Mods: Mac Version Abandonned?
I know, this is not a technical issue itself, but the Mac version has LOTS of technical issues and no mod seems to be active in the forum.
The last update on the locked topics is from october 2012! There were only 3 updates released, while there are many many listed and confirmed open issues.
You can delete this post after posting an update/progress report in the mac sub forums.
kthxby
Well, GW2 have performance problems on both Mac and Windows client. Those graphic calls itself are rate rate killers. If Anet makes an investment in Direct X 11. They will have to abandon the Mac Client. Wine, the back end of Cider, does not play nice with Direct X 11. Direct X 11 introduces multi threaded call rendering which will alleviate many performance issues. GW2 will still have issues and the game is a work in progress.
No, a navtive Mac client is not much of an option. The game will require a huge investment in Opengl. This might take 2 years due to the difficulty of rewriting code dude to different shaders.
actually, loseridiot, it isnt as hard as you imply, Im not a developer but know a good number of them, I dont think its worth the time and effort at this point, since all modern mac’s can run windows, if a mac user wants to run games they can bootcamp windows 7 and game there. (what all mac users I know do)
It may be a good move for them to hire a small team to create an opengl renderer for gw2 for another reason tho, they may be able to get around alot of the problems dx9 has with multi threading by using opengl, they could also support multi opengl versions allowing XP users to make better use of their systems(since clearly they cant abandon support for xp at this point)
it would also make it easier to port the game to mac/bsd/linux even if that port was considered unsupported by anet.
their best bet would be to get a team on dx11 and just have mac users dual boot, but i can see where them hiring a team to work on an opengl port(wouldnt need to be a big team really) could help them out…..they could eventually dump the dx9 path and just have everybody use opengl……even if the opengl version used didnt support all the eye candy of the dx version, it may still help with the problems the game currently has.
i dont see it happening tho……
and I along with most people I know would much rather they put money into dx11 then dx9 or opengl at this point.
PCP&C 1200watt TC, Crosshair V F-Z, Sapphire 290x
We are talking about Arenanet with their excellent dev team Direct X v11 update isn’t an insurmountable task.
And I agree about the positive things the two above pointed about Direct X 11. In some tests (Bing or Google it) direct API replacement (for just newer version of same/similar API call) is way faster because of the optimizations therein.
actually, loseridiot, it isnt as hard as you imply, Im not a developer but know a good number of them, I dont think its worth the time and effort at this point, since all modern mac’s can run windows, if a mac user wants to run games they can bootcamp windows 7 and game there. (what all mac users I know do)
It may be a good move for them to hire a small team to create an opengl renderer for gw2 for another reason tho, they may be able to get around alot of the problems dx9 has with multi threading by using opengl, they could also support multi opengl versions allowing XP users to make better use of their systems(since clearly they cant abandon support for xp at this point)
it would also make it easier to port the game to mac/bsd/linux even if that port was considered unsupported by anet.
their best bet would be to get a team on dx11 and just have mac users dual boot, but i can see where them hiring a team to work on an opengl port(wouldnt need to be a big team really) could help them out…..they could eventually dump the dx9 path and just have everybody use opengl……even if the opengl version used didnt support all the eye candy of the dx version, it may still help with the problems the game currently has.
i dont see it happening tho……
and I along with most people I know would much rather they put money into dx11 then dx9 or opengl at this point.
talent developers can work with any toolkit. Either way, it will still take them time to properly port the game to opengl. There are larger issues and bugs that must be first to address
“and I along with most people I know would much rather they put money into dx11 then dx9 or opengl at this point.”
I agree. I rather have a game work on one platform then on zero platforms
the game works as it is, it just works poorly, enlarge because they made some serious mistakes early on.
I do not think it was a mistake to use the gw1 engine as a starting point, many modern engines are built on the bones of much older engines, the mistake came when they didnt see the writing on the wall that SMP/SMT support would be key, and that dx9 was a dead end…(sorry but, if the game came out 4-6 years ago, 9 would have been fine but 2012……)
As you know, alot of the issues they have could be helped with dx11 features,
http://www.mmo-champion.com/threads/897925-DirectX-9-vs-DirectX-11?p=11579898&viewfull=1#post11579898
each step in dx has made improvements that could and do boost performance, the problem is, XP and Consoles combined have kept developers/publishes pushing forward(sideways) with dx9 rather then moving to dx10 and 11.
I have a few games that have dx10 via patching that boosts performance on everything from my old 8800 to my 7870cf setup, the bonus is, in some cases it also allows for driver based AA as well as making the game prettier.
PCP&C 1200watt TC, Crosshair V F-Z, Sapphire 290x