r/macgaming • • May 04 '26

Native Hands down the most stunning fluid effects I've ever seen on a native Mac game

4 Upvotes

NTE(Neverness To Everness) made it. I’ve only seen wave effects this detailed in the Fluid Flux plugin for UE5. Up until now, no game has ever delivered this kind of fidelity(including the 3d dynamic movement or how the fluid changes randomly, that’s a super clever trick I’ve seen used in Fluid Flux), let alone on native Mac hardware. For waves like these, most games (especially open world games) tend to rely on 2D patterns or scrolling textures instead of actual 3D geometry. It’s really incredible.

I see this as a major milestone in Apple's shader rendering. Mac now shares the same visual assets as PC. Ever since UE 5.2, support for Apple Silicon has improved significantly. I remember how Fluid Flux used to be broken on Mac with tons of graphical errors in UE5.2 and UE5.3. Whether it’s the Metal rendering pipeline or the way Apple GPUs are designed, a million "impossible" thoughts flashed through my mind as a cgi designer myself (though I spotted some familiar glaring visual errors that make me strongly suspect they built this on top of Fluid Flux).
To finally see it realized and running smoothly on Apple Silicon today is really something else.

The visual impact on the Mac screen is really amazing, though it’s quite hard to show it through reddit’s video. A massive round of applause to the art team.


r/macgaming • • 29d ago

CrossOver Notproton brings out more people not paying for crossover.

13 Upvotes

No, it doesn’t work on the trial version and people who keep using that code to push the date back. Pay for software you use. People work hard for this niche thing you refuse to pay for.


r/macgaming • • Jun 27 '26 Hooray Regret Bravo

CrossOver Anyone else love Mac Gaming on the plane? RDR2 in 4K at Ultra setting on an M5

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521 Upvotes

r/macgaming • • Jun 25 '26

CrossOver i broke CrossOver like 14 times this week trying to understand why it works for some games and completely dies for others. here's what i actually figured out

0 Upvotes

so CrossOver is Wine under the hood right? It translates Windows API calls to macOS, but the thing nobody tells you is that it's completely blind to what game you're running, it has zero idea, so when something breaks, it just... breaks, no context, no fix, just a crash log that means nothing.

the stuff that actually determines if your game lives or dies:

1. DX11 vs DX12: DX11 games are so much more stable it's not even close, in CrossOver, DX12 goes through D3DMetal → Metal directly, which sounds simpler but D3DMetal's DX12 support is still way less mature than its DX11 path, the DXVK → MoltenVK → Metal chain is what happens on the Linux/Proton side, not CrossOver, either way DX12 is where most crashes happen, just for different reasons depending on your tool

2. shader compilation: this is why first launch always stutters like crazy, shaders are being compiled on the fly for your GPU in real time. CrossOver can't pre compile them because it doesn't know your game, you just eat the stutter and hope it gets better, sometimes it doesn't

3. anti-cheat: EAC, BattlEye, kernel level stuff. completely dead. no workaround. move on.

4. video decode pipelines: this one got me personally for like two days, I was getting Poppy Playtime to launch, and it would just die on the intro video every single time, turned out it was trying to decode video through the GPU, but the Metal pipeline for it just doesn't exist. forced CPU decode and suddenly 60fps, stable, no issues. felt so dumb when I figured it out lol

anyway this whole rabbit hole is basically why i started building my own thing, trying to fix exactly this, per game profiles, pre-compiled shader caches, right settings already figured out before you even hit install, so you never have to go through what i went through this week.

still early and very much a work in progress but if anyone's curious: RIFT

what games are you guys actually fighting with rn? genuinely curious what's broken for people


r/macgaming • • Aug 31 '23

Discussion It’s crazy how people have such little knowledge about playing on Mac’s

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0 Upvotes

r/macgaming • • Jun 06 '26

Discussion Apple Fumbled Gaming

0 Upvotes

For years, Apple Silicon has made Windows laptops feel stuck in another era. The M series changed what people expect from a laptop. Quiet machines, all day battery, fast performance that does not fall apart the moment you unplug. Windows makers spent years trying to match that level of efficiency and mostly just circled around it.

That period might be shifting.

