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Surprising to see people still using Steam statistics without fully understanding the mechanisms and data behind it despite all previous discussions and explanations. With different comparison points statistics can show something meaningful and relevant or something misleading and useless. It all depends on the point of view and the purpose. When it comes to Mac gaming it’s no news that some people always tend to pick the worst comparison points for some strange personal reasons.

To start with, the Linux market share on Steam consists of two parts, desktop Linux and Steam Deck OS. Last month the total number was 2.06% but that consists of 34.93% for SteamOS Holo which is Steam Deck’s OS and 65.07% for desktop Linux. It means that Steam Deck had 0.72% market share and Linux had 1.34%. With 1.4% macOS still has a bigger share than Linux. That has been the case since Steam Deck was included in the statistics so Linux has never surpassed macOS and it was only after two years of market growth that Steam Deck and Linux together could have a larger market share in 2024, but each on its own still has smaller market share.

Another important fact is that Steam survey shows a platform’s market share compared to the total number of monthly active users on Steam, based on a small survey with thousands randomly selected users out of probably 175 million monthly users. It can never be considered as an accurate representation of the actual numbers. This has been addressed in tech media before. ExtremeTech says ”We've always warned readers that the SHS might not be accurate, based on problems we've observed in the data set in the past, but it's never been clear what the problems were”.

According to Scott Herkelman, Senior VP & GM Graphics Business Unit at AMD, ”Steam's survey isn't meant to measure hardware market share for companies. It's supposed to tell developers what kind of products are in-market. Valve has never been particularly concerned with making sure its numbers track real-life market share.”

That’s the reason AMD has always been underrepresented in the survey. "They did change their algorithm a little bit, but they really aren't motivated to go in and change this, because the purpose of their data is not for market share. The purpose of their data is to show general trends to game developers. It definitely doesn't track our real share. You can see the same thing actually happen in our CPU share. It's still under-represented”.

Tom’s HW says ”I've followed the Steam Hardware Survey for a long time, wondering at the statistics behind the data. The past few months give me (even more) reason to suspect it isn't a proper random sampling of users, which means no one should attempt to draw any meaningful conclusions. Valve has never revealed any details of how the survey gets conducted, but I suspect (based on being sampled on three different PCs all within a day or two of each other, all of which were using a 3080 card for testing) there's a higher chance for it to ask for someone's hardware details if it doesn't recognize the graphics card".

"This means new cards like the RTX 30-series are much more likely to get included. However, that's just a guess, and it's possible Valve is actually doing a proper random sampling and simply hasn't made that fact public. Still, without a clear explanation of the methodology, we shouldn't take these figures as any true indication of the distribution of various GPU models or other hardware, even among Steam users”.

”Let me close by once again calling on Valve to do the right thing and provide a clear statement on the statistics behind the survey. If it's a random sampling, tell us so we (and more importantly, game developers) know we can put more confidence in the numbers, and tell us (approximately) how many PCs were surveyed. And if it's not a proper statistical analysis, then fix it. Thousands of undergrad statistics students could explain what needs to be changed. It would also be great to allow numbers nerds like me to get the full list of GPUs, even for those with only a 0.01% share”.

ExtremeTech says ”The one thing that makes no sense in all this is why Valve doesn't care about inaccuracies in its own data set. The purpose of the SHS may not be to present accurate market share data, but presenting developers with inaccurate data is scarcely better. The only conclusion we can draw is that Valve doesn't feel whatever inaccuracy remains is enough to impact what developers do. AMD obviously felt strongly enough about the topic to publicly state the problems with using the SHS for market share estimates”.

That is perhaps the most important point here. Even Valve itself didn’t start the survey to know market shares but what system specifications to target before releasing Half-Life 2. We’ve heard all kinds of arguments here about declining Mac market share, Mac gaming being ”doomed” and developers having no reasons to make Mac games but I’ve always said that Mac game developers know their market best. Otherwise we wouldn’t get all kinds of games for decades.

What’s most important for the developers is actual numbers, not numbers in relation to other numbers. What matters is how many potential Mac gamers would play a certain game, how many copies the game would sell and if those numbers are large enough for doing a Mac port. So even with Steam’s own numbers there are more than 2.5 million Mac gamers and that’s enough for big and small developers to bring AAA/AA/indie games to Mac.

