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I really would love for Apple to invest more heavily into gaming. Windows Laptops have no competition to the overall quality of a Macbook, but I'm forced to get a Windows Laptop because the stuff I use don't work on Mac

  • 100$ Yearly Fee kills interest for indie devs. My games were removed from iOS because I couldn't afford the fee a year later.
  • XCode is AWFUL. They need to update the UI to mirror Visual Studio 22 / Rider.
  • Forced to compile on macOS.
    • Powerful Macs to compile are extremely expensive. Studios/indie devs can't reasonably invest thousands in hardware to release games for 0.1% of the market.
    • macOS is so different to Windows. Most game devs are used to Windows so the transition is HARD.
  • GPU performance on M series, while good, doesn't compare to high-end Windows counterparts.
  • Metal API...
 
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guess has Apple becomes more and more an high end entertainment tech & content company, a cohesive and convincing all around gaming strategy is inevitable missing piece. Sooner or later this will happen. The question then when.
Good point. Content creation and consumption is Apple's forte
 
  • Forced to compile on macOS.
    • Powerful Macs to compile are extremely expensive. Studios/indie devs can't reasonably invest thousands in hardware to release games for 0.1% of the market.
    • macOS is so different to Windows. Most game devs are used to Windows so the transition is HARD.
I agree with most of your points but not this one...

I use Mac and Windows on a daily basis. I find it hard to imagine that anyone finds the transition particularly "HARD". Windows has some nice features with window snapping - I installed Spectacle which gives me the same keyboard shortcuts for easily moving windows around on my Mac. Mac has a much better terminal - I installed Windows Subsystem for Linux on Windows so that I'd have those same features (and honestly, I use iTerm instead of the stock Terminal on the mac... so on either OS, I need to do some stuff to get the ideal terminal.)

And I don't have any issues with compiling on a Mac vs Windows... I haven't noticed any performance differences in Unity, Java, Kotlin, Javascript between my two devices.

I have noticed both kind of suck at automatic updates. I'm not sure if it's my imagination, but it sure seems like macOS got worse while Windows got better, and now both operating systems are about as stable as most major Linux distros. Generally good enough but occasionally it just utterly fails. Makes you wonder why you paid for something instead of just using Linux.
 
They happily let Mac gaming flounder for pretty much the past decade and iOS gaming has never really evolved beyond freemium besides a few releases and Apple Arcade (and what a success that has been).
“Freemium” drives the lion’s share of profits made in gaming today, and the lion’s share of that is via Apple platforms. I’d imagine that, like anything, it’s driven by a profit potential. They’re already pulling in more money than Microsoft or Sony pulls in from gaming, but adding another revenue stream wouldn’t hurt. :)
 
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I have a lot of things that impact my setup and could cause delays. Yet I do not experience any audio lag with the AirPods Max. I use Consoles and Windows PC fed through an HDMI switch, fed to an Elgato USB device fed to OBS where I "Listen" to the audio from the Elgato unit which goes to my AirPods Max. No delay at all with all this equipment.
This is something I noticed with my MacBook recently that I just assumed was a fluke with me. I usually use GarageBand on my iPad, but needed to use it on my Mac for something that was only available on the Mac. Got everything hooked up, well into creating when I realized I never connected the cable to my AirPods Max! I was thinking, “Maybe I wasn’t looking when the screen said ‘You’re using bluetooth, there will be a delay’, but restarted GB and, nope, no warning. Hadn’t read anything else about the impressively low latency when combining the AirPods Max with MacBooks until just now.

It is indeed uncannily low and I don’t know why.
 
The Game Porting Tool Kit should have been mentioned first. Its release alone was far more important than everything else.

Even though it's meant specifically for developers, lots of people (including me) use it to run many recent Windows PC titles on their ARM Mac machines without waiting until (if ever) they're released for Mac, including Elden Ring, RE7, RE2 Remake, Nier Automata/Replicant etc. GPTK alone greatly increased a number of games that can be played on Macs.
I actually think this is part of the plan… there are some that want Mac gaming and some that want macOS gaming.

Those that want Mac gaming (non-native macOS gaming on a Mac), this is great. Grab whatever Windows assets needed (including purchasing Windows executables), do some work and “presto”, good enough. An easy one to resolve as, if it doesn’t perform as well or the UI is non-conforming, no big deal, the user expects that.

There’s a larger group that want macOS gaming… buy from some store, install and enjoy. That’s where Apple STARTS with the Game Porting Tool Kit and shows developers that they don’t necessarily need a large Mac-only focused team. If all the coding’s already done, get it into Game Porting Tool Kit, find the discrepancies (and UI changes needed), and just code that. MUCH less effort than having to code every unique shader, geometry, lighting from scratch.

With the added bonus that, by using GPTK, you have a possibility to get that game in front of a gaming audience that spends more dollars per year than any other (iOS/iPadOS)! So, there’s a confluence of things going on that makes it more interesting to developers than before.
 
  • 100$ Yearly Fee kills interest for indie devs. My games were removed from iOS because I couldn't afford the fee a year later.
I get this one. If I didn’t make enough money to pay my car payment, and pay for gas to and from work, I wouldn’t be able to afford to work there. Then again, if I didn’t make more than $99 in a year developing an app for an App Store with millions of accounts in the US alone WITH credit cards/payment details attached so that purchasing becomes a low effort activity? I’d probably avoid developing on iOS, too.
 
What is with the big focus on gaming all of a sudden anyway? They happily let Mac gaming flounder for pretty much the past decade and iOS gaming has never really evolved beyond freemium besides a few releases and Apple Arcade (and what a success that has been).