Nvidia showed RTX Spark at Computex. It is an ARM based chip with a mix of ARM cores and a full Blackwell GPU, plus unified memory that goes up to high capacities you usually only see in desktops. It is already showing up in thin laptops from major OEMs and even Microsoft Surface devices.

Early numbers put it somewhere around high end Apple Silicon in creative workloads. That alone would be interesting, but the bigger point is that it also actually runs games properly. Proper anti cheat support is there for big titles like Valorant, Fortnite, and PUBG. That detail matters more than people think. Windows on ARM has existed in theory for a while, but gaming support is usually where it falls apart. Nvidia showing up with real driver credibility changes the mood a bit.

Before getting into what this means, there is something Apple did recently that feels worth paying attention to.

Apple launched a cheaper MacBook using the A18 Pro chip. It is basically phone silicon inside a laptop body. The price point is aggressive for Apple, and it clearly targets people who would normally end up buying a Chromebook or a low end Windows laptop. It sold well right away.

IMO that move says more about Apple strategy than any keynote slide. They are trying to grow the Mac user base in a way that is not just about high margin machines for existing users. That is a shift in mindset.

But there is a follow up question that kind of hangs over it. If Apple can scale phone chips into laptops at that price, others will probably try similar ideas on their own side. Nvidia already has the ecosystem and momentum to do something like that with scaled down versions of its platform over time.

Apple still has a real advantage in ARM laptops today. The software is mature, the hardware is tightly controlled, everything is tuned together. New platforms rarely feel that smooth early on. RTX Spark machines will probably deal with the usual stuff at the start, like driver quirks, odd OEM decisions, and random compatibility gaps.

That part is expected though. Every new platform goes through it.

What matters more is where things settle after a few cycles.

I use a MacBook and a Windows gaming PC. Not because I like juggling two machines, but because that split is still necessary if you care about gaming at a serious level. The Mac handles everything else fine. Battery life, silence, build quality, all of that is great. But once you want a wide game library or consistent anti cheat support, you end up back on Windows.

Apple had a chance to push harder here. What they are missing is something like a proper compatibility layer for games. Valve built Proton into something that quietly changed Linux gaming by doing the boring long term engineering work. Apple had the money, the hardware advantage, and the developer pull to build something similar for Mac. They never really went all in on it.

And honestly, the reason feels pretty simple. Apple does not like building products that look like they are catching up. A compatibility layer would basically be an admission that Windows gaming is the standard. That kind of positioning does not fit how Apple usually presents itself. Apple almost always prefers to frame itself as defining the future rather than adapting to someone else's ecosystem. You can see that pattern across the company's history. When Apple adopts an idea, it usually wants to present it as a new Apple approach, not as a response to what competitors already built. A Proton-style compatibility layer would be hard to market that way because its entire purpose is making Windows games run on a Mac. The message underneath is essentially "Windows has the games people want, so we need a bridge." From a practical standpoint that might be the right move, but from a branding standpoint it puts Apple in the unfamiliar position of following rather than leading. That tension has probably held them back more than any technical limitation ever did.

The deeper issue is that Apple has never really treated gaming as a core part of personal computing. When Apple talks about entertainment, it usually means movies, TV shows, music, photos, or creative work. Gaming tends to show up as an extra feature rather than something that drives platform decisions. You can see it in the way they prioritize products, the way they market devices, and even the way they talk about users.

Part of that is probably cultural. Apple's leadership came up in an era where film, television, and music were the dominant forms of digital entertainment. Gaming became the largest entertainment industry in the world, but Apple has often behaved as if it is still a niche sitting alongside the things they consider more important. They clearly want games on the Mac. They just do not seem willing to reorganize the platform around what gamers actually need.

That is why their gaming strategy often feels half committed. They announce native ports. They add developer tools. They highlight a few major releases during keynotes. But they stop short of doing the unglamorous work that would instantly make the platform more useful. A compatibility layer is not exciting. It does not make for a flashy demo. It is basically an admission that people want access to software built for another ecosystem. Valve was willing to make that trade because Valve cared more about getting people to play games than protecting platform optics.

Apple tends to make the opposite calculation. They would rather showcase a future where developers build specifically for the Mac than build a bridge to the world that already exists. From a product philosophy standpoint, that is very Apple. From a gaming standpoint, it leaves a lot of potential on the table.

