Valve and CodeWeavers have done a ton of work to create Proton[0], the Windows compatibility layer that Steam Deck uses. Besides their own patches, they're relying completely on the foundation that Wine provides. And of course there's everyone behind Arch Linux (SteamOS 3), and Debian before them (SteamOS 1-2).
CodeWeavers did a lot of work on Proton[1], so it makes sense that they're also looking at macOS.
For me, however, I've almost completely abandoned macOS for games. I've got a Steam Deck, dock, and appropriate adapters so that I can use my monitor & sound bar. Logitech makes keyboards and mice that let you select which source you want to use, so it's now really easy to switch from computer to Steam Deck.
(I still hold out hope that one day Apple will release a translation layer that seamlessly and efficiently converts DirectX/Vulkan to Metal; the raw GPU power sitting in any given M1 or M2 laptop blows any integrated graphics laptop out of the water, competes with high-end discrete GPU gaming laptops, and the Ultra M1/M2s can go toe-to-toe with pretty much every PC GPU except the 3090 and up. So much potential…)
That kind of accessories usually map physical buttons to touch inputs on screen, not idea
Similar to movies, that's not because you can watch movies on your phone that you'll want to watch all your movies on your phone, a dedicated device is often what you want
In case you feel like mentioning Vulkan, it doesn't come in the box, works thanks to plugging into OpenGL ICD driver model and via GPU vendors, not OS vendor, and it isn't supported in all scenarios where DirectX is.
How so?
Either you ran a native macOS version/port of the game, or you ran a compatibility layer like Crossover, or you ran a Windows VM, or you rebooted into Windows using Boot Camp.
https://learn.microsoft.com/en-us/windows-hardware/drivers/d...
That is how GPU vendor drivers expose OpenGL and Vulkan, via ICD, they aren't even supported on the Windows SDK, it is up to you to get the header files and libraries to link against the DLLs provided by the GPU vendors.
From Windows SDK point of view, OpenGL 1.1 is what is shipped in the box.
https://learn.microsoft.com/en-us/windows/win32/OpenGL/openg...
Even the "OpenGL improvements" introduced in Windows 8 rely on DirectX 3D APIs, https://learn.microsoft.com/en-us/windows-hardware/drivers/d...
There is no support for OpenGL/Vulkan on UWP, XBox, HoloLens, Win32 sandboxes, while OpenGL/Vulkan on WSL are exposed via a DirectX driver wrapper, similar to MoltenVK.
OpenGL is legacy on Mac. OpenGL relies on a legacy ICD ABI on Windows.
Vulkan uses MoltenVK on Mac. Vulkan either uses legacy OpenGL ICD ABI on Windows, or relies on DirectX 12 translation layer, while WSL relies on dxgkrnl, a VM host driver that translates GL/Vulkan into DirectX as well.
Pretty much alike.