![]() At the time, the G5 just launched and my first exposure to the game was on a store demo unit that had the game installed. ironically one of their best showings was the MacOS PPC port of UT 2004. ![]() Given that, we cannot justify the additional and ongoing investment in developing native clients for those platforms, especially when viable workarounds exist like Bootcamp or Wine to keep those users playing.Ĭlick to expand.To be fair, it used to be. The number of active players on macOS and Linux combined represents less than 0.3% of our active player base. We'd also need to invest perpetual support to ensure new content and releases work as intended on those replacement pipelines. To keep these versions functional, we would need to invest significant additional time and resources in a replacement rendering pipeline such as Metal on macOS or Vulkan/OpenGL4 on Linux. When we stop supporting DX9, those clients stop working. ![]() Unfortunately, our macOS and Linux native clients depend on our DX9 implementation for their OpenGL renderer to function. As part of that evolution, we'll be updating our Windows version from 32-bit to 64-bit later this year, as well as updating to DirectX 11 from DirectX 9. Rocket League is an evolving game, and part of that evolution is keeping our game client up to date with modern features. Regarding our decision to end support for macOS and Linux: ![]()
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