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Are you interested in switching to iPad now with iPadOS 26?

  • Yes, I want to switch to an iPad as my primary computer.

    Votes: 32 15.0%
  • Yes, I want to switch to an iPad and completely replace my other computers

    Votes: 6 2.8%
  • No, I will continue to use iPad as a secondary device.

    Votes: 91 42.5%
  • No, I don’t have an iPad, and am not interested in buying one.

    Votes: 14 6.5%
  • I’m indifferent.

    Votes: 4 1.9%
  • I have a split workflow, and don’t have one computer I consider to be my primary one.

    Votes: 18 8.4%
  • I already use the iPad as my pro

    Votes: 6 2.8%
  • I already use the iPad as my primary computer

    Votes: 39 18.2%
  • I already use iPad to replace a laptop

    Votes: 19 8.9%
  • I will/want to replace a laptop with my iPad

    Votes: 10 4.7%

  • Total voters
    214
Yes, but the problem is that are underlying differences in the OSes. Just saying there aren't doesn't mean that those differences don't exist and that they aren't critically important. I have found zero iPad Pro level apps that match their desktop counterparts. Not one. Photoshop, nope. Scrivener, nope. Lightroom, nope. Obsidian, comes close actually, but still nope. Affinity Photo comes close, but again, nope. Same with all video editors.

There are still too many underlying limitations within the OS architecture that allow anything near true desktop level.

And I say this as someone that literally uses my iPad Pro as my "out and about" device.
I didn’t say that there aren’t any underlying differences between the OSes. I literally said that there are some, because some Mac apps rely on legacy stuff that Mac supports that iPadOS doesn’t. But Apple definitely is incentivizing developers to adopt newer universal frameworks, and moving towards a more unified app ecosystem.

I literally use Affinity Photo all the time (I’m a freelance graphic designer), and o have yet to ever encounter a difference in feature set between the iPad version and the desktop version, and the iPad version is actually superior IMO in many ways. For one, you can actually see your previews of your projects when switching between them, so if you have multiple duplicates of a project with different iterations, you don’t have to scroll through every duplicate to find the right one. Also useful when editing photos from a camera, don’t have to memorize the letter number name combo for the photos you want, because the Mac version just gives you the name of the photo in a tab structure with no preview. The iPad version actually does with it’s tile view.
 
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I didn’t say that there aren’t any underlying differences between the OSes. I literally said that there are some, because some Mac apps rely on legacy stuff that Mac supports that iPadOS doesn’t. But Apple definitely is incentivizing developers to adopt newer universal frameworks, and moving towards a more unified app ecosystem.

I literally use Affinity Photo all the time (I’m a freelance graphic designer), and o have yet to ever encounter a difference in feature set between the iPad version and the desktop version, and the iPad version is actually superior IMO in many ways. For one, you can actually see your previews of your projects when switching between them, so if you have multiple duplicates of a project with different iterations, you don’t have to scroll through every duplicate to find the right one. Also useful when editing photos from a camera, don’t have to memorize the letter number name combo for the photos you want, because the Mac version just gives you the name of the photo in a tab structure with no preview. The iPad version actually does with it’s tile view.
Ah got it, if there is a dev that has put in the work, so to speak, it is definitely San Serif with Affinity Photo. What about other apps? Like all the ones I mentioned? I think it is amazing that you are graphic designer and you never run into issues with Photoshop etc., where a Mac/Windows machine would be necessary.
 
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What are these apps that are superior on an iPad? I, again, am honestly curious?
These are some of the apps I prefer the iPad versions of and find to be superior for my workflow to the Mac equivalents or versions:

Affinity apps. Many UI improvements that make it far more efficient for me than the desktop versions. And still provide all of the same functionality I use, have never run into a single missing feature, and I am a freelance graphic designer…

Nomad Sculpt. Much better for sculpting than any Mac app I have ever tried. Far more intuitive, with tools I use often more at surface level and not buried within submenus of submenus of menus…

Valence 3D. Same advantages as Nomad, far better and more modern UI with options I use regularly easy to access.

Various art apps. The iPad has Apple Pencil, Mac digital art apps require either an iPad, or some other drawing tablet like an iPad to get comparable results…

Those are some of the highlights, there are several others, but it’s late here.
 
