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JinKazaragi: I think if they made an EE it would be like the EEs of the previous games, meaning if you already own the game you get it for free.
Right, I don't think they'll change that practice. The question is, whether they even plan to make such enhanced edition, and whether it will include engine rewrite to Vulkan.

I suppose one of the big hurdles for them is converting their HLSL shaders to SPIR-V, and so far there is no automated way to do that, or at least it's only an early work-in progress: https://github.com/KhronosGroup/glslang/issues/200
Post edited May 22, 2016 by shmerl
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Dorzalty: That would be so messed up if they made an "enhanced" version you needed to buy again in order to play. That said I'd probably still buy it...

Here's hoping we get some news at the end of the year. With the new gpus coming out with Vulkan support it seems like the right time. :)
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JinKazaragi: I think if they made an EE it would be like the EEs of the previous games, meaning if you already own the game you get it for free.
Ah! Well then, good to know! Here's hoping they do it, then.
I wait for a mac release.
the witcher 1 and 2 got a mac and linux release, I cannot buy a game if I cannot play it (and since is dx 11 I cannot use wine)
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LiefLayer: I wait for a mac release.
the witcher 1 and 2 got a mac and linux release, I cannot buy a game if I cannot play it (and since is dx 11 I cannot use wine)
I wouldn't expect OS X release. Apple stopped developing OpenGL there, and Vulkan is nowhere in sight. So don't hold your breath. May be Apple will wake up and will decide to support Vulkan, but it's not likely yet.
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shmerl: I wouldn't expect OS X release. Apple stopped developing OpenGL there, and Vulkan is nowhere in sight. So don't hold your breath. May be Apple will wake up and will decide to support Vulkan, but it's not likely yet.
we still cannot say apple stopped developing OpenGL... Apple always update OpenGL later (OSX 10.8 still use the old OpenGL 3.3 if I remember).
Also now there is also Metal that is the same API used in iOS, and it use the same principle of Vulkan and Dx 12 a low level API.... but OpenGL 4.1 is still there (and there is a good possibility it will be updated since it is still used by many developers).
Unreal Engine and Unity3d already support the new Metal API.

Finally we all know most (if not all) games are out for windows only, windows and mac, or windows and mac and linux... that's why I think is only logic to ask for a mac release too... not only I like to choice (I love OSX, Linux and Windows, I need the freedom to choice what I want to use), there is also no reason to ask for just the linux version (since the mac version came always before the linux version)...
And if someone succed to ask for a linux release only, that guy still pay full price for a windows and linux but not mac release, he lose the possibility to choice.

I only buy games that I can play on windows, mac and linux. Or that I can port with wine. And if I have to wait wine dx 11 compatibility I will wait for that.

Anyway I expect a mac release, they update the witcher 1 mac release (that was made with wineskin) after many years some months before the witcher 3 release, and the made a mac port for the witcher 2 a long time before linux release. I don't know if they will make a mac and linux release at the same time (I really wish that... in reality I really wish for a windows, mac and linux release in 2016, there are many free game engine that support that), but what is important for me is that I can play it where I want.
Post edited May 28, 2016 by LiefLayer
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LiefLayer: Also now there is also Metal that is the same API used in iOS, and it use the same principle of Vulkan and Dx 12 a low level API.... but OpenGL 4.1 is still there (and there is a good possibility it will be updated since it is still used by many developers).
Unreal Engine and Unity3d already support the new Metal API.
Metal is Apple's attempt to push their lock-in. I don't think developers need to jump on that bandwagon. Rather they should pressure Apple to start supporting standard technologies like Vulkan. Otherwise developers will need to waste their time to do double / triple work. Apple need developers more than developers need Apple.

There are some projects like MoltenVK though which can work around Apple's jerkiness: https://moltengl.com
Post edited May 28, 2016 by shmerl
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shmerl: Metal is Apple's attempt to push their lock-in. I don't think developers need to jump on that bandwagon. Rather they should pressure Apple to start supporting standard technologies like Vulkan. Otherwise developers will need to waste their time to do double / triple work. Apple need developers more than developers need Apple.

There are some projects like MoltenVK though which can work around Apple's jerkiness: https://moltengl.com
before we start I have to say that I undestand Apple when they decided to go with Metal. Since they created a new API for iOS and Vulkan was not even out, they decided to make it easier to port iOS games to OSX. Clearly they are not fools of open source but have often contributed (the last time with Swift who recently became open source).
I see no reason to complain about an API that was out (on iOS) even before Vulkan was annunced and was out on OSX even before Vukan was released (Vulkan was released in february 2016).

Also there is no need to waste time, I use Unity3d and I just need, when I export my game, to choice that I want to use Metal and/or OpenGL... I can include both if I want.
if I can do it (I'm just a Universitary student that can use Unity3d and Unreal Engine)... I don't really see a reason for a developer like cd projekt to be inable to do that.
Still we don't know if they will update opengl (I still think they will, and apple developer conference is in june).