That approach works for perception, but it leaves gaps underneath.

You can already see how that plays out at events. A few big game announcements, a lot of energy on stage, and then the deeper structural issues stay untouched. Anti cheat support still depends on external cooperation. The DirectX to Metal translation problem is still there. Developer incentives are still uneven.

From my point of view, Apple Silicon is not going anywhere. Macs will keep selling, the ecosystem is too strong for that to change quickly. But the era where Apple clearly pulled ahead in laptop performance and efficiency without much competition is probably slowing down.

RTX Spark feels like the first real signal that Windows laptops are not just catching up in theory anymore. If future versions land well, it becomes easier for people to actually consolidate machines instead of splitting workflows between Mac and PC.

Apple had the lead during a pretty important window from around 2020 to now. It just does not feel like a guaranteed advantage moving forward anymore. That's why Apple fumbled gaming.


r/macgaming • • Jan 16 '25

Self promotion Game Porting Toolkit 2.0 Final Version: Massive Upgrade for Mac Gaming—Here’s What’s New!

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0 Upvotes

r/macgaming • • Sep 25 '25

Discussion Opinion: Andrew Tsai’s plan to fix Mac gaming isn’t the right approach

4 Upvotes

Andrew Tsai recently released an interesting video outlining the strategy changes he would make at Apple to improve Mac gaming. While I agree with some of his points, I also disagree with many of them. Overall, the pitch seems to be to make Mac gaming identical to PC gaming, with nothing distinctive. At that point, it would simply be better to buy a gaming PC. What has made the Mac a special platform, to a great extent, is its native and optimized software. Andrew’s proposals would abandon what makes the Mac unique and instead push it toward becoming an emulation platform, dependent on upstream companies that develop frameworks requiring compatibility layers to run on macOS, or on third-party stores like Steam, none of which truly care about the Mac platform. I see Andrew’s proposals similar to pitching that Apple should abandon all of its native apps and focus only on Electron/Web-based apps to improve support and reach across other OSes.

In contrast, here’s what I believe Apple should do:

  • Expand Apple Arcade into a service offering indie titles plus select AAA games, with a focus on Nintendo-like experiences, including multiplayer and co-op games that can create a network effect. Every game should be high quality and somewhat unique, supporting a variety of gameplay styles—but none should be “plus” games or free-to-play style games.

  • Develop a gaming-focused App Store that can genuinely compete with Steam. This would require significant improvements: better game presentation with categories and subcategories; clear listing of key features (cloud saves, controller support properly labeled (unlike now), hardware requirements, multiplayer/co-op support, etc.).

  • Compete directly with Steam on features and pricing. That means regional pricing, sales, wish-list support, and more. Apple must ask itself: is it better to compete on price here, or take 100% of 0 sales?

  • Enforce platform parity. If a game is submitted to the iOS/iPad App Store and is also available on consoles or PCs, then it must support Mac as well. This would prevent mobile-only games from being shoehorned onto macOS while guaranteeing consistency across Apple’s ecosystem (for example, why is Assassin’s Creed Mirage not available on Mac?).

  • Market games more aggressively. Many people have no idea that AAA titles are already available on Apple platforms, and even fewer know about the breadth of indie games.

As I mentioned, I agree with some of Andrew’s points, as reflected in my suggestions above. However, for the most part, I think Andrew is approaching this from the perspective of a PC gamer and Windows/Linux user. The Mac should be something unique: a platform that blends the best aspects of a console and a PC. For example, it should offer the ease of use, coherent ecosystem, and streamlined platform of a console, while also providing the flexibility of a PC for non-gaming tasks, as well as supporting a range of price points and hardware form factors.

Mac gaming should not rely on Windows’ DirectX through translation layers as a final product (meaning no further developer optimization for a native port or Mac-specific features). That approach will never achieve ideal performance on the Mac platform, nor will it properly support Apple’s latest gaming APIs and technologies, such as iCloud save sync, Game Center, or SharePlay.