Ah got it, if there is a dev that has put in the work, so to speak, it is definitely San Serif with Affinity Photo. What about other apps? Like all the ones I mentioned? I think it is amazing that you are graphic designer and you never run into issues with Photoshop etc., where a Mac/Windows machine would be necessary.
I can give you a better answer tomorrow, here it’s pretty late, but I don’t actually use Photoshop anymore, I moved over to Affinity entirely. 👍🏻.
 
I can give you a better answer tomorrow, here it’s pretty late, but I don’t actually use Photoshop anymore, I moved over to Affinity entirely. 👍🏻.
Ah got it, you made adjustments to fit the use of being primary iPad. I can see that. My daughter is starting as an art major in college this fall, and she hates not using her M4 iPad Pro 13" LOL. I can see it. She LOVES Procreate and is planning on learning Nomad Sculpt as well.

So I get it. I just didn't realize it was really possible for people. :D I am glad you have figured out a path for you.
 
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Not related to the windowing changes, but does Apple Notes still spellcheck (blue underline) handwritten notes, even when the auto-refine handwritten is disabled?
 
There are actually many people who even dock their iPhones to an external display to play games with a bigger screen. I have no idea how you could possibly know whether or not the number of iPad gamers who use an external display is tiny or not. I think that’s conjecture.

I would think most people can admit that the number of people playing iPad games on an external display with a mouse and keyboard is quite possibly the very smallest segment of the entire gaming market.

I'm not even sure there is a single game that both goes full screen on an external display and allows mouse and keyboard control.

Even then, what I actually said was "The answer is almost every single person who games on an external monitor and mouse and keyboard isn't doing it from an iPad." Which is just true - they're doing it from a computer.

And with Apple’s focus on gaming, games likely will improve on this front. And especially with gaming, I think big things are on the horizon for Apple’s platforms. Apple is going hard at the gaming market, and they’re providing something to developers that other platforms like Android and even dedicated consoles aren’t really providing: a tool that dramatically streamlines porting games already written for other platforms to all of Apple’s platforms with one porting toolkit. Rather than spending tons of resources on converting graphics frameworks, developing on-screen controls, etc., Apple’s providing automatic tools that can do the heavy lifting for game devs, and just leave some refining and tweaking.

This is pretty much copium. The hardest thing about developing games for Apple's platforms is the fact they are supporting another operating system, which is an ongoing drain on resources even after the initial development work is done. This is why there is still so little gaming support on the Mac. When you then look at the iPad, you're adding an additional complication of the fact that the game has to support a touch-first interface to even be allowed on the store in the first place.

There is only a tiny amount of developers who are going into their existing games and redoing the UI so it can adapt between touch, mouse/kb, and gamepad on the fly. There are some, and those experiences are sublime, but it's literally a handful of games despite mouse and keyboard and gamepad support being available on iPad for something like 5 years already?

You seem to have fully understood all of Apple's keynotes over the last few years but not investigated how that applies to the real world where you need third parties to actually do stuff. For the most part the devs just aren't going to put in the work to bring the experiences that you would want them to bring, in the way you'd want them to bring it, to the iPad. And the years roll on.
 
Well beta 2 just came out and I've decided to jump in head first on my M1 Ipad Pro. It's updating now and I'm all excited and giddy.View attachment 2522653


Been really aching to use the new features and upgrades. Was killing me at the thought of waiting for the public beta.

Good luck. I've got the same device and I have to say, the performance is... not great. Beta 2 doesn't seem to have improved anything in that regard. There are also a lot of visual bugs where UI elements go light or dark and don't switch back when they're supposed to. Safari is also a bit of a mess.

But the visuals are nice.
 
Good luck. I've got the same device and I have to say, the performance is... not great. Beta 2 doesn't seem to have improved anything in that regard. There are also a lot of visual bugs where UI elements go light or dark and don't switch back when they're supposed to. Safari is also a bit of a mess.

But the visuals are nice.
Yeah, I think I am not ready to put up with the bugs yet and am considering going back to 18.5 for now. Safari looks terrible. I also can't get 4 apps to snap to the corners. Haven't had the time yet to find anything else, but at this point....really don't want to. Glad I made the backup before moving to 26.
 
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I would think most people can admit that the number of people playing iPad games on an external display with a mouse and keyboard is quite possibly the very smallest segment of the entire gaming market.

I'm not even sure there is a single game that both goes full screen on an external display and allows mouse and keyboard control.

Even then, what I actually said was "The answer is almost every single person who games on an external monitor and mouse and keyboard isn't doing it from an iPad." Which is just true - they're doing it from a computer.



