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.
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Comments
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.
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.
https://en.wikipedia.org/wiki/List_of_game_engines
It must be said Apple got a late start into this end of the computer market, game engines have evolved into areas of the market far beyond just playing games, Unreal Engine is just that Unreal, some of the things that it is able to do is on the cutting edge of modern computer graphics, Sweeney Todd is definitely a mad genius……..
it’s the same with game development. So a lot of games that do make it over are ported from Windows, usually unsatisfactorily. So they don’t sell.
Casual gamers, if they really care beyond just killing time with free games, tend to buy a console or handheld gaming system because you just turn it on and go. That's where Nintendo is king: simplicity. Apple doesn't have a dedicated gaming device (the closest would be the Apple TV, but that still requires extra cost/work to setup for games) so they don't really compete in this market.
Enthusiasts want a gaming system they can tweak and upgrade to get the best performance and play the latest, cutting edge games (e.g. pop in a new GPU to get hardware ray tracing). Apple moving in the direction of computers which aren't customizable at all means they don't compete in this market either.
The only gamers Apple is getting are the ones who are happy with free games on the App Store. Which is actually quite a big market, but Apple only incidentally benefits from it because people bought an iPhone for other reasons and just happen to game on it. That and some people who already own an Apple TV and decide to try gaming on it (again, incidental). None of Apple's hardware actually targets the gaming market specifically, and as you stated, that's been the case ever since the beginning of Apple.
I seriously doubt Apple will ever promote or release this tool kit as an “emulator”. However, I thought I read somewhere that DX12 support is coming to Crossover later this year, so it makes me wonder if Apple is going to push their code back into the WINE project.
Those that wants to run such things as (off the top of my head) Microsoft Flight Simulator 2024, Red Dead Redemption 2, Grand Theft Auto V and VI, and the likes of Zero Dawn Horizon, Assassin's Creed, and so on at a minimum of 27" in 4K @ 60 fps. That's me, last year I purchased a ready-built, water-cooled Corsair Vengeance with an i9 and RTX 3080 Ti, DDR5, and all NVME SSDs to do this. It cost more than a Mac Studio Ultra, runs hot enough to fry eggs, and is very noisy, plus it is massive and heavy. It does have pretty RGB lighting though
Then there are the PC enthusiasts who build their own PCs, and the games are really just benchmarking products for them. They want to fine-tune the machines they make to extract the highest frame and refresh rates to win bragging rights on blogs. They are the equivalent of the car enthusiast who wants the ability to strip the fuel injection system down and polish his exhaust ports and go drag racing (or dream they do).
The first group would buy a Mac Studio in a heartbeat if it ran all those top-level games. Apple should definitely work with top-level game developers; it is a market worth pursuing.
The second group would never buy a ready-built computer to start with, let alone one they can't tinker with. This group must have nightmares about SOCs invading the PC industry.
The bulk of a game engine handles where everything is and how it moves - geometry, textures, lights, physics, AI - and this is cross-platform.
Metal just draws the result by taking the geometry, textures and materials and producing the rendered image.
The code to do this is around 10k lines of code out of millions. It's not a lot of code but is very Math heavy and complex. It's like kernel code of an OS. The people who work on game rendering engines are very skilled developers.
It only needs to be implemented once per engine. It has been used for different emulators. Here's one that emulates Nintendo Switch games on Mac:
The Switch is less than 1/10th the performance of M1 Max so once the code is emulated on the CPU, the drawing part can be run through Metal and it runs very fast. The M-series Macs run very cool so it's a good emulation experience.
I hope they do allow it to be used as an emulator, even if it's just embedded by the developer. Nintendo has done this with old games.
I doubt they will contribute back to WINE, it's Mac-specific code they have added for Metal. There's already a tool to patch Crossover with it. All that would be needed is for them to publish a compiled library with Xcode and allow apps like Crossover to embed it commercially. If Crossover/Codeweavers partnered with Steam, they could have a set of compatible games and install them like a native game.
There are still a few compatibility issues because a lot of games use Windows launchers and those need to use a system UI but quite a few big titles work:
https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit#Game_compatibility_list
The enthusiast gaming market is small (like 2-3% of 100-200 million), most people are using cheap GPUs like Nvidia 3060 < $500:
https://store.steampowered.com/hwsurvey/videocard/
The important thing is the number of games available on the platform, especially the most popular ones. If they focused on getting the top 100 games running by whatever means, that would make a big difference to how many gamers invested in the platform for gaming:
https://store.steampowered.com/charts/mostplayed
The M-series GPUs and Macbook Airs help a lot because this puts 3TFLOPs+ GPU in the hands of over 70 million Mac users.