jcline On first-gen did we ever try the special VM-override I am able and willing to dispense in cases where it's causing a problem? See my updated note on the Download page. WSV3 Tactical is going to be so far superior, but given the relative proximity to release, it doesn't make sense for me to not loosen-up with trusted users who have a need for the VM-override. You have Parallels, correct? Shoot me an email and let's get you a temporary 2 day evaluation license with VM-override through Parallels.
Just yesterday I was thinking about this. If the demand is there, it is not going to be impossible for me to do a native Mac version with whatever their graphics API is (Metal, right?) With the combination of AI and my ultra-thin tactical-grade next-gen application development framework (which compartmentalizes and isolates platform-specific vs platform-agnostic parts of code much better), the work involved is still large, but not prohibitive. It's really just a matter of priority as "WSV3 Graphics Producer" (likely name for the separate broadcast/presentation version which interoperates with Mesoanalyst and is sold separately) will probably be higher priority for a while. WSV3 Tactical should run out of the box on Linux through Wine/VKD3D-Proton immediately, so if the effort in creating a native Mac version is more work to an extent over the otherwise-useless D3D11-backport (forcing users to buy a separate commercial product anyways), then I need to look at the optimality of not just doing a native port. I anticipate that in 2026 I might have to work on the broadcast version first though - but I am not sure yet.
In the meantime let's see if we can get first-gen running with VM-override and keep our fingers crossed Parallels adds D3D12 support by December, otherwise, in 2026, I will very seriously quantify the prospects of D3D11 backport for Parallels support or even a full-blown native Mac version. I'd actually prefer the latter because my mission is to become "graphics software optimization Jesus" in the weather community. Check out Threat Interactive on YouTube - that guy is just like me but in the gaming community. He's seeing the same thing I do: all the inexcusable bloat, software inefficiency, and pathetic excuses. Of course D3D11 does work well on Parallels but I am very uncomfortable with anything other than native bare-metal code execution. I am trying to set an industry standard with this redefined Win32 development framework I am sort of building since last summer for this specific product, but this can grow to other contexts and have a cross-platform component.
Funnily enough I am working on this angle right now - my dependencies are so thin and my usage of Pascal is so raw and bare (not using high-level modern language features), I am currently building an automated Pascal-to-C on the fly transpilation system which would even further augment native multi-platform aspirations.