2026年Mac能玩游戏了吗?我们实测了300款游戏! — Transcript
Full transcript
- 0:00Can Macs game now?
- 0:03Seeing this title,
- 0:04I wonder what your first reaction was.
- 0:06If this were five years ago,
- 0:07I think everyone would have said the same thing,
- 0:10smiling knowingly like in this meme:
- 0:13"Game on a Mac? Yeah, right."
- 0:14Or they'd bring up the "uncle gaming on a Mac" meme.
- 0:17Totally understandable.
- 0:18After all, Macs had just moved from x86 to Apple's own ARM chips.
- 0:22We were amazed by the unprecedentedly low power draw and heat,
- 0:25and the unprecedentedly long laptop battery life.
- 0:28But we also knew, more or less, that Mac software support would be lacking for a while.
- 0:33But now, five years have passed.
- 0:36Neither Apple nor the developer community
- 0:38has been sitting around doing nothing.
- 0:40They've genuinely done a lot of work.
- 0:42The Mac software ecosystem is worlds apart from the early M1 days.
- 0:46Gaming used to be the Mac's weakest area.
- 0:50But if you look today,
- 0:51I'm not saying it's amazing,
- 0:53but at least it is absolutely not a joke anymore.
- 0:55So today we decided to make a dedicated episode,
- 0:57using a huge number of tests,
- 0:59nearly 300 games, to be precise,
- 1:02to take a deep look
- 1:04at what gaming on a Mac
- 1:05actually feels like in 2026.
- 1:09First, some background for those who aren't familiar.
- 1:12When Macs first switched to ARM CPUs five years ago,
- 1:15why did their gaming ecosystem face such a serious challenge?
- 1:19There were a few main reasons.
- 1:20First, in the x86 era,
- 1:22Macs could install Windows through Boot Camp.
- 1:25That solved gaming needs to some extent.
- 1:27But once Apple Silicon arrived, Apple officially ruled that option out entirely.
- 1:32No more dual-boot safety net.
- 1:33On the other hand,
- 1:34while Apple killed the possibility of installing Windows on a Mac for games,
- 1:38it also killed something else:
- 1:39the ability to play old 32-bit Mac games.
- 1:43Unlike Microsoft's hesitant, legacy-heavy approach,
- 1:46Apple has always been decisive about this kind of thing.
- 1:49Since 32-bit compatibility would make new systems and platforms bloated,
- 1:54they simply cut 32-bit support in macOS Catalina back in 2019.
- 1:59Apple Silicon never considered it from the start.
- 2:02So even with the Rosetta 2 translation layer,
- 2:04M-series chips can only translate 64-bit x86 apps.
- 2:07Those old 32-bit native Mac games became unplayable.
- 2:11On top of that, when M-series chips arrived, everyone realized Mac performance had suddenly come alive.
- 2:16No more single heat pipe trying to tame an i9 while it throttled like crazy.
- 2:21Mac users had solved the basics.
- 2:23Naturally, they started thinking about
- 2:25more luxurious, spiritual needs.
- 2:27The calls for gaming on Mac grew louder and louder.
- 2:30So gaming became a hurdle Apple had to clear.
- 2:33Easy to say.
- 2:35But what exactly could Apple do?
- 2:37They did several things.
- 2:38First, they actively reached out to major game studios,
- 2:41trying to make developers willing to create native Mac ports.
- 2:45That had to be feasible both technically and commercially.
- 2:48Technically, Apple released GPTK, the Game Porting Toolkit.
- 2:52It lets developers run existing Windows versions
- 2:54directly on Mac with almost no code changes,
- 2:57to quickly evaluate compatibility and performance.
- 2:59If the results look good,
- 3:00they can then invest resources into a native port.
- 3:03Apple even provides Metal Shader Converter,
- 3:05which automatically converts PC game shaders into Metal shaders,
- 3:09lowering the porting barrier.
- 3:11Commercially,
- 3:12progress was honestly a little slow at first.
- 3:14Games like Capcom's Resident Evil,
- 3:16and Kojima's Death Stranding
- 3:17landed on the App Store first.