This is pretty much copium. The hardest thing about developing games for Apple's platforms is the fact they are supporting another operating system, which is an ongoing drain on resources even after the initial development work is done. This is why there is still so little gaming support on the Mac. When you then look at the iPad, you're adding an additional complication of the fact that the game has to support a touch-first interface to even be allowed on the store in the first place.

There is only a tiny amount of developers who are going into their existing games and redoing the UI so it can adapt between touch, mouse/kb, and gamepad on the fly. There are some, and those experiences are sublime, but it's literally a handful of games despite mouse and keyboard and gamepad support being available on iPad for something like 5 years already?

You seem to have fully understood all of Apple's keynotes over the last few years but not investigated how that applies to the real world where you need third parties to actually do stuff. For the most part the devs just aren't going to put in the work to bring the experiences that you would want them to bring, in the way you'd want them to bring it, to the iPad. And the years roll on.
I don’t know what portion of the market that iPad users who are playing with external displays is, nor does really anyone else. I’m sure there are more on other platforms if you count dedicated consoles like the Xbox or PS, but those are also obviously consoles, so of course that would impact the numbers. Also, I am not placing the limit of “with keyboard and mouse”, because as I said before, many people even gaming on the Mac don’t use keyboard and mouse, but a game controller instead. Ultimately, I don’t think it really matters whether or not iPad users using external displays is a majority or not. Clearly people do it, whether they’re the majority or not is mostly irrelevant. And Apple is increasingly competing with those other platforms, so if it is a major downside as you say that some games don’t fullscreen, then I’m sure Apple will get developers to change that.

Again, I’m talking about external display support for games in general, not only with keyboard and mouse, because many people prefer a controller, or prefer to use the iPhone or iPad’s on-screen controls, but have the bigger screen. Almost every review of portable monitors I see, a reviewer connects an iPhone or iPad to it for gaming purposes.

And again, if you narrow things down with “control with keyboard and mouse”, then sure, I’m sure the iPad is probably somewhere in the minority there. But that’s also skewed, because as I pointed out before, many people prefer game controllers over keyboard and mouse control.

So I don’t think this is “copium”, I think there’s clear evidence Apple is pushing hard into gaming, and so far, their efforts have actually paid off quite nicely. Major titles like Assassin’s Creed have already joined, and not just released a Mac port, but iPad and iPhone version as well. And one thing to consider is that the game porting toolkit actually has tools for automatically creating on-screen touch controls for the game. So game devs don’t really have to do much if anything really in order to touch optimize their games, because that part is automatic, and they can refine it from there if they want/need to. It’s essentially like what Steam Link does, but as a system porting tool that bakes those touch controls in. Again, the Game Porting Toolkit removes a lot of the heavy lifting required to port over. Apple is actively addressing such barriers with the porting toolkit to make it as simple as possible to port games over. And this is something that no other gaming platforms really provides. So it makes it far easier for game devs to port games to Apple’s platform than it is often even to do so for consoles. As Apple continues to improve the game porting toolkit, and get more game devs onboard, I think Apple’s going to be in a very good position.

When considering this, one must consider the limitations before that made it harder for game devs to port their games to Apple’s platform, and why this is a more recent trend rather than something years longer now. Because Apple had less unified platforms, in order to target, say, iPadOS and macOS with a game you originally developed for another platform like Windows, you basically had to manually code two versions of your game. One for Intel Macs, which required different stuff to run, especially back then, and one for the iPad. Because Macs were stuck on Intel chips, Apple couldn’t really pull off a game porting toolkit like the one they now provide. So much of the work to port a game to Mac and iPad was manual, and required much more time and a larger development team for each platform. This meant that many games passed up porting to either. It was too much effort, and I think that’s not just laziness, but was actually true in many cases.

Now, we have the game porting toolkit. This removes the majority of the heavy lifting required from the developers, and does the heavy lifting for them, dramatically simplifying the process. Each year, the porting toolkit becomes more robust and automatic, requiring less direct input from game devs. At some point, if you’re a game dev, and you could plug your game into a software that pumps out a version compatible with another market of devices that likely represents millions of untapped customers, then why wouldn’t you? Sure, the game porting toolkit isn’t quite there yet, you still do a little bit of manual tweaking and refining, but it is getting very close to that, and at some point it almost certainly will be there. I think for most game devs, it will remove reasons to not port to Apple’s platforms, and the wide market base of Apple’s smartphones and tablets will likely draw many game devs to port to tap into that market.

