This. So very, very much this. Painfully so in fact.If anyone tries to contact Apple about a bug, there's a giant stone wall and nothing gets fixed until the next point update, if you're lucky. If you're unlucky, it may never get fixed.
That's why developers don't target macOS. It has everything to do with Apple's attitude. And until Apple's attitude changes, there will never be the swath of games on macOS like there is for Windows or even Linux.
I've not logged in for ages, largely because I'm no longer involved in developing Mac games at all and have moved back to the dark side to carry on my career, but this comment has to be seconded. I really don't miss dealing with Apple's attitude to games - they were never really serious about games as anything but fancy Keynote stage demos and their management would lose all interest once the Keynote was over.
Porting between CPU architectures does still require a bit of care, but many engines have already shipped on ARM as well as x86 so it isn't too much of an issue in practice.The days where having the same CPU architecture really played a major role are long gone. Games are no longer written in Assembly. If the appropriate compiler support and compatible middleware is available, porting a game from one architecture to another is not much of a problem.
Metal really did hold a lot of promise initially and for a while Apple were working hard to catch up, but their absolute determination to not support features on Mac prior to them being available on iOS was a huge hindrance. The Metal API is actually very nice but as thejadedmonkey mentions Apple aren't responsive.Bigger issues are Apple dropping crossplatform standards in favour of proprietary solutions (i.e. Metal)
The declining marketshare on Steam justifies the big AAA publishers not investing in Mac releases, it doesn't make financial sense for them when they can make billions on the traditional platforms. Turning that around would require Apple investing billions of dollars just as Microsoft did to launch the Xbox & 360 and clearly they aren't interested in doing so.Apple's declining market share in the gaming sector: on Steam, Macs have been dropping from >10% to <3% long before the switch to Arm based CPUs has been announced.
The remote restriction when a year or two ago, but it was too little too late. If they wanted AppleTV to be a games console they'd have packed in a controller from the start and had sufficient RAM/storage for real games but they never did. It isn't a games console and isn't going to become one.This has less to do with the hardware capabilities and more with the restrictions imposed by Apple: apps Apple TV are only allowed to have a certain size and have* to be playable with that stupid remote. You can't squeeze a modern triple-A title into this lousy amount of gigabytes Apple allows for the apps.
(* Or at least had to. I'm not completely sure if Apple has lifted that particular restriction by now.)
Asset duplication started when we were developing for the optical drives of the XB360 & PS3 and has slowly been going away through the XBONE/PS4 generation as even on HDDs it is less important. Games released for PC this year probably aren't doing much of it and their sizes are still massively more than what AppleTV makes available.To be fair there is a lot of asset duplication that probably wouldn’t be needed on a platform with solid state storage.