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Do you think you could estimate a marketshare percentage where a Mac port would at least be worth some time?

Strategically speaking, Apple has an excellent opportunity to grow marketshare with MacBook Airs, Mac Minis, and lower end MacBook Pros right now, since they’re roughly in a good spot for price and performance. (Because even though capital-G Gamers like to benchrace 13000k, 4090 machines, the mass market is far under that)

Again, I feel like the only way Apple will dig themselves out of this situation is by aggressively increasing marketshare and throwing money at quality ports.
They aren't really. Gaming laptops in the ~$1000-$1200 region are pretty similar in performance to the M2 Pro and significantly better than the base M1/M2. And god forbid you want an internal SSD that can store more than Baldur's Gate 3 and a web browser.
 
No it’s not. Consoles first then PC for AAA. Android and iPhone for mobile. Mac has very low marketshare.

And with three platforms, it doesn’t matter if you are second if Windows has a PC user base of 80 to 90 percent and macs have 10 or 20. But some are Linux so the distribution is a bit off. You get my point though. Yeah Apple can be second but if Windows in general has/had 90 percent marketshare that a lot. So yeah second but only 8 percent. Being second doesn’t matter. Percentage does.
Market share is not the debate. What are you talking about?
 
As a dev. You vastly underestimate this effort. As I said there are games that don’t support macos at all - SWTOR for example. Engine they used doesn’t support macos. They would need to re-write the entire engine. More than 10% the effort.

Even from a dev side, if 10% were true in some cases it would be a 100% effort on QA and play testing to ensure it runs well.

Simply getting a macos binary for my game and it already shows some issues and bugs I need to sort out. Stuff not present in the windows build. And my game isn’t finished yet with the most complex parts of it. I anticipate it to be about 40% the effort.
This is 100% inaccurate .
 
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Do you think you could estimate a marketshare percentage where a Mac port would at least be worth some time?

Strategically speaking, Apple has an excellent opportunity to grow marketshare with MacBook Airs, Mac Minis, and lower end MacBook Pros right now, since they’re roughly in a good spot for price and performance. (Because even though capital-G Gamers like to benchrace 13000k, 4090 machines, the mass market is far under that)

Again, I feel like the only way Apple will dig themselves out of this situation is by aggressively increasing marketshare and throwing money at quality ports.
Tough to say. Certainly the higher it gets the more attention it will get. To get more attention vs Windows? More marketshare than Windows. To get the same level of attention? Maybe a close 50/50 (60/40 type of distribution).
 
Market share is not the debate. What are you talking about?
Marketshare is the entire debate. Nintendo Switch gets good games, and it's not "4090 quality" or "ray tracing" goodness that these threads turn into. Wii U was FAR WORSE than the Wii and Switch.....due to marketshare.
 
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This is 100% inaccurate .
Sure, and you posted NOTHING to back it up. So it sounds like you are just arguing to argue. If you honestly think a macOS port of a windows game of anything is only 10% effort, then you don't know how complex games can be. Even indie games. I know Indies that were ported by third party because it was more effort than they could handle. And then to scale that up to a completed AAA game, yeah it's way more than 10%.

Especially if you are an indie and a one person shop that developed the entire game on Windows. Now you need to do the following:

1. Buy a Mac to port it
2. Spend time learning how to code on the Mac if the engine doesn't directly support it (MOST CASES HERE)
3. If the engine supports a macOS port easily, you still need to work out the bugs
4. While you are working on the Mac port, this delays any additional bug fixes or features you want to add to the Windows version, which causes a domino effect for your roadmap.
5. Once you got your game ported without any errors or MAJOR and OBVIOUS bugs, you still need to perform a thorough testing of the entire game again to make sure you don't randomly find another major bug.

Significant time to port is just common sense. Going from Direct X shaders to OpenGL/Metal causes some significant glitches that need to be resolved. Which sometimes means re-writing the majority of some shaders. Heck even on Windows I have had to re-write 200-line shaders just from going from a Direct X shader to OpenGL or vice versa. And on that same topic, even on Windows I have re-written one of my game engines when I went from OpenGL to DirectX. From a lines of code perspective, I had to re-write around 25 thousand lines out of the entire game of 35 thousand. It is not 10% effort here.
 
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They aren't really. Gaming laptops in the ~$1000-$1200 region are pretty similar in performance to the M2 Pro and significantly better than the base M1/M2. And god forbid you want an internal SSD that can store more than Baldur's Gate 3 and a web browser.
Yes, but those gaming laptops do sacrifice things that Apple has advantages of. Better quality screen, better resolution, better build quality, better speakers, etc.

I have used those gaming laptops recently, and unless you want to spend ~$2,500+ its still cheap plastic feeling.
 
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Just out of curiosity: May I ask what engine you use?
For my current game I am using Unity. I built my own engine a while back for some games using C++ and DirectX/OpenGL. I am not using that one as it is a 15+ year old engine now.
 
Yes, but those gaming laptops do sacrifice things that Apple has advantages of. Better quality screen, better resolution, better build quality, better speakers, etc.

I have used those gaming laptops recently, and unless you want to spend ~$2,500+ its still cheap plastic feeling.
That's not performance per dollar though...

And you can get similarly performing PCs with better screens and metal build for similar amounts if that's what you want like an Asus Zenbook. And when you factor in what Apple asks for a usable config like 512GB SSD and 16GB RAM...