- 3:19But many players may not be used to buying full-price games on the App Store.
- 3:23If distribution is unnecessarily restricted,
- 3:26developers not seeing benefits becomes a problem.
- 3:28So you can see Apple becoming more flexible.
- 3:32In the past two years, many native Mac releases have also come to Steam.
- 3:35Cyberpunk 2077, Baldur's Gate 3, and so on.
- 3:38That's great news for players switching from Windows to Mac.
- 3:42Native is best, of course.
- 3:44But what if a game isn't native?
- 3:46Translate it, then!
- 3:47The second thing Apple did
- 3:48was make it possible for ordinary users to run Windows games directly on macOS.
- 3:54This is where we should grandly introduce
- 3:55the most important piece of software for Mac gaming: CrossOver.
- 4:00It's a compatibility platform developed by CodeWeavers.
- 4:02It lets you run Windows games on Mac with relatively little hassle.
- 4:06Although it's third-party software,
- 4:07CrossOver has actually received a lot of technical support from Apple.
- 4:11The GPTK translation toolkit we mentioned earlier
- 4:14borrows from and supports CrossOver technically.
- 4:16They reinforce each other.
- 4:17My take is that, from Apple's position, directly supporting Microsoft's ecosystem is a bit delicate.
- 4:23But building low-level tools to help third parties handle compatibility is perfectly legitimate.
- 4:28CrossOver is not a virtual machine.
- 4:30Its tech stack looks roughly like this.
- 4:32First, Wine creates a Windows-compatible environment.
- 4:35For Windows games, things like
- 4:37Win32, DirectX, the registry, and file-system interfaces
- 4:40are reduced to only what's necessary to run the game.
- 4:43They get placed into this little greenhouse we've built,
- 4:45and Wine translates them into calls macOS can understand.
- 4:48On top of that,
- 4:49Rosetta 2 translates the x86 CPU instructions into ARM instructions.
- 4:54That's the CPU side.
- 4:55Then comes GPU translation, which is even trickier.
- 4:59Because this involves graphics APIs.
- 5:01How do you convert DX11 and DX12 interfaces into Metal?
- 5:05When CrossOver first came out,
- 5:07this was practically an uncrossable chasm.
- 5:09DX11 first had to be converted to Vulkan,
- 5:12and then to Metal.
- 5:13Two translation layers stacked back to back.
- 5:17The efficiency was just too low.
- 5:19Not to mention DX12 support was terrible.
- 5:22So how was this solved later?
- 5:25Apple had to step in personally.
- 5:27They built the D3DMetal translation layer into GPTK,
- 5:30allowing DX12 to convert directly to Metal.
- 5:33Game compatibility and performance jumped to a whole new level.
- 5:37GPTK 4, introduced at the recent WWDC 26,
- 5:41also supports the latest Metal 4.
- 5:43In our tests, many games gained another roughly 10% performance boost.
- 5:47While CrossOver brings all these translation layers together,
- 5:50it also has another crucial job:
- 5:52tuning each game individually.
- 5:54Some games fail because of a very specific API issue,
- 5:58or because a system file is missing,
- 6:00or they suffer severe shader-compilation stutter.
- 6:02CrossOver has to optimize around those problems case by case.
- 6:06It conquers Windows games one by one.
- 6:08That's how the Mac compatibility list keeps growing.
- 6:11The third thing Apple did for gaming
- 6:14was massively strengthen Mac performance.
- 6:16CPU and GPU alike.
- 6:19Apple's idea was:
- 6:20since translation has overhead,
- 6:22we'll make the chips strong enough to ignore that overhead and still fight Windows PCs.
- 6:28In the end, at least on the CPU side, they absolutely achieved that.
- 6:32Translation overhead often does come from the CPU.
- 6:35So in many games you'll find
- 6:37performance is still strong even through a translation layer.
- 6:41For that, we have Apple Silicon's powerful CPUs to thank.
- 6:44For GPUs, honestly, the industry is brutally competitive.
- 6:46Especially compared with NVIDIA cards,
- 6:48there's still a long road ahead.
