This is pretty fucking shitty. This would be fine if they didn’t supplant CSGO entirely with CS2, but they did.
If it’s any consolation, the Windows version runs on macOS Sonoma, but you need to use Whisky to install Windows Steam & launch it from there. Also, you need to adjust some graphics settings that can only be adjusted using the command line, or the frame rate will be unplayably bad.
I feared that CS2 would use some kernel-level anti-cheat solution, which would prevent it from running on macOS, but it doesn’t.
In terms of numbers (according to the Steamwide statistics, which may be different than CS:GO), MacOS isn’t that far behind Linux in terms of usage. I get that Valve is pushing Linux and all, but this a bit scummy (saying this as a Linux user)…
Unless there is more Politics involved. My understanding (and I may be wrong) is that developing software for Apple is basically a quagmire of regulations, proprietary lockout and big pits you need to pour money into.
Also, strictly reading https://help.steampowered.com/en/faqs/view/73EF-08A3-0935-6369 they didn’t say that they were discontinuing it BECAUSE of lack of playerbase, but that they didn’t expect it to have much impact due to the small playerbase. Low player count is probably one reason, but I suspect there might be more factors in play.
EDIT: I know the article does mention the API issues, but I’m just a bit annoyed that they decided to title it the way they did for clickbait.
Valve’s statement adds that players using DirectX 9, 32-bit operating systems or macOS “represented less than one percent of active CS:GO players”. Dumping these platforms makes sense from that perspective, but it’s a bitter pill to swallow for the Macintoshers amongst us or those who, for whatever reason, play on very old PCs.
from rock-paper-shotgun
Your understanding is not quite correct. The regulations are for App Store apps only, which wouldn’t affect CS2, and even if they did, they are not much different from other platforms’ store regulations (no strong adult content, no gambling aides, no games that encourage you to damage peoples’ hardware, you can’t make games that would put private citizens’ safety at risk, etc.). And the only money you have to pay is for a developer subscription, which gets you code signatures & anti-malware validation.
Mac users are a… special breed
I don’t like this decision, since I know the lack of support for different platforms than Windows as someone playing on Linux. Valve invests into proton and thus game support on Steam Deck and ChromeOS, so I’d have thought they’d make sure CS runs on macOS too.
I’d have thought the pain point would have been the processor architecture (ARM64) rather than operating system - MacOS still supports AMD64 using a compatibility layer but it would probably be quite a drawback to game performance.
Not really, unless the game code was written in X86-64 assembly language, does low-level VM allocation for some reason, or otherwise has special dependencies on Intel CPU-isms. With a few exceptions, C/C++/Objective-C code written for X86-64 can be easily recompiled for ARM64.
The PowerPC to X86 transition was much rougher, because of the byte order change + PPC allowing integer division by zero while X86 disallowed it.
What’s your experience here? I’m interested to hear about projects that you have done this for.
The source engine has code that’s over 20 years old. A monolithic project like a game engine, which is statically and dynamically linked with god knows how many libraries they don’t even have code for, let alone permission, to compile in a different architecture, is not gonna be an easy thing to do.
Big difference I see from Linux and Windows is that they are OS that can be installed on different devices. MacOS is not the case, and even trying to get Linux to be stable and reliable on Apple hardware after the move to their own CPUs is a project in itself with Asahi Linux.
So I can see the lack of interest with how MacOS is a very restrictive Mac hardware only type experience for most people with how getting a hackintosh working is rather involved.
It’s telling that Apple is trying to develop Proton-like tools for macOS, but even Valve, who are very actively developing them for Linux and have invested in porting software to macOS for years, are sort of giving up. Apple is so, so bad at working with game devs, it’s amazing. I’m guessing they did their own thing internally and just published it instead of actually working with Valve and listening to the industry, as always.