Finally they can still not waste time... remember that they used eON to port the witcher 1 and 2 to mac and linux (the first the witcher 1 port used wineskin), they never tried to made a mac native port, they just used some third parts software. there are also some companies that can make a native port for you (for example Feral).

I do not agree with all the apple choices (especially SIP I have not liked so much that I have not updated). Also I like to vary often, there are times when only use windows or linux only.

As for linux I can only say one thing:
as his followers has many advantages but also many flaws.
The linux followers are often the same as apple fanboys (I met both apple fanboys linux is, they do not have many differences), although sometimes they say the right things.
Linux has the problem, for us developers, to be divided into many small parts (distro), none of which is "official". This is so true that often a developer finds himself choose to officially support only Ubuntu (in a still small enough market).
This is also the reason why many lack commercial programs (although such Unity3d is in development for Linux now, after many years ... but it still will only support ubuntu).

However it's a great system, convenient for development.
The main problem is that when using linux I often have to also keep windows installed.

OSX instead has the problem, to be installed only on the mac, but has all the programs you need (apart from video games there is only one program that is lacking, indeed Pixelmator is a great programm that on windows do not exist) and one official interface. While remaining a Unix system (with the same bash, zsh etc... command line).

Windows has the problem of having some compatibility limit with many command line tools, but it is a good system with all the programs and an official interface.
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LiefLayer: before we start I have to say that I undestand Apple when they decided to go with Metal. Since they created a new API for iOS and Vulkan was not even out, they decided to make it easier to port iOS games to OSX. Clearly they are not fools of open source but have often contributed (the last time with Swift who recently became open source).
I see no reason to complain about an API that was out (on iOS) even before Vulkan was annunced and was out on OSX even before Vukan was released (Vulkan was released in february 2016).
I prefer Rust to Swift personally - the language is simply better.

As for Vulkan, Apple and MS didn't just wake up suddenly to make Metal and DX12. For years they didn't care and now suddenly both decided to wake up? No, it started with AMD saying that they want to open up Mantle. That's when Apple rushed to make Metal, and MS rushed to make DX12. They both borrowed a lot from Mantle for the reference. So no, it's Apple's fault that they decided not to go along with everyone, and push their own lock-in. It's not surprising though. Lock-in mentality is common for them.
Post edited May 29, 2016 by shmerl
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shmerl: I prefer Rust to Swift personally - the language is simply better.

As for Vulkan, Apple and MS didn't just wake up suddenly to make Metal and DX12. For years they didn't care and now suddenly both decided to wake up? No, it started with AMD saying that they want to open up Mantle. That's when Apple rushed to make Metal, and MS rushed to make DX12. They both borrowed a lot from Mantle for the reference. So no, it's Apple's fault that they decided not to go along with everyone, and push their own lock-in. It's not surprising though. Lock-in mentality is common for them.
I prefer Java and C#... but Swift open source is still a good thing and a good contribution to open source.
Metal is an API created for iOS, it was ported for OS X to create an environment, I still think is logic to believe that Apple made a logic choice, this was a choice made for Apple developer to make it easy to port iOS games to OSX. Also there is still a supported OpenGL version and I still think it will get an update, so I don't think they made a lock-in at all.

As usual, the open source fans have just a lot of prejudice against apple (but only few prejudice against microsoft).
I use a lots of open source applications on my macbook right now (Blender, Firefox, libre office, VLC etc...)... And I'm sure most videogames are closed source even on Linux.
OSX for sure have a lock-in (you can only install osx and get official support on a mac), but there is no real lock-in difference from windows when you look at the software.
When you look at mobile, there is no real open source even on Android. Applications are tied all to official stores.

I repeat, I will not defend apple at all costs, there are a lot of things that are wrong in their choices. SIP is one of them, create a security system that can be only be deactivated without the possibility to create a whitelist is not a good way of create a security system. the fact that an application can go offline even from your purchase and you need to make a backup or you can lose it forever is not a good at all.
Also I prefer a NVidia graphic card, I don't want to buy a new mac if they use an AMD.
there are many things that I don't like about apple and osx, but Metal is not one of them.

Anyway, the point is: I'm sure they can port the witcher 3 for linux AND mac if they want, eON or Feral or native port or something else... they can do that right now.
Also I'm sure they want to make a mac port before or with a linux port... I'm sure there will be no linux before mac (almost sure).
Finally there is no point in ask for a linux version alone. I understand you hate apple because "open source fan need to hate apple" (an open source fan that want to play the witcher 3 that even on linux will be close source)... but still there is no point in ask just a linux version, it will will never happen.