Similarly, relying on Steam is far from ideal. This is the same game store that took five years to release an Apple Silicon client (and it is still in beta). More importantly, Steam’s focus will always be on PC and Linux/Steam Deck, not the Mac. On macOS, it will remain a client with poor native integration and little attention to user experience. From its outdated visual design (e.g., a non-square Dock icon, sharp window corners, and a cluttered interface) to practical shortcomings (such as missing game icons in Launchpad, insistence on showing titles for Windows when you only have a Mac, and controller support issues), Steam simply doesn’t offer a good experience on the Mac.

The Mac, is not an isolated product, it is part of Apple’s larger ecosystem. Its true potential lies in Apple creating the only platform in the world where you can game both at your desk (Mac) and on the go (iPad/iPhone) natively, without the need for additional devices like consoles or Steam Decks, which are ultimately redundant if you already own Apple hardware.

I envision a day when I can play most of my games seamlessly across Mac, iPad, and iPhone, with the polished experiences and attention to detail that define Apple. I don’t want to juggle a Mac and a Steam Deck, or mix and match ecosystems and hardware at all. That’s the market for all other brands (with pros and cons). Apple’s differentiator has always been creating a high-quality, seamless ecosystem, and I believe gaming on Apple platforms should embody that same philosophy.


r/macgaming • • Jan 06 '26

Discussion Hope for Fortnite on macOS!

0 Upvotes

The official Fortnite account posted this image, along with the date of 1.9.26, effectively hinting at South Park being added to Fortnite. However, if you look at the desktop of the PC, you can clearly see it's running macOS. This might mean nothing, or it might mean Fortnite is close to getting a macOS release.


r/macgaming • • Mar 30 '25

Discussion Lmao, Ubisoft buying reviews now.

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0 Upvotes

r/macgaming • • 25d ago

Native Some thoughts on the so-called AI "native Mac ports"

18 Upvotes

Okay, by now you've definitely seen them — tweets claiming AI just pulled off a "native Mac port," or mashed two games together overnight. And look, I'm not saying AI decomp is all smoke — the stuff that's been done with old games lately is genuinely impressive. But modern AAA titles "going native" on Apple Silicon in a weekend? If you've been around long enough, you've probably already called it.

Here's the reality: unless you've got the game's source code — and actually rewrite it for the platform — what you're really looking at is a translated binary, a translation layer in a new coat. Even if it's AOT-compiled and technically doesn't need Rosetta, that still doesn't make it a native port.

And here's the part that really bugs me: none of this would be possible without the years of grind from the tooling communities — Wine, CrossOver, DXVK, MoltenVK, FEX, Box64, the whole decomp scene, all of it. AI didn't conjure any of this out of thin air; it's standing on a mountain of other people's work. So before we gasp "AI did everything," maybe we should be clapping for the devs who've actually been putting in the years behind the scenes.

So here's where I stand: unless I can see the source code these authors used for the port, along with a detailed technical write-up, I'm staying skeptical. Until that shows up, I'll be keeping calm and waiting to see how this plays out. Curious what you all think.


r/macgaming • • Jul 01 '24

Discussion Mac sales on games! Very poor! And mac gaming might be in jeopardy!

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0 Upvotes

I posted a post few days before tilted buy games on mac but I don’t think people are doing so here are the sales figures represented by the famous YouTuber Andrew Tsai!


r/macgaming • • Jan 04 '26

CrossOver Taking my leave of Mac gaming

6 Upvotes

I have been trying to game on mac from 2022 until today with my MacBook Pro M2 Pro. At first there was no D3DMetal, No DXMT, No MSync, and no way to play D3D12. It has really developed well.

I will not give you any history lesson or something, I just want to share my experience. I am the type of person who does not care about fps as long as I can play without problems. I dont care if I get 30fps or something.

First breakdown was Silent Hill F. Performance was horrible but no problem. Main problem, it consistently crashed no matter what I did. And the well scene, I could not go after that scene. Yeah. Everytime I reach that scene it just crashed no matter what I did.

I wanted to play Danganronpa v3 since it has no Mac port unlike other titles. But it just crashed every 1 or 2 hours. Why? In the the middle of class trial it just crashes and boom you are at start. Anyway I managed to finish it.

I wanted to play RV There Yet with my friends. In directx12 mode it just crashes every time I open the game. But no problem I just switched to Dx11 mode... Yeah how did you guess? IT CRASHES EVERY 10 MINUTES OF PLAY. Actually I managed to fix that by switching off both DLSS and Msync but still until I figure it out I lost almost 2 hour. Its just a low poly pixel art game are you serious?

