Eh, for games it seems to be working for Microsoft/Tencent/Embracer GroupJust throwing **** against the wall. I have no idea, but I can’t imagine Apple buying a shitton of companies to be the only big player would go well for them.
Eh, for games it seems to be working for Microsoft/Tencent/Embracer GroupJust throwing **** against the wall. I have no idea, but I can’t imagine Apple buying a shitton of companies to be the only big player would go well for them.
Yeah but I don’t think the core demographics hate them as much as Apple.Eh, for games it seems to be working for Microsoft/Tencent/Embracer Group
Apple has the resources to engage some talented studios to create AAA Mac / iOS games. They have simply chosen not to. What backlash could there possibly be? If it's a huge hit, people will either migrate buy an Apple product, do without, or wait for a port. Just like we have all these years.I don’t believe it. The core gaming audience is actively hostile to Apple, any attempt to change that would be met with severe resistance.
HP Z820 proxmoxed with MacOS & Win10.What is your platform of choice for VR gaming?
Microsoft did exactly this. Halo was originally set to intro on Mac first. I remember playing the demo on Power Mac G5 with liquid cooling and some massive AMD GPU - it was solid. Then MS bought Bungie and axed Mac development. Can and does happen.I really don’t see that going over well, but it is theoretically possible. It might run afoul of regulatory bodies too.
Jesus, I think your pc costs more than my car.HP Z820 proxmoxed with MacOS & Win10.
dual 4 core Xeon E5-xxxx v2 3.6?GHz
32GB
3x Vega Frontier edition (16GB)
NvME boot drives
SSD game storage
15k spinners for backups
Vive Pro
Knuckles
Wireless adapter
X56 rhino HOTAS
(eventually need gun stock & steering wheel)
I think the best case scenario is that 99.9% of people would just wait for a port or do without.Apple has the resources to engage some talented studios to create AAA Mac / iOS games. They have simply chosen not to. What backlash could there possibly be? If it's a huge hit, people will either migrate buy an Apple product, do without, or wait for a port. Just like we have all these years.
I have a very cheap car though.@JMacHack it was all assembled prior to the GPU craze, so prices were very reasonable. Just wish more games were multi-GPU aware. Oh well, Vega 16GB drives everything I play at 2k & VR smoothly, with max settings. When next gen cards hit, I'll treat myself to an upgrade.
Apple must have figured out how to get around it if they are going to do a M1 Max Quad or Dual die.I have a very cheap car though.
And agreed on the multi-gpu issue. iirc the problem lies with scheduling between gpus, making it better to have one bigg’un than multiple ones.
Spitballing, I’d guess that the cores act as a single unit and not two cpus/gpus with an interconnect. Apple touts the unified memory as a huge deal, so I’d hazard that the Duo or Quad would see one big memory pool, and the cores as one big cpu rather than two/four discrete units.Apple must have figured out how to get around it if they are going to do a M1 Max Quad or Dual die.
Yeah which die's GPU scheduler wins to tell the other GPU's what to do? Or is Apple going with software scheduler instead of in hardware?Spitballing, I’d guess that the cores act as a single unit and not two cpus/gpus with an interconnect. Apple touts the unified memory as a huge deal, so I’d hazard that the Duo or Quad would see one big memory pool, and the cores as one big cpu rather than two/four discrete units.
The achillies heel of multi gpu setups was always the transfer of data between the processors as a bottleneck. SLI bridge was an attempt to fix it, but the AMD solution worked over the PCI bus.
Someone more versed in architecture feel free to correct me, but maybe the problem was that information had to be copied between the vram, adding extra latency between the units, and of course adding complexity with diminishing returns.
Resource allocation would be a nightmare I think, because if one gpu had to finish a task and send the result over to the other before secunda could complete another that would be a huge bottleneck.
I need to learn how the original Voodoo SLI worked and if the NVidia SLI works the same way. I know it rendered every other scan line but I’m curious as to how it knew to allocate resources.
I got no clue. We’ll have to see when it drops.Yeah which die's GPU scheduler wins to tell the other GPU's what to do? Or is Apple going with software scheduler instead of in hardware?
My co-worker has asked why it would need to pass government review.Looks like, playing games on Macs will get even harder
Microsoft to Acquire Game Studio Activision Blizzard for $68.7 Billion
If this passes government review, and they behave like the Bethesda purchase, Xbox and Windows will be the winners.