That's why in this topic I ask for a Mac and Linux version, I would like to buy the witcher 3 and play it wherever I want...if it was possible even on ios AND Android.

If this is not possible I will wait until wine dx 11 or a really late eON port, but I will pay something like 2€ (like I paid the witcher 1 and the witcher 2).

I don't think Apple is "evil"... I don't think Microsoft is "evil"... And I will always use windows, osx and ubuntu (ubuntu because arch linux is really a nerd thing with no real use) if possible (for sure with no mac I will not use osx much).

I use linux because I like it, not because osx and windows are bad and evil.

Finally have you ever heard of a developer that choice something like Rush or Moltengl? Rush and Moltengl are experiment... not something you can use in real life (experiments that you need to pay).
Post edited May 29, 2016 by LiefLayer
My point is, Apple could work with Khronos on Mantle / Vulkan for iOS and OS X. But they on purpose decided not to, same as MS did. Not because they thought that Metal is better (it's actually worse than Vulkan), but because it would reduce their lock-in. And the whole reason they rushed it, because they were scared that open Mantle (which became Vulkan) will come out earlier. So they have no excuse of "we already had Metal, that's why we don't support Vulkan" (same goes for DX12 in case of MS).

Gaming wise OS X is already falling behind, which might be upsetting for OS X users, but they have no one but Apple to blame. May be eventually Apple will realize that lock-in doesn't really help them. Several VR developers already said that they don't even bother developing for OS X because it can't handle virtual reality.

I think if more developers would have ignored lock-in technologies, companies like Apple wouldn't have bothered even trying pushing it. They aren't "evil", they are just crooked - the whole purpose of lock-in is to make life harder for developers by increasing the cost of cross platform development, in order to push them to develop only for one platform. I.e. lock-in is a form of tax which developers have to pay if they want to develop for platform that requires that lock-in.

And you can't say if third party engines support many platforms then that cost is non existent. It's just shifted to the engine, but it's always passed to the end users in some way. Either engine costs more for developers to use, or engines are developed slower because they need to spread their efforts on supporting lock-in technologies and so on. The bottom line - lock-in is always bad.
Post edited August 29, 2016 by shmerl
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shmerl: My point is, Apple could work with Khronos on Mantle / Vulkan for iOS and OS X. But they on purpose decided not to, same as MS did. Not because they thought that Metal is better (it's actually worse than Vulkan), but because it would reduce their lock-in. And the whole reason they rushed it, because they were scared that open Metal (which became Vulkan) will come out earlier. So they have no excuse of "we already had Metal, that's why we don't support Vulkan" (same goes for DX12 in case of MS).

Gaming wise OS X is already falling behind, which might be upsetting for OS X users, but they have no one but Apple to blame. May be eventually Apple will realize that lock-in doesn't really help them. Several VR developers already said that they don't even bother developing for OS X because it can't handle virtual reality.

I think if more developers would have ignored lock-in technologies, companies like Apple wouldn't have bothered even trying pushing it. They aren't "evil", they are just crooked - the whole purpose of lock-in is to make life harder for developers by increasing the cost of cross platform development, in order to push them to develop only for one platform. I.e. lock-in is a form of tax which developers have to pay if they want to develop for platform that requires that lock-in.

And you can't say if third party engines support many platforms then that cost is non existent. It's just shifted to the engine, but it's always passed to the end users in some way. Either engine costs more for developers to use, or engines are developed slower because they need to spread their efforts on supporting lock-in technologies and so on. The bottom line - lock-in is always bad.
And I think you are wrong, I think they decide that because of iOS gaming (that is actually a good market on mobile).
for sure there are not many new triple A games on OSX, and VR is not a mac thing right now... but there are many games on OSX (both old and new from indie to some triple A). And there are lots of wine games (with premade wineskin wrapper online). So I think you can still play on OSX. And after some years VR will not need some strange hardware anymore (few windows laptop can handle VR anyway so why should I care?... I love VR but it is not a problem if I have to wait 2-3 years more... even 5-6 years I can survive LOL).
For me (I play on notebook even on windows or linux), I still cannot play some triple A right now since I use a laptop.
Still I think the situation is not better on Linux, and I know why.
Gaming situation on mac is not that bad, maybe in the future there will be only iOS port, but maybe in the future iOS will be a good platform for gaming (right now there are already some good games like Baldur's gate EE, Transistor etc...).
Sure there is no the witcher 3 on mac right now, but I cannot see a linux version either (and I cannot see any triple A games that is out for linux but with no mac version).

engine that an indie developer would use anyway and that some non-indie developer use too because it is just easier to use them... I think the cost of working directly with Vulkan (just Vulkan) is higher than any cost from using a good game engine. To make a good engine from the scratch you need more time, I don't think that time can repay the cost of a cheap commercial engine.
And use Vulkan directly is really difficult compared to just use an engine (and it is more difficult than the old OpenGL since it is a low level API... and I know it is also more difficult to use than Metal).
Right now really few work directly with Vulkan/directx, I don't think the future will be different.

