In fact, there are tons of entries for first/third person 3D games where <30 FPS is apparently playable.
They should have another column called "recommended" though, since filtering by "playable" isn't very useful…
The game is rated as "playable". So you need to look at the notes and hardware carefully if this is important to you.
I've already switched some games that were reported as "playable" to "not playable" because they are only technically playable
I am currently thinking about how to best approach this and provide a definition of "playable" that makes sense as context for the reports
I'm also thinking about adding some kind of confidence indicator (e.g. 5 reports by different known reporters stating a game is playable vs 1 report from an anonymous user w/ incompletely filled out report)
I'm currently looking at best practices from other software compatibility databases out there.
Any pointers or thoughts very welcome. I want this to be as high quality as possible so you know that if you have a question about game compatibility or performance on Apple Silicon Macs that this is the website to check.
24fps at 1080p/highest is indeed unplayable, but it's expect it to be much better at 720p/medium.
first/third person 3D games are playable with 20 FPS (with drops to 15), I played a lot of them with that FPS on my old laptop (e.g. GTA IV, V, Sleeping Dogs).
For example, I played several hours of Hitman on a device which cannot push more than 15 fps at 1080p. In that game you have to plan, walk around, wait for opportunities... And you might not even have to fire your gun
Also, from the article on a call of duty online game:
> Everything felt smooth, works flawlessly in highest settings available, but only few minutes until your account get banned :( SoC power consumption is around 3.5W
I'm not surprised that perhaps many devs naïvely assumed that if you're not running x64, you're a "cheater" [or in a VM, which apparently is often also "cheating"...sigh]. I'd be interested to know how many of the god-awful DRM schemes that BigGames like to run (like Denuvo) take to being emulated in crossover-or-wine-running-under-rosetta. I bet they don't like it!
If anybody (e.g. Valve or Apple) would see the Mac as a viable gaming platform, they would offer an API wrapper solution like Proton (which would emulate DirectX and Win32 APIs on top of macOS APIs). But it's already starting at the hardware, embedded Intel GPUs don't cut it for gaming.
But the 3D API is just one tiny piece when porting games to other platforms, and the importance of cross-platform 3D-APIs is overrated. Game consoles always had their own non-standard 3D-APIs, and this didn't hinder games being created or ported. And OpenGL only was a cross-platform API in theory, in practice every OpenGL implementation had its own peformance and compatibility quirks, and Vulkan apparently isn't much different.
But the root cause is not a technological problem, there simply are not enough people interested in gaming on macOS. If there would be a market, games would come to macOS, with or without Apple's involvement.
Metal was released before Vulkan existed, and Khronos already has a compatibility layer available (https://github.com/KhronosGroup/MoltenVK) - I don’t think graphics APIs are the issue here.
It certainly would be a lucrative market for Steam that just opened up. Most games w/ high performance requirements were not playable on entry-level Macs up until now.
No doubt basic games like terraria or vanilla minecraft will work, same as intel HD.
This has been kind of problematic for MacBooks since the first retina model. They ship with HiDPI displays that are beautiful for text and video, but people don't seem to realize the resolution is just way too high for gaming on an ultrabook. I used to game in 900p comfortably on my Intel integrated 2013 MBP. In native 1600p the same titles would be a slideshow.
To me, that's astonishing.
e.g. take a look at Metro Exodus on a MacBook Air M1 (30 FPS+ @ 1080p):
https://www.youtube.com/watch?v=GUG8SbrFj-A
That's exactly why I started the spreadsheet. All the early review benchmarks about the M1s were interesting but what is even more interesting to me is whether a specific game runs and how well and on which system under which conditions and settings.
e.g. if you are out and about, don't have access to a power plug (need to run on battery) it is interesting to know what the MacBook Air M1 can do (compared to previous Macs).
I am maintaining the website and will ship a few improvements this week to make it more usable & improving context information (like OS version, game version, CrossOver version etc)
Thanks a lot for the feedback and for checking it out.
Two things I'm currently thinking about are
a) how to further improve the site (what do you care about? which questions do you have?)
b) how to reach people who might not be aware of the website yet (e.g. it got featured by @gruber on daringfireball recently and on /r/macgaming) but I guess there must be way more people interested in gaming on the Mac out there. Any ideas appreciated!
I'm also on twitter at @__tosh (two underscores)
That's funny.
Not great, but I managed to finish few 3D games with 15-20 FPS and it was fun.
Not everything needs to be 120 FPS to be fun.
Question is whether the M1X will support ray tracing.
https://twitter.com/Jack_Mangano/status/1332852433308028929?...
Just ran into this on my 16" Intel MBP after upgrading to Big Sur and attempting to play a game while using a Razer mouse.
Basically many gaming mice in including my Razer have upwards of 1000hz poll rate by default and apparently macOS does not handle that well causing high cpu in WindowServer, however in Big Sur it really doesn't handle it well hitting 150% cpu in WindowServer and games seem to be almost unplayable do to massive stutter. Supposedly some improvement in 11.1 but still recommended to lower poll rate.
Had to plug my Razer into a PC to run their config software to lower the poll rate to 125hz. Now everything runs great, didn't realize how much it was effecting everything and now games are smooth and playable again.
1. https://www.reddit.com/r/mac/comments/juqcrd/calling_all_big...
I also have a Razer on Big Sur right now and it "works" but I have no idea which polling rate is used and the official app by Razer seems unsupported.
Going forward I want to add more context about peripherals as well. The section about supported controllers is a first start (e.g. I was surprised that some controllers are supported on Macs but aren't on iOS etc)
I also love playing these (rather older, now) games on modern hardware with very high settings and very fluid framerates.
Definitely envy the battery life of the new Macbooks, but until they have proper gaming, I cannot "have my cake and eat it, too."
I'm in the middle of trying to find a Ryzen/Geforce/huge battery combo that I like, knowing full well that I'll be lucky to get much more than 4 hours doing non-gaming things off cord (with brightness where I prefer it.)
I am working on getting more game reports as well as getting the accuracy (& confidence) of the reports up.
Perhaps I should add a feature for getting notified once a playability status changes from not playable to playable?
Finding it in stock is a challenge but the Zephyrus G14 is exactly this. RTX 2060 GPU pairs perfectly with a 120hz 1080p display, and it still gets >8 hours on battery doing normal non-gaming stuff
SC2 works fine on non-M1 macs, so I assume on M1 it will run even better.
The header row of the table should be fixed when the user types in a game title at the top of the page. That way the column titles will be visible even as you scroll. When I typed in a game name and was immediately navigated to the table, I had to guess what the columns represented.
Diablo 3, playable no, unable to launch.
So basically your mileage may vary, alot, making this whole list a bit....questionable. =/
It turns out the M1 is not the revelation Apple claimed. Great battery life? Maybe, when not running games or other CPU-intensive tasks. But performance champion? Not even close.