I think they've bought up so many studios, how many independent studios exist now? MS will have the lionshare of AAA studios under the MSFT banner - will that stifle competition?My co-worker has asked why it would need to pass government review.
But they are willing to make a car....Here's D2D's take on gaming on Macs.
I think with the less AAA studios being available only exacerbates the situation, if Apple wanted to get into gaming for Macs. Think about it, Apple tends to avoid product/service sectors where profit margins are slim, or the cost of entry is high.
If Apple were to suddenly pivot and try to make gaming an important feature of Macs, they would either have to create a new division within Apple hiring a bunch of game developers (something that Google and Amazon tried and that hasn't worked out for them), or buy a studio.
There's plenty of small game studios but AAA game studios are getting fewer and fewer. The cost of entry for Apple is going to be exceedingly high and what type of ROI could they be looking at? My uneducated perspective is not much if any. Not when game consoles and gaming PCs are relatively inexpensive and have a huge swath of games to choose from.
That's the head scratching thing, they seem to run hot and cold on that. If they stayed dedicated to that, they probably be close to releasing one. I get your point however and of course there's exceptions to the rule, but you have to admit, Apple focuses on underutilized sectors and tries to leverage what they do best.But they are willing to make a car....
Not the word I would choose, although, I think, we have the same understanding. In general, Apple has been great at noticing innovative products that check all but one or two of the consumer interest and expectation checkboxes. For example, I recall being captivated by the Diamond Rio PMP. It was smaller and lighter than a Sony Walkman or Discman. However, the notable features were ease of playlist creation and editing as well as a little better song navigation compared to a CD player. Unfortunately, the Rio's internal storage capacity was not enough to hold even one typical CD length of songs. A few years later, Apple launches the iPod with 80 times the capacity, enough to store most if not all of your CD collection at the time, plus an even bigger screen and a scroll wheel for not only improved playlist navigation but playback (i.e., 'scrubbing'). Twice the cost? What!? No problem because the iPod was the almost perfect portable music player and now worth the premium -- nonetheless, I did not purchase an iPod until the third-generation. So, back on topic, the question is what is the gaming experience lacking that Apple needs to provide?Apple focuses on underutilized sectors and tries to leverage what they do best.
That's the assessment of Dave2D. There's not a healthy enough profit margin to justify Apple's entrance into the AAA game market - at least a full on push to get AAA written for macOS, either by buying a studio, or hiring developers.What is the profit?
And he does bring up several valid/good points.That's the assessment of Dave2D.
? But why does Apple need to create games (including owning a game development studio)? I think, we’re looking at this from the wrong perspective… Maybe. Live typing my thoughts here. ... Apple didn’t buy or create a music label, they created the iTunes Store (and successfully marketed it). Then came the App Store. Following those was the deep dive into subscription services. Now, TV+, which does muddy the waters a little in this theory. But… Is it a success, at least in Apple guidelines? While I do not believe TV+ being a success would entice Apple to create/buy a game studio, the profitability is no doubt a sway on the consideration of other such endeavors. Anyway… A question to answer is why has Apple Arcade not seen the same success as the iTunes/App Store? Have exclusive/blockbuster titles been enough for other stores/services entice people from the competition?There's not a healthy enough profit margin to justify Apple's entrance into the AAA game market - at least a full on push to get AAA written for macOS, either by buying a studio, or hiring developers.
I am still extremely skeptical on precisely how that will shape up as well. Are they really trying to design a car or something in the automotive space? I believe, Apple is experimenting in the auto market, but companies execute a lot of R&D that ends in abandonment.All these arguments against Apple getting into the AAA game market are the same ones you can use against Apple building a Car (or getting into Self Driving). Apple isn’t good at being a supplier so where is the profit in making a car?
There are already good enough online game stores and services, and Apple Arcade is worse than them by design. Apple is trying to sell games as apps that are limited to Apple hardware, while competitors are selling platform-independent content.A question to answer is why has Apple Arcade not seen the same success as the iTunes/App Store? Have exclusive/blockbuster titles been enough for other stores/services entice people from the competition?