I have seen several developers put in the work to do just that. Again, I have a more optimistic view of developers apparently. And I think Apple is clearly putting more emphasis into gaming, and making the tools and deals/agreements with game studios required to get big console titles onto the Apple ecosystem. The biggest difference here is that for years, Apple themselves weren’t pushing as hard for better gaming on their platforms, there weren’t the incentives, Apple wasn’t going out and making deals with game studios, Apple wasn’t buying game studios, and Apple wasn’t providing the tools to make it super simple and easy for games to port. The game porting toolkit literally caters to even lazy devs, because most of it is automatic. There’s clearly more momentum for more console-level gaming on Apple’s platforms. And yes, I get that third parties have to do stuff, but I think third parties will and are doing stuff now with these tools and with Apple actively working to win game devs over. Big picture trends like this tend to take a few years to more fully play out, but I definitely see far more new game titles including ports to Apple’s platforms on day one, or soon thereafter at least.

At the end of the day, I’m not saying everyone should replace a Mac or PC for gaming with an iPad. I have a handheld console for some gaming, even though I also have an iPad and Mac. I’m saying that clearly we are making progress on the gaming front on Apple’s platforms, and it’s a rate of progress we’ve never really seen before on this front with Apple’s platforms. Ultimately, I think the age of console-level gaming on Apple’s platforms is just beginning, and I think the future looks very bright. 👍🏻
 
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Yeah, I think I am not ready to put up with the bugs yet and am considering going back to 18.5 for now. Safari looks terrible. I also can't get 4 apps to snap to the corners. Haven't had the time yet to find anything else, but at this point....really don't want to. Glad I made the backup before moving to 26.
What bugs are you encountering? And Safari looks alright to me... my only issue with it is the removal of the compact tab bar (really going to miss that). One bug that annoyed me was i couldn't tap on my bookmarks when no extra tabs are open... but it's fixed in beta 2.

App Library still has some jankiness to it... but it's tolerable. And snapping 4 apps to the corners is easy... once 4 apps are active on the display, tap the 4 app arrangement in the menu bar and it will automatic set it up for you.
 
What bugs are you encountering? And Safari looks alright to me... my only issue with it is the removal of the compact tab bar (really going to miss that). One bug that annoyed me was i couldn't tap on my bookmarks when no extra tabs are open... but it's fixed in beta 2.

App Library still has some jankiness to it... but it's tolerable. And snapping 4 apps to the corners is easy... once 4 apps are active on the display, tap the 4 app arrangement in the menu bar and it will automatic set it up for you.
Safari is terrible. The top should be dark, not white.
Are you interested in switching to iPad primary use now with the changes introduced in iPadOS ...png


I did what you explained for snapping
Screenshot 2025-06-24 at 08.32.25.png


And get this every time
Screenshot 2025-06-24 at 08.32.52.png


Even though I have 4 native apps open
Screenshot 2025-06-24 at 08.31.11.png


Swiping up to get to my open background apps usually takes several attempts. Haven't had time to really explore yet but will report as I find things.
 
Safari is terrible. The top should be dark, not white.
View attachment 2522795

I did what you explained for snapping
View attachment 2522797

And get this every time
View attachment 2522798

Even though I have 4 native apps open
View attachment 2522796

Swiping up to get to my open background apps usually takes several attempts. Haven't had time to really explore yet but will report as I find things.
Oh wow, that sounds frustrating. I do occasionally see the tab bar in Safari change color, but not too often or a big deal for me. I haven’t had issues with the 4 way Split View though, it works for me perfectly fine. Odd that you’re encountering issues with that. One thing to note though, maybe my different settings are helping. I have “More Space” scaling enabled for the display, and I also have Stage Manager enabled (don’t think Stage Manager should matter, but maybe it would help). Oh, and also should be noted, if you already do have Stage Manager enabled, the 4 app windows need to be in the same stage in order to quarter split on the screen. 👍🏻 Hopefully we can find a solution that fixes those bugs for now. 👍🏻
 
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Safari is terrible. The top should be dark, not white.
One thing I notice about having a white top has to do with the website setting… if you have white theme set, it will show a white top. Most of the sites I visit has the option to select a black theme, perhaps finding an extension to enable black mode for websites could be a fix.

Even though I have 4 native apps open
Judging from your screenshots… I don’t think they are open on the screen, the 3 other apps is open in the background. On my screen I have Local Send app, Music app, App Store and Safari app.

IMG_8252.png


And when I tap the 4 app arrangement… it does this.

