The main roadblock for porting the games to Mac has never been the hardware, but Apple themselves. Their entire attitude is that they can do whatever they please with their platforms, and expect the developers to adjust to the changes, no matter how breaking. It’s a constant support treadmill, fixing the stuff that Apple broke in your previously perfectly functioning product after every update. If said fixing is even possible, like when Apple removed support for 32-bit binaries altogether, rendering 3/4 of macOS Steam libraries non-functional. This works for apps, but it‘s completely antithetical to the way game development processes on any other platform are structured. You finish a project, release it, do a patch cycle, and move on.
And that’s not even talking about porting the game to either Metal or an absolutely ancient OpenGL version that could be removed with any upcoming OS version. A significant effort just to address a tiny market.
And that’s not even talking about porting the game to either Metal or an absolutely ancient OpenGL version that could be removed with any upcoming OS version. A significant effort just to address a tiny market.