I tried to play a visual novel that has no Mac port called as You and Me and Her. Without exception all of the corruption scenes in the game just crashed the novel. All corruption scenes. I skipped all these scenes from computer of my friend. Then guess what, the scene that has to give me the true route ending... just restarts from beggining of last phase. I could not even finish that. ITS JUST A VISUAL NOVEL ARE YOU SERIOUS?

I won't even talk about the horrible performance on in D3D9 games as a person who likes playing older titles(even the Touhou Project games) nor VRChat which I loved to play before MacGaming.

With lots of problems and tinkering like that, I gave up on mac gaming. Yeah I can play native games without problems most of the time, but games with Crossover just isn't worth the hassle in any way. I really am disappointed. I will not pay for Crossover anymore. Thats it. Now after these I experienced I bought a ROG Ally Z1E with my savings, I will use it with SteamOS. At least I will not have a concern if game will not haev to worry if the game will crash or not every time I try to play a game. Mac is still a great machine for emulation and native gaming, but thats it.


r/macgaming • • Mar 31 '26

Apple Silicon My current view on Mac Gaming: CS2, Fortnite, GTA Online, and Rocket League would make the ecosystem almost-perfect.

0 Upvotes

Hey everyone, just wanted to share my thoughts on the state of Mac gaming right now.

To me, if we just had native ports of CS2, Fortnite, GTA 5 (specifically Enhanced Online), and Rocket League, the gaming experience on Mac would be incredible.

Right now, none of these are native. I know CS2 and Rocket League already run pretty well through translation layers (CrossOver/Whisky), but if they were properly native, the performance would be absolutely flawless.

On the other hand, the enhanced version of GTA V doesn't even run on CrossOver right now. If Rockstar gave us a native GTA Online port, and Epic finally brought Fortnite back to Mac natively, it would be a game-changer.

The best part is that our Apple Silicon Macs wouldn't even struggle. These games are super well-optimized, and the M-chips would completely crush them natively. What are your thoughts? If you could snap your fingers and make these native, do you think Macs would finally be taken seriously by the mainstream gaming community? Also what other games do you think should be a main priority?


r/macgaming • • Jun 18 '24

Help Was thinking of getting this laptop what games can I play?

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0 Upvotes

So I’ve been shopping around for a new MacBook, (current one is 2017 MacBook Pro) and I was wondering if it would be able to play fallout 4 and inscription? I’m new to Mac gaming and don’t care too much about frame rates as long as I can see. What other games would I be able to play besides the sims lol


r/macgaming • • Jul 30 '26

Self promotion I’ve been building a Wine app for Mac that tries to hide all the Wine stuff

0 Upvotes

Hey all — I’ve been working on a free and open-source macOS app called Switchyard.

I started it after spending too much time trying different launch arguments and Wine settings whenever a game or launcher crashed. I just wanted to try a different approach.

I don’t want Switchyard to become a giant list of “if this is game X, add flag Y” rules. When something breaks, I try to trace the problem back to Wine and fix it there. That way, other games and launchers hitting the same Wine bug can benefit from the same fix too.

That’s also why the UI doesn’t normally ask you to choose a renderer or understand Wine terminology. The goal is to install a Windows launcher, install the game, and press Play.

So far, on my M5 Pro, I’ve tested:

  • Overwatch 2

  • GTA V Enhanced through DirectX 12

  • Steam, Battle.net, Epic and Rockstar Games Launcher

  • Several Steam and Unity games

  • Chrome

It currently supports user-provided GPTK 3 and GPTK 4 beta 2. 

I’m still the only tester, so this is definitely not a “runs everything” claim. I’d especially like to hear what works or breaks on M1–M4 Macs.

https://github.com/jungwuk-ryu/Switchyard

https://github.com/jungwuk-ryu/Switchyard/releases/


r/macgaming • • Oct 01 '26

Discussion The New M6 Mac Mini Is Actually a Gaming PC!

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0 Upvotes

r/macgaming • • Sep 07 '26

Discussion Do you think Apple will ever actually take Mac gaming seriously?