IMG_8253.png
 
I don’t know what portion of the market that iPad users who are playing with external displays is, nor does really anyone else. I’m sure there are more on other platforms if you count dedicated consoles like the Xbox or PS

Basically anyone could tell you that the portion of the market is tiny to the point of irrelevance. Compared to basically anything. PCs or consoles, handheld PCs, etc.

Also, I am not placing the limit of “with keyboard and mouse”, because as I said before,

Right, it would be impossible for you to place that limit, because the limit is already placed by the fact that bar 1 or 2 actual popular games, it's actually not a thing at all.

Clearly people do it, whether they’re the majority or not is mostly irrelevant.

That's where you're not understanding the reality. If people don't do it, if there is no market for it, then developers won't in any meaningful number put those experiences on the iPad.

And again, if you narrow things down with “control with keyboard and mouse”, then sure, I’m sure the iPad is probably somewhere in the minority there.

It's almost not a minority, in the sense that it has to exist in the first place to be categorised as a minority in the first place.
 
Basically anyone could tell you that the portion of the market is tiny to the point of irrelevance. Compared to basically anything. PCs or consoles, handheld PCs, etc.



Right, it would be impossible for you to place that limit, because the limit is already placed by the fact that bar 1 or 2 actual popular games, it's actually not a thing at all.



That's where you're not understanding the reality. If people don't do it, if there is no market for it, then developers won't in any meaningful number put those experiences on the iPad.



It's almost not a minority, in the sense that it has to exist in the first place to be categorised as a minority in the first place.
I don’t know if that’s true or not. Anyone can tell anyone anything, that doesn’t necessarily make it true…

The reality is that if game devs are using the game porting toolkit to port over console games (and many are, and I believe this trend will only continue and grow into the future), then many such ported games should support all of those things. Developers would actually have to do more work to remove those experiences from the game than they’d have to do including them. Because the game porting toolkit incorporates those things automatically.

And I think there’s somewhat of an inherent flaw in your premise. You say that if people aren’t currently doing x with their device, then developers won’t ever support people doing x with their device. But things change. The way people use devices change to some degree or other as well. Mobile console-level gaming is still a relatively new frontier. The hardware in prior iPhones wasn’t capable of running demanding titles like they are now. Neither was much of the iPad lineup’s hardware, nor even the Mac with the old Intel chips that were holding it back. Apple Silicon provides the power required to actually run demanding games even on Apple’s lower-end device offerings now, so it’s a scalable ecosystem that can draw more console titles. And clearly Apple is pushing hard into this field, I don’t think it’s reasonable to claim that Apple is putting such effort into something none of their users are interested in. At some point in the near future, I think iPhones and iPads will essentially be handheld consoles as far as gaming is concerned. You already see a rise in popularity of controllers like BackBone that turn an iPhone into a handheld type of experience.

In summary, I think you somewhat err when assuming that if people don’t currently do x thing, developers will never support x thing. Because apps would never gain new features, and we would never see any improvements if that were true. I think there’s a good chance developers will at some point incorporate more of these things as the iPhone and iPad continue to become more popular gaming platforms, and as new game titles compete for gamers attention. And I also wouldn’t say that Apple wouldn’t necessarily get more aggressive in this sphere and require games to support things like fullscreen 16:9 ratios for their games. Apple does have some power here, and can force developers to adapt in some ways. They do need to balance that though, so as to not alienate or lose developers. But I’m sure changes are coming down the road, and I’m sure that at the very least, new titles ported over will certainly support these things…
 
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I’m saying that clearly we are making progress on the gaming front on Apple’s platforms, and it’s a rate of progress we’ve never really seen before on this front with Apple’s platforms. Ultimately, I think the age of console-level gaming on Apple’s platforms is just beginning, and I think the future looks very bright. 👍🏻
But Apple has a foothold in the gaming market… the post you responding to is only dedicating to proving that the iPad is mediocre when it comes to “keyboard and mouse” input. Yet, Apple has NEVER marketed the iPad for keyboard and mouse input in terms of gaming.

It’s always been advertised with controller support… that’s why they go out there way to tell consumers to buy PlayStation and Xbox controllers to use with their iPad.
 
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But Apple has a foothold in the gaming market… the post you responding to is only dedicating to proving that the iPad is mediocre when it comes to “keyboard and mouse” input. Yet, Apple has NEVER marketed the iPad for keyboard and mouse input in terms of gaming.

