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dead island mac osx

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#41 Smoke_Tetsu

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Posted 15 April 2014 - 12:45 PM

After having played it right after playing Bioshock Infinite Burial At Sea Episode 2 it's not nearly as smooth as that. At first I thought it was pretty good. For me it's not as bad as a slideshow or anything but it just doesn't feel as blazing as Aspyr or Feral's ports tend to be.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

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#42 macdude22

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Posted 15 April 2014 - 12:49 PM

View Postmattw, on 15 April 2014 - 12:39 PM, said:

Same here on my 2009 MacPro with 7950 and 10.9.2.


Dead Island runs like balls on my 2008 MacPro with GTX 680 (even on low settings) but runs just dandy on my 2012 MBP w/GTX 650 on middling options. That's on 10.9.2 and the Nvidia Web Driver on the 680. I have a suspicion I'm running into CPU or RAM issues. I.E. the single core performance of my MacPro is getting long in the tooth as well as the DDR2 memory. Maybe, I haven't booted to windows to see how it performs under Windows. I know Bioshock Infinite runs dreadful on this MacPro under OS X but is smooth as butter under Windows.
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#43 mattw

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Posted 15 April 2014 - 01:09 PM

Slideshow might be a bit strong I guess but it is definitely pausing or stuttering.

I don't have any issue with newer games like F1 2013 and Bioshock Infinite at 2560 x 1440 - in fact if Aspyr implement the higher texture resolutions beyond "normal" in a patch I suspect I would be able to turn them up more. Virtual programming's own port of The Witcher 2 even runs well now with everything bar ubersampling so it does seem to be just Dead Island.
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#44 Tetsuya

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Posted 15 April 2014 - 01:20 PM

Dead Island ran fine on my original Woodcrest Mac Pro back in the day with a 5870 in it, under Windows, so i suspect a Mac port issue more than anything else.

#45 Smoke_Tetsu

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Posted 15 April 2014 - 01:54 PM

I wonder why it is that it seems to me that it's mostly Virtual Programming's ports that get hit hardest by this "mac port issue?" ;)

Also, certain games running in Wine wrappers. I suspect in those cases certain things are falling back to software acceleration. Making the whole game slow. Hell, with older games lens flares not properly implemented can bring just about any Mac to its knees halving or worse the frame rate.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

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#46 macdude22

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Posted 15 April 2014 - 02:12 PM

Maybe all this Open GL 4.4 business I keep hearing about will finally be the ticket.

http://blogs.nvidia....opengl-gdc2014/

View PostTetsuya, on 15 April 2014 - 01:20 PM, said:

Dead Island ran fine on my original Woodcrest Mac Pro back in the day with a 5870 in it, under Windows, so i suspect a Mac port issue more than anything else.

I'm inclined to agree with you (given my experience with Bioshock Infinite), and time permitting I'll boot to Windows to test on the same hardware.
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#47 Smoke_Tetsu

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Posted 15 April 2014 - 02:12 PM

It won't be a silver bullet that fixes all ills though. Newer games made specifically with it will benefit but not currently released games unless they are patched and have features that benefit from it.

Also, pretty much any problem I had with Bioshock Infinite has been since patched and now it's one of the best performing games on my Mac.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

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#48 macdude22

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Posted 15 April 2014 - 02:15 PM

View PostSmoke_Tetsu, on 15 April 2014 - 02:12 PM, said:

It won't be a silver bullet that fixes all ills though. Newer games made specifically with it will benefit but not currently released games unless they are patched and have features that benefit from it.

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#49 mindnoise

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Posted 16 April 2014 - 05:26 PM

View PostSmoke_Tetsu, on 15 April 2014 - 01:54 PM, said:

I wonder why it is that it seems to me that it's mostly Virtual Programming's ports that get hit hardest by this "mac port issue?" ;)

Also, certain games running in Wine wrappers. I suspect in those cases certain things are falling back to software acceleration. Making the whole game slow. Hell, with older games lens flares not properly implemented can bring just about any Mac to its knees halving or worse the frame rate.
Yes, Wrappers and as the Company Name says Virtual Programming, so no real programming is involved. :P
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#50 henryfakesmile

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Posted 26 April 2014 - 06:46 PM

View PostSmoke_Tetsu, on 15 April 2014 - 01:54 PM, said:

I wonder why it is that it seems to me that it's mostly Virtual Programming's ports that get hit hardest by this "mac port issue?" ;)

Also, certain games running in Wine wrappers. I suspect in those cases certain things are falling back to software acceleration. Making the whole game slow. Hell, with older games lens flares not properly implemented can bring just about any Mac to its knees halving or worse the frame rate.

