Square Enix Yanks Bug-Ridden Final Fantasy XIV on Mac

Show note: The part of “Game Released Way Too Soon,” formerly held by Batman: Arkham Knight, will now be played by Final Fantasy XIV.

 

Waves of vitriolic gamers forced Final Fantasy publisher Square Enix’s hand, prompting the company to suspend sales of your Mac version of its on the internet roleplaying opus heading into the vacation weekend, citing-as with Arkham Knight-serious overall performance challenges.

 

The long-awaited Mac version of Final Fantasy XIV arrived on June 23, but elicited jeers from internet sites like Kotaku (“Final Fantasy XIV’s New Mac Client Is a Joke”) and Destructoid (“Final Fantasy XIV’s Mac port is not great”), due to the fact the game apparently runs like a drunken donkey irrespective of whether you meet the essential specs or not.

 

The game’s producer/director Naoki Yoshida outlined the situation in a 2,000-word mea culpa on Square Enix’s forums. In summary: the Mac version was released also quickly, the technique specifications were set as well low, and boy is Square Enix ever sorry. The word “apologize” happens seven times around the page.

 

We determined that it will be near not possible to provide the exact same frame price in native OpenGL that may be accomplished with DirectX. Naoki Yoshida

 

The Mac version of Final Fantasy XIV uses middleware developed by TransGaming to get Windows’ DirectX visual systems operating in the Mac’s OpenGL atmosphere. That, in portability parlance, is what’s called a wrapper, and because wrappers have to translate crazy-complex rendering logic in realtime, they always induce a efficiency penalty. Studios use wrappers to port games much more quickly, lowering their development costs. But what’s interesting in Yoshida’s disclosure is his claim that a native OpenGL version would nevertheless happen to be substantially inferior to the DirectX version.

 

“Taking into account FFXIV’s high-end graphics, and also the have to have to simultaneously render multiple objects, we determined that it could be near impossible to provide the exact same frame rate in native OpenGL that could possibly be achieved with DirectX,” he writes, going on to clarify why, and that each cost along with the low rate of native overall performance returns led for the company’s selection to use a wrapper.

 

Lengthy story short, if you want to play Final Fantasy XIV at maximal speeds on a Mac, use Boot Camp. If you'd like a refund, Square Enix has you covered here. And should you purchased the game and strategy to ride issues out, Yoshida says the company plans to update the game’s method specifications imminently, continue to improve the game’s performance, and as soon as these two points align, re-release the game for sale.

 

Indeed, Yoshida writes that “With the adoption of DirectX11 for Mac, plus the replacement of OpenGL using a new graphics API in Apple’s next OS, the fundamental gap in current functionality challenges may possibly quickly be eliminated.”

 

“Soon” sounds awfully optimistic.