- 6:49Aside from constantly improving performance,
- 6:51Apple can also keep improving the Metal API.
- 6:54Metal 3 and Metal 4 over the past two years
- 6:57have been actively adding features expected of modern graphics pipelines.
- 7:01To me, Metal 3 was the first time Apple truly got serious about a modern game API.
- 7:06The other side has DLSS,
- 7:08so Apple made MetalFX upscaling.
- 7:11The other side made DirectStorage,
- 7:12so Apple made Fast Resource Loading,
- 7:15sending SSD data directly into GPU resources.
- 7:17And modern DX12 Ultimate features like mesh shading and ray tracing?
- 7:23Mac needs those too.
- 7:25With Metal 4, Apple isn't even pretending anymore.
- 7:27AI frame generation, path-tracing denoising, even Apple-flavored Tensor Cores are here.
- 7:33Since the industry already has examples, there's no need to reinvent in isolation.
- 7:36Humbly following the industry into advanced tech
- 7:39is totally fine in my book.
- 7:40So to summarize, Apple gaming is three things:
- 7:43do native well,
- 7:44do translation well, then aggressively push performance and features.
- 7:49So how effective is the medicine?
- 7:52We decided to test it ourselves.
- 7:54This is an M4 Mac mini with 16 GB of memory.
- 7:57Before electronics prices went up,
- 7:59some channels sold it for under 3,000 yuan.
- 8:01What a shame. What a shame.
- 8:03Just one day before this video was about to go live,
- 8:06it went up in price again.
- 8:08Oof.
- 8:10So if you bought this machine earlier,
- 8:13go ahead and quietly feel smug.
- 8:15But today, we'll still use it as our example
- 8:17to run small, medium, and large games.
- 8:21Alright.
- 8:21Let's reveal the answer.
- 8:22This
- 8:23is our Mac compatibility list for 293 games.
- 8:27It includes 162 medium-to-large single-player games,
- 8:31including 111 AAA titles,
- 8:32plus 37 online games, 15 anime/mobile games,
- 8:3660 small indie games, and 19 visual novels.
- 8:40To make playability easier to judge,
- 8:42we gave each game a three-tier rating.
- 8:45Green means "Perfect."
- 8:46It means there are almost no playability bugs,
- 8:49and no issues like memory leaks.
- 8:52Yellow means "Playable."
- 8:53There are usually some bugs,
- 8:55major performance anomalies, or missing features like online play.
- 9:00Red means "Incompatible," completely unable to run,
- 9:03with all kinds of serious issues.
- 9:05Most of these can't even enter the game.
- 9:07Let me give you the overview first.
- 9:09Among the 293 games we tested,
- 9:1361 could not run at all.
- 9:16The remaining 232 could at least launch.
- 9:20Among them, 216 ran perfectly with no issues in our testing.
- 9:26That means the "Perfect" rate has reached 74%.
- 9:29And the playable rate is close to 80%.
- 9:32So,
- 9:32does that match your expectations for Mac game compatibility?
- 9:36Let's talk about the different game categories.
- 9:39Right now, the biggest compatibility problems on Mac
- 9:42mainly come from online games.
- 9:44In our tests, online games had only a 43% perfect compatibility rate,
- 9:48far lower than single-player games.
- 9:49Why do online games fail to run?
- 9:52Anti-cheat.
- 9:54I think many of you probably guessed that already.
- 9:56Tencent ACE, EAC, BattlEye,
- 10:00Javelin,
- 10:00they're often completely incompatible with containers and virtual machines.
- 10:05In our tests, these kernel-level anti-cheat systems could not run through CrossOver.
- 10:11So Delta Force, Apex, VALORANT, COD, Battlefield,
- 10:17and other popular competitive games can't run multiplayer on Mac.
- 10:19Tencent's anti-cheat is especially strict.
- 10:22So it's not just Delta Force.
- 10:23The Chinese servers of LOL, DNF, and others are also unplayable.
- 10:28NetEase games, by contrast, generally support Mac decently.
- 10:32Translation may not be perfect, but at least it usually doesn't stop you from launching.
