is better than Crossover's DX9, DX10 or DX11 translation for many games that Crossover does support. Is there any particular reason why Apple's DX12 support is so good, that Codeweavers can learn from to improve their product? For example, on an M1 Max or M2 Max chip, many AAA games can be played at 30-60 FPS or even more. ![]() Is Codeweavers able to use Apple's DX12 code paths from the Game Porting Toolkit in future releases of Crossover to support DX12 games? Can Codeweavers say a few words about the overall plans for the future related to the Game Porting Toolkit that Apple recently unveiled at WWDC? It appears they're either bundling a version of upstream Wine, or of Crossover itself (?!) with a heavily custom, Apple-written D3D12 renderer.ĭid Codeweavers work on this project with Apple? ![]()
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