So it's not comparable (i.e. cost for developers between Apple and Microsoft) then?This is the fee for applying to become a partner and will not be paid every year.
The costs vary from country to country and may be expensive for you.
So it's not comparable (i.e. cost for developers between Apple and Microsoft) then?This is the fee for applying to become a partner and will not be paid every year.
The costs vary from country to country and may be expensive for you.
For me, it is very cheap. Even if it is 100 dollars, it is cheaper than Apple.So it's not comparable (i.e. cost for developers between Apple and Microsoft) then?
But you agree that the costs are not comparable?For me, it is very cheap. Even if it is 100 dollars, it is cheaper than Apple.
It would make for a great partnership in my view.An Apple TV Console edition would help as well, but I digress, it truly is all about the content, as the Nintendo Switch proves.
Would Nintendo get a cut of "Apple Console" hardware sales?It would make for a great partnership in my view.
Apple supplies the ARM hardware - that's what they do great. And Nintendo does the rest.
No they don't disagree at all.Capcom (RE Village), Hello Games (No Man's Sky), Codemasters (Grid Legends), Larian Studios (Baldur's Gate 3), 4A Games (Metro Trilogy), Eidos/Crystal Dynamics (Tomb Raider Trilogy, Deus Ex) and other devs seem to disagree.
Yeah another example will be Tekken 8, it will be powered by Unreal Engine 5, the visual fidelity will be absolutely bonkers.There are some cases where better graphics contribute to gameplay. For example, in an open world game, immersiveness is the point. The Witcher 3 wasn't good enough on a 24" 1920x1080 display, so I often used fast travel to get to the destination faster. When I played RDR2 and Cyberpunk 2077 on a 34" 3440x1440 display, graphics quality had crossed a threshold. I rarely used fast travel, because wandering around the world and enjoying the scenery was more rewarding.
I honestly wouldn't call those "killer titles" and I don't understand why you think they would attract anybody towards MacOS. For example Resident Evil Village was available on Windows, Xbox and PlayStation day one while the MacOS the port came more than 1 year later and it wasn't even announced at the beginning at all so there's no guarantee the next Resident Evil game will see a MacOS port.Yup! The Mac has killer titles for fans of different genres, including examples already discussed like No Man’s Sky, Resident Evil Village, and Balder’s Gate III! Like fun boomer shooters like Prodeus? Got you covered there, too!
I highly doubt there's any chance Rockstar Games would put the work to port their game to MacOS, even if they are payed to do it.For MAC fans, these games are enough to prove that they can "run" AAA games, and the number of frames in the room is good [big laugh]
However, they don't need to worry, because Vulkan and metal can optimize the multi-core CPU efficiency under small resolution, so that most games with stuck pictures can run smoothly.
If the development company of Red Dead Redemption 2 can try to move the game to Macbook or IOS mobile phone.
Let the game player test the frame rate of the game when it is full of special effects, distant scenery, the highest picture quality and the highest resolution. This is quite convincing.
What does that have to do with it? Is Windows horrible because we finally got Persona 3 Portable? How long was it before we got God of War 2018 on PC? Our PC ports also include the horrible Denuvo.I honestly wouldn't call those "killer titles" and I don't understand why you think they would attract anybody towards MacOS. For example Resident Evil Village was available on Windows, Xbox and PlayStation day one while the MacOS the port came more than 1 year later and it wasn't even announced at the beginning at all so there's no guarantee the next Resident Evil game will see a MacOS port.
10% seems like a nice round number.The title "In 3 years, 50% of all computers capable of playing AAA games will be Macs" would be descriptively accurate as...
"In 3 years, 50% of all Macs used by then would be capable of playing AAA games".
The questions of devs by Nov 2023 is... how many % of the user base buy their Macs to play games?
With Xbox, PlayStation & Nintendo it is nearly 100% of all purchased video consoles shipped will be used for games.10% seems like a nice round number.
Surely a more appropriate question is 'How many PCs are used to play games?', rather than trying to compare the Mac to Xbox or Playstation.With Xbox, PlayStation & Nintendo it is nearly 100% of all purchased video consoles shipped will be used for games.
Significantly less than 100% of dGPU from Nvidia and AMD will be used for games.
And now.... approx 10% of all Macs with Apple Silicon are used to play games.
STEAM user hardware stats also helps.
If you are a dev you need Apple to provide incentives for you to port from above said platforms to the Mac.
Having a unified code base for all macOS, iOS, iPadOS, tvOS and even watchOS devices helps but for quality of life improvements having OpenGL or say other 3rd party tech like Vulkan would be of great help if it was part of Metal 3 or future versions.
Vampire Survivors sold like a bajillion copies, and you wouldn't call that requiring a gaming system, after all.
It was reported that back in April of 2022, 2.5 million copies sold.
Wouldn't game devs count the hardware sales that can actually comply with the minimum spec requirements?
That is why I was very specific on the metrics that would indicate a platform's worth developing for.
What makes Macs with Apple Silicon attractive is the hardware in it and the socio-economic demo of its userbase is largely inelastic. Apple knows this that's why moving from 8GB RAM to anything more costs more than 2x the PC part equivalent.
But this same demo may not be playing games of the sort that they develop. Casual gaming on smartphones & tablets are big business as the up front acquisition cost was "Get" and as the longer you play it the inevitable microtransaction comes into play that will eventually reach $60. That $60 is the up front cost of a triple A title on a video console or gaming PC.
As I pointed out difficulty and cost limits the incentive to port from other platforms to Mac.First of all, MAC computers are very expensive (IOS is also the same). At the same time, they have to pay an annual fee for developers every year ($99 for individuals and $299 for companies).
They are not comparable with PCs. Finally, if you want to migrate games to MAC or IOS platforms, you need to learn another rendering API, namely METAL, which is a troublesome behavior that costs a lot of time and money. I don't know why Apple chose this way, but this is a decision that will obviously be rejected by many programmers.
In the final analysis, MAC is not suitable for porting games,Linux is the more appropriate platform.
Programmers can easily cross the boundaries of the platform by using OPENGL or VULKAN. Even if DX12 is used, LINUX can also use WINE to simulate DX12.
If Apple does not make certain compromises and support the mainstream APIs such as DX, OPENGL and VULKAN, developers will not be willing to develop the MAC version of games for a platform with uncertain benefits (if developers are required to cooperate with Apple's decision by force, then developers can only choose to abandon MAC).As I pointed out difficulty and cost limits the incentive to port from other platforms to Mac.
Do we really think Microsoft's going to allow Apple to use DX without demanding a cut?If Apple does not make certain compromises and support the mainstream APIs such as DX, OPENGL and VULKAN, developers will not be willing to develop the MAC version of games for a platform with uncertain benefits (if developers are required to cooperate with Apple's decision by force, then developers can only choose to abandon MAC).
It's no problem not to cut it, because no platform can support DX better than Microsoft's operating system, even Linux.Do we really think Microsoft's going to allow Apple to use DX without demanding a cut?
OpenGL last had a stable release in 2017, and... let's be honest, Apple's never been the best with keeping up to date with it.
Vulkan is a fair point, but there's a couple of problems.
1. Apple was initially part of the group behind Vulkan, but left early on.
2. Metal came out before Vulkan.
3. MoltenVK is pretty good at what it does.