- 10:37Given how many Tencent game players there are in China,
- 10:40this situation hurts the gaming ecosystem quite a bit.
- 10:43I wonder if there's any chance of cooperation later to solve the anti-cheat issue.
- 10:47It feels like a tough one.
- 10:49Fortunately, in our testing,
- 10:50quite a few online games still ran normally on macOS.
- 10:55Besides the NetEase games we mentioned,
- 10:57games like Helldivers 2,
- 10:58Diablo IV, CS2, Warframe, and World of Tanks
- 11:01all work perfectly through CrossOver.
- 11:04War Thunder, Dota 2, World of Warcraft,
- 11:07and the international League of Legends client even have native macOS versions.
- 11:12So if you use a Mac and happen to play these games,
- 11:15then you're fairly lucky.
- 11:17Competitive gaming on Mac has another problem:
- 11:20macOS enables mouse acceleration by default.
- 11:23Modern macOS is almost built entirely
- 11:26around trackpad interaction.
- 11:29Fortunately, in the past couple of years, Apple has also allowed mouse acceleration to be disabled in the system.
- 11:34Search for pointer precision to find this option.
- 11:37If you game on Mac, I recommend turning it off.
- 11:39Compared with the less optimistic online-game situation,
- 11:42single-player games perform much better on Mac.
- 11:46In our tests, the perfect rate reached 68%.
- 11:49The vast majority of games ran normally.
- 11:52And for most major single-player releases in recent years,
- 11:55our M4 Mac mini could basically run them
- 11:59at medium-low settings at 2K 30 FPS or 1080p 60 FPS.
- 12:03That's honestly pretty competitive.
- 12:05This new version of CrossOver
- 12:07even supports something you'd never expect:
- 12:09DLSS.
- 12:12When you see this option in CrossOver, it's absolutely a record-scratch moment.
- 12:16Wait, Apple can support NVIDIA-exclusive upscaling and frame generation?
- 12:21Well,
- 12:22using this DLSS option
- 12:24doesn't mean it's actually running NVIDIA's DLSS.
- 12:27Instead, it uses the DLSS hooks already present in games
- 12:30to pull a neat switcheroo,
- 12:32grafting in Apple's own MetalFX upscaling and frame generation.
- 12:36After all, DLSS is already used by tons of Windows games.
- 12:40This lets translated Mac games
- 12:42also benefit from upscaling and frame generation,
- 12:45which can significantly improve the experience.
- 12:48With "DLSS" lending a borrowed shell,
- 12:50we found many AAA titles could run smoothly on the M4 in this Mac mini.
- 12:56For example, Resident Evil Requiem,
- 12:58Ghost of Tsushima, Stellar Blade, The Witcher 3, and Hogwarts Legacy.
- 13:03The frame rates we measured were all quite solid.
- 13:05Very smooth.
- 13:06The experience is already no worse than some Windows PCs with integrated graphics.
- 13:09For single-player games,
- 13:10more and more developers are releasing native macOS versions.
- 13:14They support Apple Silicon natively,
- 13:15so we don't need to mess with translation.
- 13:17These native games really perform very well.
- 13:20They run well, frame rates are stable,
- 13:22and most of them support MetalFX upscaling.
- 13:25Even a heavy AAA game like Crimson Desert
- 13:28can run on the M4's integrated GPU at 2K
- 13:32with MetalFX Performance mode at 30 FPS.
- 13:33That's pretty good.
- 13:34And Cyberpunk 2077, the tireless workhorse of gaming, needs no introduction.
- 13:37It's very well optimized on Mac.
- 13:39It will soon support the latest Metal 4 as well,
- 13:42bringing new features like frame generation and path-tracing denoising.
- 13:46On our M4 Mac mini,
- 13:47with MetalFX Balanced upscaling enabled,
- 13:50it can hit 63 FPS at 1080p Low.
- 13:53And if you're using a MacBook Pro with the top-end M5 Max chip,
- 13:57you can even get 79 FPS at 2K Ultra with MetalFX Quality.
