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Mac에서 Cyberpunk 2077 제공하기
어떻게 Mac에서 Cyberpunk 2077을 제공하여 macOS에서 AAA 게임의 새로운 기준을 정립했는지 CD PROJEKT RED의 비하인드 스토리를 통해 알아보세요. 해당 팀이 어떻게 Apple의 강력한 하드웨어, 소프트웨어, 개발 도구를 활용하여 고품질 경험을 구현했는지 살펴보세요. 유사한 기법을 게임에 어떻게 적용할 수 있는지 알아보세요. 혁신적인 ‘For this Mac' 프리셋이 어떻게 그래픽 설정을 자동으로 최적화하여 Mac 라인업 전반에서 시각적 충실도와 프레임률의 균형을 맞추는지 살펴보세요.
챕터
- 0:00 - Introduction
- 0:44 - What is Cyberpunk 2077
- 2:57 - Why bring it to Mac
- 3:45 - How we brought it to Mac
- 4:50 - Game Porting Toolkit evaluation
- 13:05 - What we did to stand out
- 13:16 - "For this Mac" preset
- 26:59 - Next steps
리소스
- Performing your own tone mapping
- Personalizing spatial audio in your app
- Download the Game Porting Toolkit
관련 비디오
WWDC26
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비디오 검색…
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- 0:00 - Introduction
Garrett Austin (Apple Game Performance) introduces guest Paweł Sasko (Associate Game Director, CD PROJEKT RED) to share how Cyberpunk 2077: Ultimate Edition was brought to Mac with great performance across a wide range of devices.
- 0:44 - What is Cyberpunk 2077
An overview of the game — an open-world RPG set in Night City — and why it remains an industry benchmark: dense scene complexity and streaming, realistic lighting and materials, and demanding ray tracing and path tracing modes.
- 2:57 - Why bring it to Mac
The motivation for the port: CD PROJEKT RED's long history on Apple platforms, Apple silicon hardware maturing enough to hit a serious quality bar, and the opportunity to reach more players.
- 3:45 - How we brought it to Mac
Defining what "doing it properly" means via a three-part quality bar — visual fidelity, stable performance, and native feel — then executing the port: native builds, an adapted data pipeline, an architecture bridge, Metal Shader Converter, the native Metal rendering foundation, and MetalFX Upscaling for scalable performance.
- 4:50 - Game Porting Toolkit evaluation
Using Apple's Game Porting Toolkit to evaluate the Windows build in a translated environment before writing code — gauging feasibility, gathering CPU/GPU pressure signals, and identifying focus areas using profiling data, Metal HUD, and per-thread breakdowns to build a production roadmap.
- 13:05 - What we did to stand out
Turning the working build into a first-launch experience that feels native to macOS — adopting platform features across windowing and app switching, input devices, display, audio, and cloud saves.
- 13:16 - "For this Mac" preset
A device-based graphics preset that detects each Mac's hardware and auto-configures optimal settings — target FPS, MetalFX with Dynamic Resolution Scaling, resolution bounds, V-Sync, and HDR — tuned per device and demoed live in Dogtown.
- 26:59 - Next steps
Recommended actions: try the Game Porting Toolkit evaluation environment, analyze performance with Metal HUD, plan a great first-launch experience, and explore the related "Speedrun your game port with agentic coding" and "Find and fix performance issues in your Metal games" sessions.