It’s always been advertised with controller support… that’s why they go out there way to tell consumers to buy PlayStation and Xbox controllers to use with their iPad.
Yeah, and I think that makes total sense. I don’t think many people would care for keyboard control in games on the iPad in particular. I think most gamers seem to prefer controllers over keyboards anyways, so I don’t see most developers going out of their way to support keyboard controls. So I don’t know if many iPad games would ever see devs adopting keyboard support. Though, I could actually see Apple offering a system that could work with either, allowing users to map controller functions to a keyboard. I think there may already be a way to do that technically, but maybe not. I know that the game porting toolkit retains keyboard support for iPhone and iPad apps by default, and maps keyboard or controller inputs to automatically generated on-screen controls in addition for touch interaction. 👍🏻

I agree that keyboard input will likely not become a major focus for games on iPadOS and iOS. I am merely saying that I do think it’s possible more games will work with things like fullscreen when docked at a TV or desktop, as iPhones and iPads continue to become more popular as handheld console-like devices with controllers like the backbone. I even have one of those controllers that fits an 11” and 13” iPad. The iPad as a handheld is actually a pretty nice experience with the big display, I’m actually looking to do more experiments with using my iPad+controller setup to control my handheld console. 👍🏻
 
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9to5Mac's Fernando Silva does have a video on the main channel showing the iPad Pro as a monitor for the Switch [if that's what you mean]
Thanks for the recommendation. 👍🏻. I watched it and I already have the same capture card and app for mirroring my iPhone to my iPad’s display for gaming and some other things on the road with my iPhone’s cellular, so that works out quite nicely. With this though, I’m looking to try to go wireless, because my controller that snaps onto my iPad blocks the port if centered, and on my 11” iPad, there’s barely enough room for the controller below the port, so it ends up balancing somewhat odd, and the controller tends to push up on the cable since the controller isn’t gripping enough surface area. This may be better when I upgrade to the 13” M4 (I intend to do this in the next week, yay!!!), but for now, the cable connection needs improved. I’m considering trying to find a usb-c cable extension that is one of those really thin ribbon types you can find occasionally. That might solve that. But I want to 3D print a holder that can clip the capture card to the back of my snap-on controller (BSP D8 Pro I believe), that would also streamline things more. 👍🏻

But what I’m currently experimenting with is SpaceDesk for a wireless connection. My handheld console is an Asus ROG Ally Z1 Extreme. I considered a Steam Deck, but many games even through Steam aren’t fully compatible. And I was able to pick up the Asus Ally for cheaper used than I could find Steam Decks, so I decided to go that route. Many of my friends and family use Windows gaming PCs, and/or Steam, and so I wanted to meet them halfway and have a device I could use to game with them. I do occasionally have issues with Windows caused by Microsoft’s seeming obsession with overwriting stable hardware drivers with their generic ones that don’t work as well… But overall, it’s been nice for what it is, and I figured the Asus Ally would make better sense than spending nearly $1,000 on a Windows gaming desktop I wouldn’t use for any productivity anyways… So far, I’m overall glad I went with the Asus, though Windows does cause issues occasionally in the background. But the other nice part about the Asus is that with the Armory Crate overlay, you can mostly ignore Windows in the background. And with the Xbox Ally coming, hopefully the experience will improve even more. 👍🏻

But anyways, I’m currently experimenting with controlling the Asus Ally wirelessly with my iPad. So far it’s worked fairly well with an app called Space Desk. But I’m still experimenting with different apps and settings. Surprisingly, Steam Link seems a bit less reliable than Space Desk so far, but perhaps it’s a settings thing. 👍🏻
 
Ou only function iam missing to switch fully to ipad is no possibility to bridge or prioritise connection. Ethernet is still on top
 
Your post there sent me down a rabbit hole looking into LocalSend. Great find! I probably wouldn’t need it, but know some people who would likely benefit from it! 👍🏻. Now I have another app to experiment with! 👍🏻
Yeah, since I have an Android phone... AirDrop doesn't benefit me at all. So, I have that on my dock for my iPad.. use it on my Mac too. There's KDE Connect too... but I like the UI on LocalSend better.
 
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Been playing with it some today and it’s growing on me. Still would like to find a way to keep the top of Safari from changing from website to website. It did not do that in 18.5 and there has got to be a way to stop it from doing it in 26. I figured out the snap to 4 corner feature, so good there. I’ll give it some more time knowing that it will improve with each new beta.

Edit: It did freeze up a couple times when I was resizing windows.
 
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