- 14:03That's very strong performance.
- 14:05Unfortunately, native Mac AAA releases are still relatively few.
- 14:09We tested a dozen or so this time.
- 14:10Some of them, like the Resident Evil series and Assassin's Creed:
- 14:13Some of them, like the Resident Evil series and Assassin's Creed Shadows,
- 14:15are exclusive to the App Store.
- 14:17For players like us who already bought them on PC,
- 14:20buying another full-price copy just isn't realistic.
- 14:24I still hope more native Mac games come to platforms like Steam in the future.
- 14:29One difference when playing AAA games on Mac is unified memory.
- 14:33On Windows laptops with integrated graphics, whether Intel or AMD,
- 14:36memory and VRAM are also shared,
- 14:39but VRAM space needs to be reserved.
- 14:42That eats into the available system memory.
- 14:44For Mac,
- 14:45unified memory is one big pool, and everyone takes what they need.
- 14:48You don't need to rigidly split 16 GB into system memory and VRAM.
- 14:54Scheduling is more flexible.
- 14:56For games like Black Myth that use lots of memory and VRAM,
- 14:59we found performance takes a big hit on 16 GB Windows integrated-GPU laptops.
- 15:03But the 16 GB Mac mini's memory was basically enough,
- 15:07and it ran fairly smoothly.
- 15:08Many AAA games we tested, like Assassin's Creed Mirage
- 15:11and Horizon Zero Dawn,
- 15:13ran right up against the memory limit on a 16 GB Mac,
- 15:16but still performed okay.
- 15:18Especially after updating to GPTK 4,
- 15:21we saw memory usage drop further,
- 15:24and performance improved noticeably.
- 15:26However, some translated games do suffer memory leaks.
- 15:29For example, Marvel Rivals, which we marked yellow earlier.
- 15:32Under GPTK 3, it had an obvious memory leak.
- 15:35Fortunately, under GPTK 4, memory usage became much more normal.
- 15:39Another example is Uncharted: Legacy of Thieves Collection.
- 15:42On Mac, the longer you play,
- 15:44the higher its memory usage climbs, and it rises very fast.
- 15:47In our tests, even under GPTK 4, it used over 30 GB of memory at peak.
- 15:53Wow.
- 15:53With that much leakage, the game was somehow still running.
- 15:56Honestly, that's not something you see every day.
- 15:59Overall, I think new games performed commendably.
- 16:02Even the M4 can run so many games smoothly.
- 16:05That's quite a pleasant surprise.
- 16:06So what about old games?
- 16:09The situation is a little more complicated.
- 16:11First,
- 16:12although old games don't demand much performance,
- 16:14they often use old graphics APIs,
- 16:17such as DX9 and OpenGL.
- 16:20Translation efficiency for these old APIs on macOS is fairly poor.
- 16:24DX9 can only be translated through DXVK or WineD3D.
- 16:27In our tests, several old Source engine games,
- 16:31plus various DX9 or even older games,
- 16:34had occasional small stutters during translation.
- 16:36Frame rates fluctuated, so the experience wasn't great.
- 16:39Also,
- 16:40many older single-player games actually have x86 Mac versions.
- 16:44In theory, they can run on ARM Macs
- 16:47through Rosetta translation.
- 16:48But because macOS has completely removed 32-bit app support,
- 16:54games like Portal and Left 4 Dead
- 16:58can no longer run through their native Mac versions.
- 17:01Instead, translating the Windows version through CrossOver works.
- 17:05Didn't see that coming, did you?
- 17:07Even then,
- 17:08some native Mac x86 games that do run normally
- 17:11may still feel worse than the CrossOver-translated version.
- 17:15Take Euro Truck Simulator 2. It has a native x86 Mac version,
- 17:19but it doesn't use the Metal API.
- 17:21It still uses old OpenGL.
- 17:23So native performance is terrible.
- 17:26On the M4, it only reaches 74 FPS at 2K lowest settings.
- 17:31But if you translate the Windows version through CrossOver,
- 17:34using D3DMetal to run DX11,
- 17:37the frame rate at 2K lowest settings
- 17:39shoots up to 160 or 170 FPS.