I'm not complaining, I'm just confused.


Money. Video game industry is generating hundreds of billons of dollars per year.

It actually would be confusing for Apple NOT to try and make money in an industry that is growing like crazy when they control their entire ecosystem of software and hardware.


video-game-market-growth.png
 
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Apple's not bound to make every version of the M series correspond to the core designs of the A series. Apple refreshes the A series annually but thus far has refreshed the M series on an 18 month basis (there's evidence they want to bump this to annually as that was likely their original). So Apple likely will skip over the A16 and use the A17 as the basis for the M3. The turn time is perfectly reasonable, the A14 and M1 both launched fall of 2020.
Given the slowdown of Mac sales and how long it takes to refresh the whole lineup, I’d expect them to opt for a slower pace. The differences with the M2 weren’t nearly large enough to justify the kind of annual upgrade cycle the iPhone gets. Better to bank up more dramatic improvements between Mac refreshes.
 
Why? Money is money and money talks. Both Microsoft and Apple have it in spades. Or do you think Nintendo likes Apple's blue eyes more than Microsoft's blue eyes?
I mean Nintendo has shown no interest in being owned by a Foreign company in the past. It is 100% likely that Apple won't let them have the level of autonomy they would want to keep making the style of games (and hardware) they currently do.
 
I agree with most of your points but not this one...

I use Mac and Windows on a daily basis. I find it hard to imagine that anyone finds the transition particularly "HARD". Windows has some nice features with window snapping - I installed Spectacle which gives me the same keyboard shortcuts for easily moving windows around on my Mac. Mac has a much better terminal - I installed Windows Subsystem for Linux on Windows so that I'd have those same features (and honestly, I use iTerm instead of the stock Terminal on the mac... so on either OS, I need to do some stuff to get the ideal terminal.)

And I don't have any issues with compiling on a Mac vs Windows... I haven't noticed any performance differences in Unity, Java, Kotlin, Javascript between my two devices.

I have noticed both kind of suck at automatic updates. I'm not sure if it's my imagination, but it sure seems like macOS got worse while Windows got better, and now both operating systems are about as stable as most major Linux distros. Generally good enough but occasionally it just utterly fails. Makes you wonder why you paid for something instead of just using Linux.

Are you developing games? The post you responded to was talking about game devs specifically.

Developing and compiling web applications likely doesn’t differ all that much.
 
XCode is AWFUL. They need to update the UI to mirror Visual Studio 22 / Rider.
I care to disagree. Unfortunately I have to use Visual Studio at work at times - wouldn't touch it with a pole. Its not that good
XCode is ... different ... but actually pretty good once one figured it out. As usual though, Apple tends to break things every other year.
 
This is something I noticed with my MacBook recently that I just assumed was a fluke with me. I usually use GarageBand on my iPad, but needed to use it on my Mac for something that was only available on the Mac. Got everything hooked up, well into creating when I realized I never connected the cable to my AirPods Max! I was thinking, “Maybe I wasn’t looking when the screen said ‘You’re using bluetooth, there will be a delay’, but restarted GB and, nope, no warning. Hadn’t read anything else about the impressively low latency when combining the AirPods Max with MacBooks until just now.

It is indeed uncannily low and I don’t know why.

I do t face any audio delay when using AirPods Max with Logic Pro. To be clear, I never physically connect my AirPods Max.
 
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I care to disagree. Unfortunately I have to use Visual Studio at work at times - wouldn't touch it with a pole. Its not that good
XCode is ... different ... but actually pretty good once one figured it out. As usual though, Apple tends to break things every other year.
Agree. UI wise it’s a lot nicer than Visual Studio and Rider is a mess with its UI. However, Visual Studio has nicer features. And paired with ReSharper or using Rider, the experience is miles ahead of Xcode.
 
Money. Video game industry is generating hundreds of billons of dollars per year.

It actually would be confusing for Apple NOT to try and make money in an industry that is growing like crazy when they control their entire ecosystem of software and hardware.


video-game-market-growth.png
Apple being interested in gaming revenue makes sense. The road to get them there makes less sense.

The cost of gaming on a PC isn’t cheap right now so there is room in the market for Apple pricing to actually fit.

The problem is Apple doesn’t have anything in their lineup that really caters to AAA gamers.

For instance, games are starting to push 100GB on AAA games now. I have 4TB of NVMe SSDs in my gaming rig that cost $100 each (2x 2TB 980 Pro). Getting 4TB on a Mac would be ungodly expensive. But more importantly, I can’t swap to larger SSDs easily.

The same is true for components like my CPU and GPU.

On a Mac I need to swap the whole device to capture CPU and GPU improvements. Further increasing the cost to maintain.

My existing computer has PCIe 5 support so when the GTX 5090 arrives I can take advantage of its benefits just swapping that one part and replacing my GTX 3090.

The list goes on.

Apple could try to compete with consoles since they are delivering that kind of experience. But that will require heavy spending on their part as Sony and MS pay serious money for exclusivity on AAA games.

It just defies logic to me.

Unless the logic is to market AAA games with a few they can put on a poster every so often to showcase their “powerful hardware”. Then the goal is borderline deceptive marketing. So I hope it isn’t that.
 
Why? Money is money and money talks. Both Microsoft and Apple have it in spades. Or do you think Nintendo likes Apple's blue eyes more than Microsoft's blue eyes?
You're making the assumption that because MS can't acquire Nintendo, it means Apple can't. Wrong assumption.
 
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