You can say you work with "x" all day long but until you reveal your true identity, no one cares. Anyone can claim anything. Show us facts. Show us the evidence.
It's what studios stated at various conferences. This isn't a secret, this isn't a "studio and I know it, no one else". It was stated at Q&A sessions and panels at the last two GTCs, it was stated at the last few Siggraphs (feel free to contact Carlos Gonzalez Ochoa who is responsible for game related content) and it was stated at GDC to name three conferences where this topic is discussed on a regular basis. These are technology conferences, so you won't find much about specific games and content / IPs there, this is all about technology.
Simply Google gaming revenue by platform. Easy. Do it yourself.
So you have nothing except the old "iOS users spend more than others". Got it. Maybe do the math again not focusing on a single instance as the Apple store, which creates the large chunk of the money with non-AAA games and mostly in-app purchases. When you count other platforms, sum them up per platform, not distribution instance.
Yup, I get it. It's flying over your head. It's ok.
Let's say that you do work in the game industry and you do have connections directly to Apple. I highly doubt this. If you did, you wouldn't be spending so much time here arguing on the internet. It still doesn't matter. Numbers are numbers. At some point in the future, it'd be stupid for developers not to make a version of their AAA game for MacOS just like how it'd be stupid for a developer to make a mobile game for Android and not iOS.
I don't work in the game industry. After selling my graphics related company, which allowed me to retire early on, I felt bored sitting around and I returned to university life to teach there and do research. One of my fields there is computer graphics and vision, the other is Deep Learning for AI applications. The rest is up to requirements, such as embedded or distributed systems, high performance computing and so on. In the field of games, we have contacts to the gaming industry, because I as well colleagues supervise research and thesis' that are done at game studios in cooperation with our research groups. Some of our students join the gaming industry later on. We have former students working all over the world in game studios (as well as many other areas).
I can take all the time in the world to argue on the internet, that's the benefit of hard work in the beginning and know when to jump the ship by selling things, which gives the freedom to do whatever one wants.
And indeed you're right, numbers are numbers. When it costs a developer more money to port something for a specific platform than what the can make with it, then the numbers show it's a bad idea. And that is the case for complex AAA games. Porting to Mac costs more than sales will get you.
Shadow of the Tomb Raider runs via Rosetta and I'm pretty it was a fairly lazy port.
What is a "lazy" port? Of course they didn't remake the whole game, because there's virtually no market. SotTR is a DX12 game with a fallback layer to DX11. The latter is the one that "sucks". How are they supposed to port DX12 resource bindings tier 3 to Metal? Neither hardware nor software are capable of it (intentionally by Apple). Sure they can start from scratch and that costs them what? $40M? $50M? More? And how many copies do they sell for macOS? Not enough to make up for the initial costs of a full port from scratch + future costs for support.
Baldur's Gate 3 is an upcoming AAA game that runs 1080p Medium on an 8GB Macbook Air M1 with 7 GPU cores. It uses Metal and ARM64 natively.
Of course it does, but it looks like crap! It doesn't even have proper lighting and shadow system. When you walk around it's a short stop away from static systems. BG3 is an easy to port game, because from a technical point it's trivial. How long have you played it do you really consider the visuals of it as state of the art? Hint, the money they pushed into this for development didn't go into visuals. There's another thread on this forum where I posted one or multiple (can't remember) screenshots of BG3 pointing out the issues with lights and shadows.