If you ask me cd projekt made the wrong decision in use their own game engine... the witcher 1 has really good performance compared to the witcher 2... and I think the witcher 1 still look decent in the graphic.
And yes I don't see problem in use Unreal or Unity3d even for triple A, or make a triple A game that can run on older system.

Anyway with the money saved I could play Pillars of Eternity, and I really don't know if the witcher 3 is really that good (the witcher 2 sucks compared to the witcher 1).
Post edited May 29, 2016 by LiefLayer
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shmerl: My point is, Apple could work with Khronos on Mantle / Vulkan for iOS and OS X. But they on purpose decided not to, same as MS did. Not because they thought that Metal is better (it's actually worse than Vulkan), but because it would reduce their lock-in. And the whole reason they rushed it, because they were scared that open Metal (which became Vulkan) will come out earlier. So they have no excuse of "we already had Metal, that's why we don't support Vulkan" (same goes for DX12 in case of MS).

Gaming wise OS X is already falling behind, which might be upsetting for OS X users, but they have no one but Apple to blame. May be eventually Apple will realize that lock-in doesn't really help them. Several VR developers already said that they don't even bother developing for OS X because it can't handle virtual reality.

I think if more developers would have ignored lock-in technologies, companies like Apple wouldn't have bothered even trying pushing it. They aren't "evil", they are just crooked - the whole purpose of lock-in is to make life harder for developers by increasing the cost of cross platform development, in order to push them to develop only for one platform. I.e. lock-in is a form of tax which developers have to pay if they want to develop for platform that requires that lock-in.

And you can't say if third party engines support many platforms then that cost is non existent. It's just shifted to the engine, but it's always passed to the end users in some way. Either engine costs more for developers to use, or engines are developed slower because they need to spread their efforts on supporting lock-in technologies and so on. The bottom line - lock-in is always bad.
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LiefLayer: And I think you are wrong, I think they decide that because of iOS gaming (that is actually a good market on mobile).
for sure there are not many new triple A games on OSX, and VR is not a mac thing right now... but there are many games on OSX (both old and new from indie to some triple A). And there are lots of wine games (with premade wineskin wrapper online). So I think you can still play on OSX. And after some years VR will not need some strange hardware anymore (few windows laptop can handle VR anyway so why should I care?... I love VR but it is not a problem if I have to wait 2-3 years more... even 5-6 years I can survive LOL).
For me (I play on notebook even on windows or linux), I still cannot play some triple A right now since I use a laptop.
Still I think the situation is not better on Linux, and I know why.
Gaming situation on mac is not that bad, maybe in the future there will be only iOS port, but maybe in the future iOS will be a good platform for gaming (right now there are already some good games like Baldur's gate EE, Transistor etc...).
Sure there is no the witcher 3 on mac right now, but I cannot see a linux version either (and I cannot see any triple A games that is out for linux but with no mac version).

engine that an indie developer would use anyway and that some non-indie developer use too because it is just easier to use them... I think the cost of working directly with Vulkan (just Vulkan) is higher than any cost from using a good game engine. To make a good engine from the scratch you need more time, I don't think that time can repay the cost of a cheap commercial engine.
And use Vulkan directly is really difficult compared to just use an engine (and it is more difficult than the old OpenGL since it is a low level API... and I know it is also more difficult to use than Metal).
Right now really few work directly with Vulkan/directx, I don't think the future will be different.

If you ask me cd projekt made the wrong decision in use their own game engine... the witcher 1 has really good performance compared to the witcher 2... and I think the witcher 1 still look decent in the graphic.
And yes I don't see problem in use Unreal or Unity3d even for triple A, or make a triple A game that can run on older system.

Anyway with the money saved I could play Pillars of Eternity, and I really don't know if the witcher 3 is really that good (the witcher 2 sucks compared to the witcher 1).
With Metal API... Apple is killing MacOS, the things is they don't know yet
GameMaster_83: Procrastination on making Linux versions of The Witcher series is getting a little old, can we please have them sometime this millennium?
Linux version of the Witcher 2 was released 3 years after the Windows one. So the record isn't beaten yet ;)
Post edited June 03, 2016 by shmerl
A recent update:
Many thanks for your insight – but the question is not about the money but talent. Our team is focused mainly on Cyberpunk 2077 and Gwent and cannot revisit W3 for Linux.
We are still exploring our options for Linux – if we would have something new to announce we will do it via our social channels.
Shmerl,

As they are still exploring their options for Linux, can you ask them if a Linux version for Cyberpunk 2077 is planned ?