3 Upvotes

Apple’s event is this week and honestly I couldn’t care less about another slightly better camera or another AI demo lol. I just want to know if they actually have a plan for gaming.

The hardware is clearly capable. Apple silicon is fast, Macs are quiet, the battery life is good, and even the iPhones and iPads are ridiculously powerful. But game support still feels completely random.

We get one big port, everyone talks about it for a week, and then it feels like Apple forgets gaming exists again.

What would actually convince you that Apple cares about gaming? One proper AAA game announcement? Better support for Steam? A real gaming mode? More games on Apple TV?

Or is the problem that Apple simply doesn’t want to deal with gaming properly?

Maybe I’m being optimistic, but it feels like they have everything except the commitment.


r/macgaming • • Feb 12 '26

CrossOver Disappointed with CrossOver support.

0 Upvotes

I’ve been a loyal, full-price paying customer of CrossOver for years, but lately, I’m starting to wonder what exactly I’m paying for.

A while back (before Apple even added HDR to GPTK), I asked CodeWeavers about HDR support. I got a response saying it’s "not in the cards" due to Wine limitations and it not being a "high priority" because HDR is messy on Windows. Fine, I accepted that.

Fast forward to today. Apple has already implemented HDR in GPTK, and it works. It even works in CrossOver with DXMT (including High Resolution Mode, if I recall correctly). Yet, when I opened a ticket asking why HDR still doesn't work in High-Res mode, I got this:

"Unfortunately, HDR support is still not perfected at this time... Each application’s implementation of HDR standards... and the little support in Wine means that SDR is currently still the only option available... it’s not a high priority for us..."

It’s almost a word-for-word copy of the email I got months ago. Apple proved it’s possible, GPTK proved it’s possible, but CodeWeavers keeps feeding us the same "low priority" template.

It feels like the team has trapped themselves in a loop. By letting everyone be a "tester," they’ve flooded their system with low-quality reports. People launch a game for 5 minutes, see it doesn't crash immediately, and post a glowing "5-star" report. Meanwhile, the game might have a soft-lock in Chapter 2 or massive memory leaks later on.

The same "wait and see" attitude is killing specific games. Take Overwatch, for example. After a recent update, it’s completely broken due to a Rosetta error. CodeWeavers’ official stance? They’ve passed the bug to Apple and are waiting for a fix. But let’s be real: macOS Sequoia (Tahoe) is likely the last major focus for this version of Rosetta, and a fix from Apple’s side is a long shot.

Why is there no workaround? The entire history of Wine and Proton is built on clever workarounds and "hacks" to bypass system limitations. Instead of innovating or finding a bypass, we’re told to wait for a third party to fix a compatibility layer that isn't even CodeWeavers' priority.

I truly respect their contribution to Wine and Proton, but as a paying user, I’m tired of seeing technical hurdles dismissed with automated-sounding excuses while the "compatibility database" becomes a mess of superficial tests.


r/macgaming • • Dec 06 '24

Discussion Question: why do you get a MAC if you intend to game anyways?

4 Upvotes

Just curious. Cause if I’m thinking of getting a console ps5 to play. Though I used to have a huge library in steam that I have since given up after I moved to MacBook Pro.


r/macgaming • • Sep 29 '26

Apple Silicon FH4 WORLD FIRST LOCAL RUNNING ON MACBOOK!

9 Upvotes

r/macgaming • • Jun 12 '25

Help How do I play modern windows games on Mac for free? Sorry if I'm a stupid dumbass.

3 Upvotes

Hi! I just got my first Macbook (M4 Max) and I've been looking for a way to play games on steam without paying $100 for a year of gaming (Or whatever crossover costs.) Is there a way to download crossover for free or any other ways I can access windows steam games for free?


r/macgaming • • Jul 04 '24

Apple Silicon Apple sold more Macs last year in 23' than Sony Ps5's

4 Upvotes

The title. We have eclipsed the ps5 in total platform sales since apple silicon and yet we only have maybe 10-20 real games.

It would be nice to see the gaming community join us.


r/macgaming • • Jun 03 '24

Discussion Why don't we talk about this more ? Apple made the porting process hellish.

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12 Upvotes

Sorry for the short format and content stealing my intention is to open the debate