I’ve been using UE4 on an MBP with 750m since 4.7. My experience is it’s getting worse, the performance. I don’t know why but that’s what happened to me. Lots of guys say that performance have improved drastically. Maybe it’s my mac; maybe I’ve installed too many; maybe it’s the new OSes in the years; maybe it’s the engine. It’s just the time of the performance drop matches the switching to Metal.
That said, I really don’t agree with all those posts encouraging you to give up on Mac. Granted, even the MacPro litter bin can’t compare to a windows PC with a mere 1070. But you know it as well as I do the difference in the OS. And above all, there is no super powerful Mac, but my 750m is bearable, doesn’t really slow me down, compared to the 67K+1080 windows pc I’m using in the office now(just to save some certain idiots breath, yes my monitors are plugged into the card)(and the problem is mainly with VS not the engine).
About the resolution, I’m no expert but I believe on my MBP, the screen resolution is 28801800 while the desktop resolution is actually 1440900. At least that’s every game I’ve played that has “window maximised” option tells me. It’s similar to windows 10(maybe the other way around, as retina macs came out way earlier), if you are using a 4K monitor/TV, it automatically sets the dpi scale to 300%(it did this for me) so nothing’s too small. Important thing is UE4 doesn’t support retina/high dpi UI yet, according to the Trello roadmap, which means the engine is rendered at 1440*900, if you maximise it that is. Sorry it seems chaotic but you should be able to get it: the engine is not rendered at native retina resolution/4k/5k.
I’ve been learning to create UE4 games with cpp for a while and what I have with Xcode is efficiency and frustration with VS. Xcode tells me what function I can call on the pointer/variable, when I type ./->; Xcode is crispy; Xcode, like most mac apps, responds to command+`, (I’d be grateful if someone can tell me the equivalent shortcut on windows…)etc. While with VS, nine times out of ten I see no tip on what function/variable I can call/get, most of these nine times I have to go check the header files myself for function calls. The one time that it works, it doesn’t pick the overload I’m using automatically… I then tried Resharper, which brings the performance down to a NES. VisualAssistX works okay and it costs a ton(for someone tries to use Xcode whenever he can) and my trial is expiring… The one good thing about VS is a plugin called PowerMode. (Xcode has its problems too. You can’t work with UE4 and Xcode 8.0 because it tries to index the project with over 50G of RAM… But in 8.1 it’s all good again.)
Downside of Mac+UE4: UE4 is designed for windows development. Lots of F-hotkeys, which could be painful on a mac. Can’t get the best graphics.
More about performance: in my experience, even though the framerate may drop below 30 if you are a little too aggressive on your level, everything still responds as crispy as ever, so long as you are not operating the viewport(which is really bound by the framerate). Maybe you’ll have to lower some settings to get your efficiency up if you want to design a super complicated level with some sophisticated graphics tech. But overall, it’s enough to work with, especially if you are indie, since you most likely can’t afford the assets needed for great graphics.
Do note that when you are developing with a Mac, you can’t pack your game for Windows without copying your project to a windows pc/bootcamp. So with a Mac, for a Mac(or iOS, Android, tvOS). This means you should design your level for a Mac(or the other less powerful platforms), less translucent objects, less movable lights, less complicated shader, these kinds of thing. After all, you can always cripple a 4xTitanX Pascal system if you are want to(Just take a look at AC Unity…).