Tough to say. Certainly the higher it gets the more attention it will get. To get more attention vs Windows? More marketshare than Windows. To get the same level of attention? Maybe a close 50/50 (60/40 type of distribution).
More market share than Windows doesn't matter if 0.01% of users buys games. For game consoles market share is almost 1:1 people who own one buy games. Not true on computers.
 
More market share than Windows doesn't matter if 0.01% of users buys games. For game consoles market share is almost 1:1 people who own one buy games. Not true on computers.
That is precisely the point. 0.01% of a large pool of users (Windows) is a better platform for starting a business than 0.01% of a very small pool of users (Mac). There are a lot of Mac users out there, but a small percentage of them buys games. So Windows vs macOS marketshare is even worse in that regard.

I am not expecting 80/90 percent of all PC users who use windows to buy my game, that is very unrealistic. HOWEVER, I get a pool of that many users to increase my potential audience.

This is similar to making sure you build a restaurant at the right place to maximize the potential buyers. Its basic things you learn during my business school when I was in college.
 
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As a dev. You vastly underestimate this effort. As I said there are games that don’t support macos at all - SWTOR for example. Engine they used doesn’t support macos. They would need to re-write the entire engine. More than 10% the effort.

Even from a dev side, if 10% were true in some cases it would be a 100% effort on QA and play testing to ensure it runs well.

Simply getting a macos binary for my game and it already shows some issues and bugs I need to sort out. Stuff not present in the windows build. And my game isn’t finished yet with the most complex parts of it. I anticipate it to be about 40% the effort.
I’m a dev….
I must say I have not read an accurate comment by you yet.

Also, it’s the TAM Total addressable market we’re talking about. Not market share.

It’s very easy to calculate profit based on the raw numbers we know. It’s what analysts do for a living.

You build GameX for Window for $1Million.
You’ve targeted the PC market which has a growth of >15% but the PC portion of that market is in decline. (But you obviously don’t care by your comments)
Then there’s a porting kit for your weirdo (proprietary?) gaming engine to tap Metal’s API with your own data (eg. DX)

If I was an investor and heard your arguments I’d pull.
 
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They aren't really. Gaming laptops in the ~$1000-$1200 region are pretty similar in performance to the M2 Pro and significantly better than the base M1/M2. And god forbid you want an internal SSD that can store more than Baldur's Gate 3 and a web browser.
Your outlook is weird. This isn't about buying a Mac TO GAME, this is about selling games to people who already own a Mac and would like to game.
 
Your outlook is weird. This isn't about buying a Mac TO GAME, this is about selling games to people who already own a Mac and would like to game.
?????? Did you read the post I was replying to? Which was talking about Apple being being in a good place to "grow marketshare" because of price to performance?
 
So is BG3 the next big game to come out for macOS? The IGN upcoming games list seems to think so, but then again it also doesn't list Fort Solis as getting a macOS version so I am unsure of the accuracy.
 
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I’m a dev….
I must say I have not read an accurate comment by you yet.

Also, it’s the TAM Total addressable market we’re talking about. Not market share.

It’s very easy to calculate profit based on the raw numbers we know. It’s what analysts do for a living.

You build GameX for Window for $1Million.
You’ve targeted the PC market which has a growth of >15% but the PC portion of that market is in decline. (But you obviously don’t care by your comments)
Then there’s a porting kit for your weirdo (proprietary?) gaming engine to tap Metal’s API with your own data (eg. DX)

If I was an investor and heard your arguments I’d pull.
The porting kit just got announced for cripes sake. It didn’t exist when I set up my business plan. And it’s not 100%. The M1 Ultra performs worse than the M1 Max from it. So you need to *gasp* spend time to optimize your code.

If you honestly believe Mac will give me more potential buyers than Windows I don’t know what you are thinking. I have a business degree here and have crunched the numbers. My game can run on an old 2013 laptop with integrated graphics. That means my grandma can play it on her 2021 $300 Dell she has.

You also know M2 Macs had a significant decline too right? Enough where Apple halted production a while back. Not sure why your statements are geared to PC decline fear when Macs had a large decline too.

If I had an investor and was saying what you were that I should focus on Mac instead I’d pull.

I’m not targeting 4090 gamers here. So since there are far more Windows users out there that gives me more to work with. I’m not alone in this. I have many local software firms that I know the CEO and asked for their thoughts on creating a Mac version of their program. Same views. I emailed some of my favorite game devs and asked for their plans for Mac ports. Same views.

It’s why consoles get stuff priority and then PCs.
 
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Over 2 bln Windows/Linux PCs that are actively working.

Around 80-100 mil Macs active.


PORTING GAME FROM WINDOWS TO MAC IS EQUALLY PROFITABLE, DO IT, DO IT QUICK!@!!
 
Over 2 bln Windows/Linux PCs that are actively working.

Around 80-100 mil Macs active.


PORTING GAME FROM WINDOWS TO MAC IS EQUALLY PROFITABLE, DO IT, DO IT QUICK!@!!
And it’s only “10% effort” when it’s not in most cases.
 
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I wonder if Tencent would be willing to fund a Dying Light 2 macOS port. They just bought majority share in Techland so they have the money to "burn" on it now.
 
Big increase for Apple Silicon in July on Steam.

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