Hi,
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.
Questions would be:
-
Did Codeweavers work on this project with Apple?
-
Is Codeweavers able to use Apple's DX12 code paths from the Game Porting Toolkit in future releases of Crossover to support DX12 games?
-
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. 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. Furthermore, the "bug rate" (the rate of rendering errors) is impressively low on Game Porting Toolkit for games that successfully start and run.
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. Apple wants to use this tech to encourage developers to release native (MacOS universal binaries) versions of their games. 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.
Our best bet for getting native ports of AAA games is probably Blizzard bringing Diablo 4 to Mac, since they have a history of supporting Mac. Bethesda explicitly doesn't, and now that they're owned by Microsoft, that chance is even lower.
So, while Apple would ideally want to encourage devs to bring their games natively to Mac, the reality is that we continue to have a strong use case for a tool like Crossover that can run games through emulation. But the emulation in Game Porting Toolkit is so ridiculously good that it makes Crossover look a little bad, IMO. I know Codeweavers has a small, hard-working team, and I'm a lifetime license holder because I believe in the mission; but Apple's D3DMetal (or whatever their DX12 emulation is called) is just in a completely new class of its own; it's like nothing we've ever experienced on the Mac before.
As you probably know, Apple's license/EULA for the Game Porting Toolkit is explicitly excluding the ability to "play games for fun" -- the license basically says that you're supposed to use it for development purposes only and nothing else. OK, great, but there are still thousands of popular games, that people want to play, that don't run on Crossover, will never be ported to MacOS native, and do run on GPTK.
So where does that leave us? For the moment, it means that MacOS gamers either have to have a separate Windows PC or console for gaming (and I think everyone in this forum recognizes how much of a non-solution that is), or we have to violate the license agreement of Apple GPTK to play certain games. In the future, I hope Crossover can evolve to even exceed what GPTK is able to do, and retain the licensing model and ethos of explicitly supporting gamers who want to game on a Mac despite the stubbornness of certain developers who'll never support our platform.
Thanks for reading, and keep up the great work.