View Postmindnoise, on 16 April 2014 - 05:26 PM, said:

Yes, Wrappers and as the Company Name says Virtual Programming, so no real programming is involved. :P



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#51 Trautman

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Posted 27 April 2014 - 12:28 AM

Dead Island is probably native application.

#52 Smoke_Tetsu

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Posted 27 April 2014 - 12:32 AM

It's native but doesn't run as well as other native games from other publishers such as Aspyr and Feral. I never meant that it was not native. Besides, I've noticed games outperforming Dead Island even wrapped. Such as FEAR3 in a Crossover 13.1.0 engine with Command Stream Multithreading enabled. I was just sort of poking fun at how it seems virtual programming seems to have some of the least optimized native games out there.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

Late 2009 27 inch iMac, Core i5 2.6GHz, 12GB RAM, ATI Radeon 4850HD 512MB, 1TB HDD - Mavericks

Mac Mini, PowerPC G4 1.4Ghz, 1GB RAM, Radeon 9200 32MB, 256GB HDD - Leopard

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#53 tcrown

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Posted 27 April 2014 - 09:40 AM

From Virual Programings site.

"We have an established and robust technology, known as eON, which was created from the ground up for gaming. It is a fully native implementation of essential Windows technologies (such as Direct3D), developed with support from our close relationships with Fortune 500 hardware and software technology companies.

Our technology allows us to be flexible with all games, providing a fully-optimised and native runtime for each game, giving the player the best available experience under Mac and Linux. It is also possible to deliver a Windows-based game to these platforms without source code: an important factor where developer licensing may be restricted."

Unlike Feral who start with source and add additional code to Macify, VP seems to often use their own DX wrapper which would explain a lot about the jankyness of their ports compared to Feral.

It is interesting that VP is in charge of Mac branch of Unreal 3 & 4.
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#54 henryfakesmile

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Posted 27 April 2014 - 10:41 AM

View PostSmoke_Tetsu, on 27 April 2014 - 12:32 AM, said:

It's native but doesn't run as well as other native games from other publishers such as Aspyr and Feral. I never meant that it was not native. Besides, I've noticed games outperforming Dead Island even wrapped. Such as FEAR3 in a Crossover 13.1.0 engine with Command Stream Multithreading enabled. I was just sort of poking fun at how it seems virtual programming seems to have some of the least optimized native games out there.

View PostTrautman, on 27 April 2014 - 12:28 AM, said:

Dead Island is probably native application.

View Postmindnoise, on 16 April 2014 - 05:26 PM, said:

Yes, Wrappers and as the Company Name says Virtual Programming, so no real programming is involved. :P

I  saw dead island as a featured game on mac app store 2 days ago and i bought it instantly .... even though i just bought the steam version 2 weeks ago :w00t: ... i have a thing for mac osxgame center and tends to buy every mac game that support game center ......( to look and challenge friends achievement & leaderboard position while i am on the go with the iPad ...... it just feels good .. we love fking each other over on that ! lol  
wanna let the developer know that there is an audience out here and hope the mac app store version 's game have a bright future

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#55 Frigidman™

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Posted 27 April 2014 - 03:13 PM

I tried starting playing this again (on my PC)... ran into horrible stutter issues when using mouse, but runs fluid with xbox controller... so will prolly put this one back on the burner never to finish. The original devs of the game clearly don't care about it by now, and seems stutter issues have existed on the PC version since the start. Oh well. Props to the Mac version for not having the same issue!

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#56 mindnoise

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Posted 27 April 2014 - 04:30 PM

At least, Wrappers and VI Machines have an advantage when running 'older' software on newer System and can be easier to maintain and when the source-material is a fixed asset, I guess.
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#57 Smoke_Tetsu

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Posted 27 April 2014 - 11:46 PM

View Posttcrown, on 27 April 2014 - 09:40 AM, said:

From Virual Programings site.

"We have an established and robust technology, known as eON, which was created from the ground up for gaming. It is a fully native implementation of essential Windows technologies (such as Direct3D), developed with support from our close relationships with Fortune 500 hardware and software technology companies.

Our technology allows us to be flexible with all games, providing a fully-optimised and native runtime for each game, giving the player the best available experience under Mac and Linux. It is also possible to deliver a Windows-based game to these platforms without source code: an important factor where developer licensing may be restricted."

Unlike Feral who start with source and add additional code to Macify, VP seems to often use their own DX wrapper which would explain a lot about the jankyness of their ports compared to Feral.

It is interesting that VP is in charge of Mac branch of Unreal 3 &amp; 4.