- 17:41That's more than double the performance.
- 17:43Translation actually crushes native!
- 17:45I have to say, that's pretty surprising.
- 17:46Besides performance,
- 17:48translation can also run into common compatibility issues.
- 17:51Some games need to open through launchers,
- 17:53which can sometimes have bugs.
- 17:54We ran into issues with DOOM's launcher,
- 17:56and Rockstar Launcher also required workarounds.
- 18:01Then there are some Microsoft first-party Windows games
- 18:04that rely on Microsoft services,
- 18:05such as the Forza Horizon series
- 18:07and Microsoft Flight Simulator.
- 18:10Sadly, CrossOver can't translate them.
- 18:12Without Microsoft's cooperation, I don't think this will be solved soon.
- 18:16A few games, such as Total War: Warhammer III
- 18:19and some indie titles,
- 18:20can't run from an external drive enclosure.
- 18:22macOS apps need access permission to use external drives,
- 18:26and some games fail because they don't request that permission.
- 18:28The most bizarre game we encountered was Marvel's Spider-Man 2.
- 18:32It could launch normally,
- 18:34but every character in the game turned into a T-pose.
- 18:36The whole scene looked hilarious.
- 18:38The game probably uses some special streaming-load technique,
- 18:42causing some assets to fail to load during translation.
- 18:45But across the hundreds of games we tested, this was only an edge case.
- 18:49Most games ran quite well.
- 18:51After AAA titles,
- 18:53let's talk about simpler indie games.
- 18:56We tested 60 indie games in total.
- 18:59Would Mac compatibility be better for indie games than big AAA titles?
- 19:03Turns out, yes.
- 19:05In our testing, 59 out of 60 were playable.
- 19:09That's an extremely high ratio.
- 19:11Only What Remains of Edith Finch failed to run with an error.
- 19:15Everything else played smoothly.
- 19:17And since most indie games don't demand much performance,
- 19:20smoothness was generally fine.
- 19:22So if you mainly play indie games,
- 19:25taking a Mac on the go is completely viable.
- 19:27You can rest easy.
- 19:29We also found
- 19:30that indie games have a very high native rate.
- 19:33Out of 60 games, 34 had native versions.
- 19:37Among them, 17 were native ARM Mac games.
- 19:40That native rate is far higher than AAA.
- 19:43For one thing,
- 19:44indie games don't have graphics pipelines as complex as AAA games,
- 19:46so migration is easier.
- 19:48For another, indie developers are generally more willing to try new things,
- 19:53unlike big studios with more concerns.
- 19:55Right now, the indie ecosystem on Mac
- 19:57is definitely stable and improving.
- 19:59Then we also tested quite a few anime-style and mobile games.
- 20:03Is this the part some players care about most?
- 20:05In our tests,
- 20:0613 of the 15 anime-style games ran perfectly.
- 20:10Several native games performed well,
- 20:12such as Wuthering Waves, Infinity Nikki, Honkai Impact 3rd, Tower of Fantasy, and Ananta.
- 20:15They all ran stably.
- 20:17Image quality and performance were both fine.
- 20:18Aside from these games officially available on Mac,
- 20:21the remaining anime/mobile games still need various clever workarounds to run.
- 20:26But playing mobile games on Mac has one unique advantage:
- 20:29PlayCover.
- 20:31Unlike the Android emulators common on Windows,
- 20:35PlayCover can run iOS and iPadOS games directly at native performance.
- 20:41Compatibility is pretty good too.
- 20:43In our tests, most mobile games ran fine
- 20:47as long as you could find the IPA installer.
- 20:49But PlayCover isn't a magic bullet.
- 20:51For example, Arknights: Endfield
- 20:54can enter the game through PlayCover,
- 20:56but it triggers anti-cheat and can't be played further.
- 20:59Identity V cannot run through PlayCover at all.
- 21:03Its PC version also got stuck at the launcher in CrossOver.
- 21:06As for miHoYo's Star Rail and Genshin,
- 21:08you can use an open-source project
- 21:10called Yaagl to translate and run the PC versions.