If they don't, no one else will, pure and simpleBut why does Apple need to create games
You're right, but they were the first ones to combine a MP3 player and a music store. The situation is completely different with games, Apple can't just roll out an app store and suddenly be considered a major force in gaming, like they did with iTunes. Just look at how many AAA games are available in the MAS compared to Steam or EpicApple didn’t buy or create a music label, they created the iTunes Store
No question, I'm not down on Apple services, but its an apples and oranges comparison. This thread is about Mac users wanting to play games, particularly AAA game titles. Not apple services, but if you want to compare services, then Microsoft's Game Pass is by far the best option for playing games, given the available games. Not only MSFT's huge game catalog, but also EA's, as they've signed a deal to include EA in the gamepass. I know Apple has a game subscription on iOs, and that's wildly successful, but again this is about computers, not mobile devices.subscription services. Now,
Apple Arcade is successful but gaming on mobile devices is completely different then gaming on consoles/computers. I'm of the opinion that gaming on iOS is more leisurely, most people that I know tend to play games to pass time, i.e., waiting for the subway. Most people I know who game on consoles and PCs are doing as a form of recreation. They spend time playing immersive and in-depth games. Many use gaming socially too, friends getting together to play COD or something. I'm not knocking gaming on mobile devices, but you can't compare apple arcade to that with MS' gamepass.A question to answer is why has Apple Arcade not seen the same success as the iTunes/App Store? Have exclusive/blockbuster titles been enough for other stores/services entice people from the competition?
can these game work on both platforms?Looks like, playing games on Macs will get even harder
Microsoft to Acquire Game Studio Activision Blizzard for $68.7 Billion
If this passes government review, and they behave like the Bethesda purchase, Xbox and Windows will be the winners.
Exactly.You're right, but they were the first ones to combine a MP3 player and a music store.
https://www.soundandvision.com/content/flashback-1998-compressed-history-digital-music-playerEveryone at Diamond knew the Rio needed to be paired with a matching legal music store to succeed long-term. But with consumers essentially stealing music via the just-launched Napster and other mushrooming peer-to-peer services, the record labels were in no mood to license their libraries to Diamond or any other digital music player company. And Diamond wasn't big enough or powerful enough to convince them otherwise. "It took Steve Jobs to pull that off," Comstock freely admits.
I agree except with “completely.” For example, Rocket League is a pick-up and play PC and console game. Of course, there are other PNP games, that is just one of the very popular titles.Apple Arcade is successful but gaming on mobile devices is completely different then gaming on consoles/computers. I'm of the opinion that gaming on iOS is more leisurely, most people that I know tend to play games to pass time, i.e., waiting for the subway. Most people I know who game on consoles and PCs are doing as a form of recreation. They spend time playing immersive and in-depth games. Many use gaming socially too, friends getting together to play COD or something. I'm not knocking gaming on mobile devices, but you can't compare apple arcade to that with MS' gamepass.
I am a Game Pass Ultimate (which is the tier including access to the EA Play library) subscriber. And I have stuck with Xbox for franchises such as Halo and Forza. With that said, let’s talk about this continued emphasis on AAA titles. Foremost, every platform has their exclusive few (or more). With the majority of households choosing a single favorite platform, you will always miss out on something. Regarding longstanding popular franchises, players have already picked a platform. So, why worry whether or not the game is coming to/available on macOS? As for future releases… I am not sure what else you and others expect Apple to do. They already provide APIs and promote several sessions during WWDC related to game development. Sure, Apple could create more commercials featuring games to help promote. However, of course, that requires a studio to take the first step and actually commit to developing/porting and supporting a game on macOS. I am not so much as defending Apple rather calling out devs. For example, think back to WWDC keynotes. Big name studios, when given the spotlight and other special treatment, often showcased gimmicky, shiny lame sauce such as Infinity Blade — an Unreal Engine tech demo worth at most 15 minutes of fame. Basically, why should Apple invest more in these lazy Goliaths? Again, it’s not as if Apple has not extracted notable franchises (including but not limited to iOS classics) to Apple Arcade:This thread is about Mac users wanting to play games, particularly AAA game titles. Not apple services, but if you want to compare services, then Microsoft's Game Pass is by far the best option for playing games, given the available games. Not only MSFT's huge game catalog, but also EA's, as they've signed a deal to include EA in the gamepass. I know Apple has a game subscription on iOs, and that's wildly successful, but again this is about computers, not mobile devices.
Sorry, I really didn't get most of what you posted, you mostly lost me but on the topic of porting an existing game I can provide my opinion on porting.In conclusion… What is different? Porting to another platform is too big of an investment? Studios have done it plenty of times (e.g., console to PC, PC to console).