diff --git a/site/posts/2022-01-06-m1-max.md b/site/posts/2022-01-06-m1-max.md index c53acc6..0e55a0b 100644 --- a/site/posts/2022-01-06-m1-max.md +++ b/site/posts/2022-01-06-m1-max.md @@ -76,7 +76,7 @@ Rise of the Tomb Raider and Shadow of the Tomb Raider both run under Rosetta and Minecraft runs well, once you’ve got a JVM installed that’s built for ARM and the LWJGL natives swapped out with ones compiled for ARM, since the set Minecraft ships isn’t. ([These](https://gist.github.com/nikhiljha/7313ac5553aafb1c8596b1fca0f4cdff) instructions explain how to replace the native libs when using MultiMC[^4]. Though I use the Temurin JDK, not whatever's in Homebrew.) -[^4]: Those only apply for Minecraft versions recent enough to use LWJGL 3. Getting earlier versions running natively is possible, but a fair bit more involved. Perhaps a subject for another time. +[^4]: Those only apply for Minecraft versions recent enough to use LWJGL 3. Getting earlier versions running natively is possible, but a fair bit more involved. Perhaps a subject for [another time](/2022/lwjgl-arm64/). Cities: Skylines doesn’t see much of a graphical difference, but does benefit from the faster CPU. My old laptop can’t simulate the most recent city I built at 3x speed without things like vehicle movement appearing noticeably jerky whereas the Apple Silicon one can handle it. That said, I haven’t spent enough time playing C:S on it to know if the ceiling (that is to say, how much farther I could grow my city before I encountered performance issues) is substantially higher.