- eventfd syscall is Linux-specific, without good alternative on macOS
- Apple does not support Vulkan, which is needed for DXVK
- Apple deprecated OpenGL support, which is needed for WineD3D
- macOS is missing support for Python 3 OOTB
- etc.
It just looks as if they _want_ to avoid success at all costs. Is there any reason that a megacorp would make such decisions?
They don't think about providing extra value to the Mac users since they already got their money from the high margin hardware. It's their way or the highway.
It's sad because Jobs used to have game devs launch games that ran on the Mac during WWDC presentations. Maybe when Apple was doing badly financially it became a smaller priority. I'd like to think that if Jobs was around after Apple hit $1T market cap he'd have prioritized proving more value for Mac users with supporting gaming, but with a COO like Tim Cook at the helm(just like MS under Ballmer) it feels like it won't happen. It's nice to have technology/engineer CEOs that like to build technology for its sake instead of only looking for more money like MBA CEOs do. Especially technology companies sitting on 200 billion dollars in cash.
"Apple is not comfortable working under Khronos IP framework, because of dispute between Apple Legal & Khronos which is private. Can’t talk about the substance of this dispute. Can’t make any statement for Apple to agree to Khronos IP framework. So we’re discussing, what if we don’t fork? We can’t say whether we’re (Apple) happy with that."
Agenda / Minutes for GPU Web meeting 2019-12-09 https://docs.google.com/document/d/1F6ns6I3zs-2JL_dT9hOkX_25...
It's not that Apple doesn't want games on macOS—they do. Now that nearly their entire product line is running on Apple Silicon with their GPUs, Metal is the best way to write game code that can run on Macs, iPads and iPhones.
From their press release [2]:
Metal 3 — the latest version of Apple’s graphics framework — comes with new features that enable game developers to tap into the power of Apple silicon for even greater gaming performance. MetalFX Upscaling enables developers to quickly render complex scenes by using less compute-intensive frames, and then apply high-quality spatial upscaling and temporal anti-aliasing. The result is accelerated performance that makes games feel more responsive and graphics that look stunning. Game developers also benefit from a new Fast Resource Loading API that minimizes wait time by providing a more direct path from storage to the GPU, so games can easily access high-quality textures and geometry needed to create expansive worlds for realistic and immersive gameplay.
Game developers that integrate with Game Center can now add Activity views into the dashboard, making it possible for their users to see which games their friends are playing and their high scores. And with SharePlay support, it’s easier than ever for users to play together in real time.
[1]: https://youtu.be/q5D55G7Ejs8?t=4867
[2]: https://www.apple.com/newsroom/2022/06/apple-provides-develo...
One reason is that you and Apple have different definitions of gaming success.
For you, gaming success means "running PC/Windows games well on macOS."
For Apple, gaming success means "making more money from gaming than Microsoft or Nintendo."
Guess which path they've taken?
There's a lot of odd history that goes into the Windows hegemony of the gaming industry, I'm sure, but that's lead to an industry that's built on desktops for the most part for non-console gaming. Even if Apple magically had even Linux-level support for games, I'm not sure how much that would ever raise their prospects in business or hardware sales, so it's a harder sell internally.
Taking the Wine/Proton emulation path that Linux has gone down also means that Apple would now be beholden to Microsoft not being screwy with them when it comes to how DirectX or the like gets developed in the future. I'm sure there's some calculation that if they started trying to be cross-compatible with something as complex as Windows' graphics APIs, it opens them up to MS intentionally breaking compatibility in the future just to ruin them. I know Linux devs have enough trouble with that already and MS almost definitely doesn't care about them.
iOS, on the other hand, is the most profitable segment of gaming. A developer is certainly much more likely to to target the platform where the money is, and it's no longer possible to target iOS without your game also working, unchanged, on an Apple Silicon Mac. (Although you should, at the very least, add support for game controllers, since iOS and Macs now support XBox, Playstation, and Nintendo controllers out of the box)
Adding traditional Mac UI application chrome and adding support for a mouse based UI (in addition to a gaming controller) is also a nice thing to do for Mac customers.
The strategy of leveraging the most profitable segment of gaming is the opposite of trying to avoid success.
Forget the software. Why would any gamer want to buy expensive hardware that cannot be customized/upgraded after delivery?
Microsoft owns how many gaming properties and technolgy stacks at this point? Despite that, Apple beat all other companies to the $3T market valuation in January this year (AAPL at $2.2T, MSFT at $1.9T today).
I fail to see where Apple is "avoiding success" in this scenario. They have clearly shown that one need not appeal to the gamers to find success. Though I am a PC gamer, I kind of get it TBH. The variety of motherboards/GPUs/CPUs/APIs etc are kind of bewildering and having something that "just works" (or at least aspires to that goal) is appealing.
Their initial release of GameSDK (which they later renamed to DirectX) was pretty lame. As were early versions of DirectX. They also deliberately pitched OpenGL as not- and never- being suitable for gaming (despite having championed it only a year or so previous, and talking about shared driver cores), choosing to promote their own proprietary DirectX APIs instead. (Source: I was a games dev back then, clearly I'm old) — At the time, it was far preferable to simply stick to developing games for the DOS platform, using one's own software-rendered 3D engine, plus support for various 3D cards. But folk like Carmack proved that OpenGL could be fine for games, if not superior.
Much time has passed since then. DirectX has matured, OpenGL didn't go away, and DOS as a games platform (or otherwise) died.
Apple's current situation isn't much different to the early Microsoft DirectX/GameSDK days really. These things always take time. Particularly when folk are reinventing wheels for various reasons (whether rightly or wrongly).
I'm not sure what OOTB support for Python3 has to do with macOS being a gaming platform in any way though.
Apple doesn't have any incentive for gaming on macOS. They already make a large amount of gaming revenue from the app store. Gamers on macos would likely buy from steam anyway. And they aren't going to sell many more macs just because the gaming support is a little better.
> MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
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Something along those lines was the rationale I was given for GTK4 devs choosing to standardize on OpenGL despite prioritizing accelerated MacOS support.
It'd be nice to have more data points preferably from current Apple folks in this vein, since it's a constant factor to this day in deciding what GPU API to target when supporting the big three OSes. Maybe we're already at a point where webgpu makes the most sense?
Is there any reason that a megacorp would make such decisions?
Best-case, emulation delivers an experience that's not too notably crappy. Spending engineering effort to deliver a "not too bad" experience isn't how you become a megacorp. macOS is missing support for Python 3 OOTB
Good point, how did I forget how Windows was held back by lack of out-of-the-box Python for all those years /s
Apple still considers Macbooks as trucks: they are for developers and professionals, not gamers or everyday users. They want non-developers to buy iPad and that is why there is no sub-$1000 MacBook.
To my surprise, a significant portion of my Steam library works out of box in Linux.
Disclaimer: I don't play many AAA games.
If you want to be cynical, Apple wants devs to get locked into Apple's ecosystem by writing to Metal, in Swift, etc.
If you want to be generous, ports to Mac OS have traditionally been shit as the Mac is treated as second-class by devs. (I bought Kerbal Space Program off Steam for my Mac, returned it immediately — UI was so bad on the Mac, so un-Mac-like.)
No one remembers the bluetooth not working? The famous Magic Mouse ? iPhone 6 was bending in people's pockets?
The list is far from short