- 21:14This project is essentially based on Wine and DXMT,
- 21:17but it includes patches to solve anti-cheat issues.
- 21:22With simple setup, you can launch the games.
- 21:24In terms of overall playability,
- 21:26quite a few anime-style games can be used on Mac for daily stamina and dailies.
- 21:30Some just require you to spend time tinkering.
- 21:34Finally, out of personal interest,
- 21:37I also tried some visual novels.
- 21:40Only one of the 19 games couldn't run:
- 21:42this FSN remaster.
- 21:44Because it uses Microsoft Edge WebView2,
- 21:46translation had problems. The others ran pretty smoothly.
- 21:50Even some fairly old visual novels
- 21:53were playable normally.
- 21:55And because MacBook battery life is excellent,
- 21:58playing lightweight games like these on the go is actually quite suitable.
- 22:01The problem with these games
- 22:03is that patching them can be a hassle.
- 22:06Many games need extra patches,
- 22:08including Chinese localization, to feel comfortable.
- 22:11Especially for translated visual novels,
- 22:13inside CrossOver's container environment,
- 22:14this sometimes takes extra effort.
- 22:17You may run into cases where the base game works,
- 22:19but the patch doesn't.
- 22:21But honestly,
- 22:22I've been playing visual novels through CrossOver since it first launched.
- 22:27Compatibility has improved dramatically over the past two years.
- 22:30Before, quite a few games would overflow memory after translation,
- 22:33making them extremely laggy after a while.
- 22:36Back then, reading VNs on Mac was painful.
- 22:40Now those bugs have been completely solved,
- 22:42and I can play however I want.
- 22:44The full compatibility spreadsheet for nearly 300 games
- 22:48has already been uploaded and shared online.
- 22:50If you're interested, check the link in our description.
- 22:54You can search whether the games you play run smoothly on Mac.
- 22:58Wow, we tested so many games in one go.
- 23:01After watching all this, what do you think?
- 23:04Personally, I feel that in 2026,
- 23:06Macs really aren't like they were five years ago,
- 23:09when everyone dodged the topic whenever gaming came up.
- 23:11Based on our tests,
- 23:13today's Macs are respectable
- 23:15in both game compatibility and performance.
- 23:17And they keep getting better every year.
- 23:20As I said earlier,
- 23:21the newly released macOS 27 beta and GPTK 4
- 23:25even brought double-digit frame-rate gains in many games we tested.
- 23:29Of course,
- 23:29this doesn't mean Mac can easily surpass Windows PCs in gaming.
- 23:34Many online games are still limited by anti-cheat,
- 23:37so compatibility still needs improvement.
- 23:40If you're buying a computer specifically for gaming,
- 23:42I'd still recommend a gaming PC with a discrete GPU.
- 23:45I don't think Apple's intention is to compete directly with gaming PCs on their home turf.
- 23:52Improving gaming on Mac
- 23:53is more about making potential customers who value Mac's other strengths
- 23:57stop hesitating because of weak gaming.
- 24:00I already wanted a Mac.
- 24:02I already cared about its low power draw, silence, and battery life.
- 24:05I take a MacBook on business trips, for content creation,
- 24:08for development, and for running Codex.
- 24:11Now it can also satisfy my gaming needs,
- 24:14so I no longer have to
- 24:15buy a gaming PC after buying a Mac, like before.
- 24:18That is the point of Apple's push into gaming.
- 24:22So I don't think we need to expect Macs to beat gaming PCs.
- 24:25Macs just need to keep doing what they're good at,
- 24:27while continuously improving the gaming experience on top.
- 24:30Make the strengths very strong, and the weaknesses not weak.
- 24:33That's my hope for the future of Mac.
- 24:36Of course, that's just my personal view.
- 24:38What do you think about Macs being able to game?
- 24:42Alright, that's a lot of talking.
- 24:43If you found this video useful,
- 24:46please remember to like, share, comment, and save it.
- 24:49And don't forget to follow our Geekerwan channel.
- 24:51See you next time.
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