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Apple's Windows Game Porting Toolkit gets faster with new update

Apple has updated the Game Porting Toolkit, with version 1.0.2 of the development tool now working at a higher level of performance when running Windows games on a Mac.

The introduction of the Game Porting Toolkit during WWDC 2023 offered a way to show developers what a game made for Windows could look like when running on a Mac. The kit included elements such as an emulation interface, to give developers an idea of how their game will run under macOS.

Updated on June 30 and first reported by Andrew Tsai via YouTube on Tuesday, Game Porting Toolkit Beta 1.0.2 is a refresh of the original release. However, while Apple doesn't offer any documentation about what's different in the release, there are a number of good changes to the kit.

For the first update, Apple's included instructions mistakenly refer to it as version 1.0, not 1.0.2, and they do not mention any upgrading instructions, only installation.

One of the signs that the toolkit has been updated is in the Rosetta line in the statistics panel that appears while playing a game has the label "v0.2," which wasn't shown for the first. The new version is also nearly half the size of the original, at 27.9MB versus 53.4MB.

Posts by Nat Brown, an Apple engineering manager responsible for the toolkit, mentions there are fixes for 32-bit support, rendering, and performance, as well as overall stability. Brown also mentions that there was an intention to add change logs, but the team "just ran out of runway before the holiday weekend."

Performance improvements have been spotted, but they vary between games and chips. In examples by Tsai, "Elden Ring" running on an M1 Max saw a 20% improvement between versions, while "Arkham Knight" is shown to be running at about the same level of performance as before the update.

On the high-end M2 Ultra," Cyberpunk 2077" was able to run at approximately double the frame rate under the new toolkit.

For stability, some games would crash under the original if they played video cutscenes using specific codecs. After the update, they work fine in most cases.

Apple's use of the Game Porting Toolkit is still only a developer-specific tool, rather than one meant for consumer gaming. The improvements certainly do make it easier for the public to play Windows games on a Mac, but that's only a byproduct of Apple refining what it still considers a development assistant.



16 Comments

saarek 1586 comments · 16 Years

This really is brilliant work on the part of Apple. Yes, they’re progressing on the base that was already out there, but this really is game changing. Excuse the pun.

macxpress 5913 comments · 16 Years

I hope gaming studios take full advantage of this. Apple has some pretty decent graphics built into every single Mac, even something like the MacBook Air. I hope Apple continues to support this and doesn't just say they're back supporting gaming on the Mac and then a year later stop paying attention to it like they've done so many times before. This looks to have some great things going for it though. 

chutzpah 392 comments · 1 Year

Doubling the frame rate is very impressive, even if it is just a single title.  I wonder if there is any internal discussion about whether Apple should promote this consumer side and work on a user friendly interface so this could be their version of Proton.

I get that Apple want to push native games and use of Metal, but they've been banging that drum for a while now with little movement.  Maybe the success than Valve has been seeing is getting them to re-evaluate.

jblongz 170 comments · 14 Years

How are people making high-end games for iOS/MacOS without tools like Unreal Engine or Unity?  I've read some introductory documents about Metal and it seems so complex just for that one area of gave development.   Anyone know that the Apple pipeline really looks like?

auxio 2766 comments · 19 Years

jblongz said:
How are people making high-end games for iOS/MacOS without tools like Unreal Engine or Unity?  I've read some introductory documents about Metal and it seems so complex just for that one area of gave development.   Anyone know that the Apple pipeline really looks like?

Computer graphics is definitely one of the more complex areas of programming. I remember first trying to learn it (and now I'll be dating myself) from Michael Abrash's articles on the Quake engine back in the late 1990s, and having a tough time wrapping my head around it. I eventually learned it from the CG bible, where it's presented more formally and without the complexity of clever optimizations.

Anyways, once you wrap your head around the concepts and how GPUs work, Metal is no different from other modern GPU rendering architectures like Vulkan. I actually find MSL to be much easier to use than GLSL and other shader languages. And Apple's rendering pipeline is much easier to debug problems with than DirectX (at least, when I used it about 10 years ago). But yes, if you're only used to a prepackaged 3D engine like Unreal or Unity, the internals of how they work (using DirectX/Vulkan/Metal) can certainly be daunting.