“Of course, you can imagine the pride of some of the GPU folks and imagining, ‘Hey, wouldn't it be great if it hits a broader set of those really intense gamers,’” said Milet. “It's a natural place for us to be looking, to be working closely with our Metal team and our Developer team. We love the challenge.”"
I'd love it, but at the same time I really don't see how they get to AAA without embracing graphics APIs beyond Metal. Getting locked out of NVidia world, including CUDA running native, blocks a whole lot of paths forward for cross-development. Especially with the lowest common denominator, OpenGL, on the chopping block, and its successor, Vulkan, supported on Metal only via a third-party tool.
If Apple's view is that the way to get your game onto Apple is to redo all your shaders etc. in Metal, I don't think they're going to get much in the way of uptake. They need to be focusing some energy on the conversion process and the conversion pipeline. An ivory tower, even if it's a powerful one, won't be enough.
Having said that, there's more to gaming than AAA. But it's nice to see there is at least one person at Apple thinking in those terms.
I suppose I could add that I tend to get just a few AAA games and then play the hell out of them. But I've moved them over to the PC side, with a middle-of-the-road GPU (GTX 1060) to keep from melting my Mac down at 1080p. So I'm not sure my wallet would provide much incentive for game developers to move back to the Mac.
At the moment I'm half a level from reaching Paragon 800 in Diablo III, which I've played off and on since it first came out a little short of a decade ago. Diablo III was released on the Mac the very same day it was released for the PC (as were I and II). Now, with OpenGL deprecated, Blizzard has no plans for a Mac release of the upcoming Diablo IV.