![]() ![]() Immediate crash without any reason - For whatever reason, Razer synapse drivers will crash the gameįailed resetting Direct3D device objects - can be workaround by manually setting game to fullscreen mode (FAQ) (Solved in v6)įPS Drop/Lags - When casting spell, encountering rare mobs, the frame rate spikes - 2 causes: If you encounter Failed resetting Direct3D device objects upon launch set game to fullscreen as described in FAQ below This version is NOT compatible with OSX 10.6 and 10.7 at all You can also try Oracle VirtualBox which is for free and should have good DX9 support, but it would definitely be the slowest solution (not as slow as trough wine though). These have full DX9 implementation and nowadays possibly even DX11, there is minor performance loss (~10-20%) compared to bootcamp. The best performing one are Parallels Desktop and VmWare Fusion. Virtualization - This does not give you full performance, and comes with additional cost as none of the major provider does not give the app for free. ![]() This gives native and full performance, but you need to reboot each time to change OS. However there are alternatives but each one require installation of Windowsīootcamp - you will end up in dual boot between OSX and Windows. This can be workaround by giving specific instructions how to install the game from scratch, however until one of the above happens, there is no point in writing such guide. I guess this is the most likely scenario, if GGG is willing to support PoE on Mac at least passively.Īlso, as most of you noticed, newer OSX has implemented checks on created application, and will complain about corrupted app even if it is ok. This is also unlikely, because alternate approaches would slower the allocation on Linux, while it would speed it up on OSX, but OSX is not Wine main targetģ) GGG would change their data system to instead using content.ggpk to large amount of smaller files (max 100MB, ideally one file per each effect). To make this game works trough wine on OSX in playable fashion, one of the following has to happenġ) Apple will rewrite mmap implementation in their OSX kernel (unlikely, I opened bug report for this years ago, and it got closed as duplicate, no progress)Ģ) Wine would need to rewrite their memory management to avoid using mmap. If the data resides on HDD/SDD or directly in memory, it does not matter, the speed remains about same. This is reason behind slow loading times and lags ingame. While on OSX it runs for at least 10+seconds regardless of amount of data read. On Linux, this code runs <1s (actually for 4kb its <100ms). This code tests 1000 mmaps allocation in 4kB, 64kB and 1024kB blocks on file io_benchmark.dat. This is also the reason why the game loading times gets slower and lags during gameplay higher with every patch.įor technical people, lets consider this C code OSX implementation of mmap is extremely slow on large files, and over the time, the game file (content.ggpk) has bloated from <5GB during alpha to 18GB+ nowadays. While this is not problem on Windows or Linux, OSX does not like it, especially when mmap() method is used to accessing this data. This game relies heavily on streaming data from big file. However the main reason is OSX system itself ![]() Unfortunately, I have to say at this moment, it is not possible to make working port of PoE on OSX, due to several reasons:
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