This reminds me of how Omni group used compatibility layer software from Transgaming to make ports that where essentially prototype versions of cider. Except more custom because they had to deal with PowerPC so some of the code was ported natively particularly I would say the CPU portions but much of the rest was run via a custom winelib. Their games ended up breaking with OS updates long before Apple dropped Rosetta support. Their port of AvP2 also suffered from wine bugs that where long standing until around 2009-10 with the 1.5 branch that caused performance issues.

For all we know Virtual Programming's software is similar to this. The part where they say "without source code" kind of hints that this might be the case.

View Postmindnoise, on 27 April 2014 - 04:30 PM, said:

At least, Wrappers and VI Machines have an advantage when running 'older' software on newer System and can be easier to maintain and when the source-material is a fixed asset, I guess.

Sometimes yes, when a company chooses not to update their games when newer operating systems come out particularly on the Mac. Also, sometimes games where ported without certain features included such as multichannel sound or antialiasing support. Sometimes the only way to get that kind of support is to instead play it in a wrapper and do the necessary modifications needed in order to enable those features. Such as using FXAA tool, or configuring OpenAL Soft or whatever. Sometimes the support Wine has eventually catches up and surpasses what was available at the time when the game was ported natively.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

Late 2009 27 inch iMac, Core i5 2.6GHz, 12GB RAM, ATI Radeon 4850HD 512MB, 1TB HDD - Mavericks

Mac Mini, PowerPC G4 1.4Ghz, 1GB RAM, Radeon 9200 32MB, 256GB HDD - Leopard

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#58 UmarOMC1

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Posted 28 April 2014 - 10:24 AM

View Postmacdude22, on 15 April 2014 - 12:49 PM, said:

Dead Island runs like balls on my 2008 MacPro with GTX 680 (even on low settings) but runs just dandy on my 2012 MBP w/GTX 650 on middling options. That's on 10.9.2 and the Nvidia Web Driver on the 680. I have a suspicion I'm running into CPU or RAM issues. I.E. the single core performance of my MacPro is getting long in the tooth as well as the DDR2 memory. Maybe, I haven't booted to windows to see how it performs under Windows. I know Bioshock Infinite runs dreadful on this MacPro under OS X but is smooth as butter under Windows.

On my setup Bioshock Infinite runs smoother than Dead Island, not butter smooth at the highest settings but quite playable at the highest settings. It's definitely the port, I boot into Win7 all the time to play CoD:Ghosts and that looks and runs fantastic! I just stopped playing Dead Island, the response time to turn around and have a ladder react to my button interaction while being chased is absolutely infuriating! Maybe Virtual Programming should outsource their work?
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#59 Trautman

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Posted 28 April 2014 - 08:23 PM

In my case (iMac mid 2011, 21.5 inch, Quad-core 2.5GHz, RAM 12MB, HD 6750m 512MB, OS X 10.9.2), Dead Island works smoother than Bioshock Infinite.
It becomes more smooth by motion blur turn off.

1. Data0.pak (Your account/Library/Application Support/Steam/SteamApps/common/Dead Island/DI/Data0.pak) is unziped.

2. Data folder/Scripts/varlist_blur_camera_motion.scr ← This is opened by text editor.

3. It rewrites & saves as follows.
VarFloat("f_blur_camera_motion_factor", 0.0)
VarFloat("f_blur_camera_motion_near", 0.0)
VarFloat("f_blur_camera_motion_far", 1.0)
VarFloat("f_blur_camera_motion_max", 1.0)

VarFloat("f_blur_camera_motion_factor", 0.0)
VarFloat("f_blur_camera_motion_near", 0.0)
VarFloat("f_blur_camera_motion_far", 0.0)
VarFloat("f_blur_camera_motion_max", 0.0)

4. Data folder and Scripts folder are made & varlist_blur_camera_motion.scr is put into Scripts folder.
Data/Scripts/varlist_blur_camera_motion.scr

5. Data folder is put into out folder (Your account/Library/Application Support/Steam/SteamApps/common/Dead Island/DI/out).

It is the same method, FOV can be changed if default_levels.xml is rewritten.

#60 Smoke_Tetsu

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Posted 28 April 2014 - 08:37 PM

Some of the stuff we're experiencing may be GPU vendor specific.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

Late 2009 27 inch iMac, Core i5 2.6GHz, 12GB RAM, ATI Radeon 4850HD 512MB, 1TB HDD - Mavericks

Mac Mini, PowerPC G4 1.4Ghz, 1GB RAM, Radeon 9200 32MB, 256GB HDD - Leopard

Dell Inspiron 1200 Notebook: 1.2GHz Celeron, 1.2GB RAM, Intel GMA915, 75GB HDD - Ubuntu

Generic Black Tower PC, Dual Core 64-bit 2.4GHz, 4GB RAM, GeForce 9600 GT 512MB - Windows 7






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