Another reason for the supposedly declining Mac market share on Steam can be simple math. If the number of Mac users stays the same or grows slower than the other platforms the declining share doesn’t mean the number has decreased, but that the other numbers have grown. The accurate way would be to compare the actual Mac numbers with each other over the years. Only then we would know if the number of Mac gamers is increasing or decreasing.

Another more accurate way of measurement is the number of released Mac games. Steamdb shows that on the contrary more Mac games have been released each year since 2019 with a record-breaking of 6238 games last year, only on Steam. So why are developers releasing more and more AAA/AA/indie Mac games in different stores if Mac market share is shrinking according to some PC gamers? Because as explained above Steam stats don’t show the important truth and developers rely on their experience and other metrics, not Steam survey. In 2023 16% of the devs at GDC were working on a Mac project. Last year the number increased to 23%, surpassing Switch projects.


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another impact on Steam statistics, a TON of Mac games lost compatibility when Macs dropped support for the old 32 bit code. So a lot of stuff like Bioshock and Portal that I liked going back to sometimes is just gone now. So I simply don't even fire up Steam nearly as much as I used to. There are none of my nostalgia games in there. Only time vampires like Stellaris and Civ.
 
another impact on Steam statistics, a TON of Mac games lost compatibility when Macs dropped support for the old 32 bit code. So a lot of stuff like Bioshock and Portal that I liked going back to sometimes is just gone now. So I simply don't even fire up Steam nearly as much as I used to. There are none of my nostalgia games in there. Only time vampires like Stellaris and Civ.

Both Bioshock and Bioshock 2 remastered are updated and run on current Macs, and there are other games which got "stealth" updates/upgrades to improve compatibility with M-series Macs.

My biggest issue with the Steam survey is its randomness. I have gotten the survey pop up on both my Mac and PC within the same week before, then it may be 4-5 months before I see it again on any of my devices. Regarding iOS/iPad OS, Valve probably can track how many times the Steam app has been downloaded, and likely how often Steam Guard has been used. Steam Link could also come into play here, as it turns your iPhone/iPad into a controller for Steam games.

Steam remote play is also something worth mentioning here. If Steam is up and running on my gaming PC, I can then play any title in my library from my Mac, regardless of whether there is a 64-bit Mac version of the game available. While it's not perfect, I find it works better than either Microsoft's or Nvidia's streaming options.
 
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Looks like macOS GPU movement is slowing down. Wonder what it would take for the M1 to fall off (or farther down) the list.

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iOS and iPadOS can't run Steam games, so no they don't count in the Steam usage survey. I never said anything about gaming as a whole, but in terms of Steam usage Linux has surpassed macOS usage in the reported surveys. There's been PC handhelds even before the Steam Deck, Aya Neo and others have been making them for years, they just typically ran Windows out of the box and I imagine some have appeared in the Steam survey previously. If Apple made a gaming handheld that ran macOS and was eligible for the Steam usage survey those should count too. Or if somebody makes one a hackintosh.

Lots of people have multiple PCs/Macs. I don't even personally play games on my Linux PC either typically. Steam isn't even installed right now on it. With the Steam survey they sample a computer, not all computers owned by a user and they don't sample that high a fraction of users. So it probably doesn't skew things too much even if they don't control for multiple computers/installs. Speaking of Whiskey, what hardware does Steam report as under system information? Apple? Virtual CPU? It's totally possible Valve could correct for that, depending on what system information reports because there's no such thing as a PC with an M4 GPU.

You can have a 3-5% margin of error and a 95% confidence level. That's not a problem at all. At larger margins of error your 95% confidence level will be wider and be less informative but you can have it. If you read up on the two concepts and do a few examples that should become obvious.

And I don't think I'm being misleading by correcting for the number of games released each year. I'm accounting for the growth in number of games released which makes comparisons more applicable across years. Ridiculous to point out that number of Mac games released has grown by 414% as a good sign while ignoring that it grew by 850% on Windows? And percent change is not Y2/Y1, it's (Y2-Y1)/Y1, so it's actually 314%, not 414%. Talk about misleading!

Is it about quality or quantity? Which is it? Mac has missed a ton quality games too, where's Doom Eternal, Indiana Jones and the Great Circle, Age of Empires 4, Diablo IV, Marvel Rivals, Alan Wake II, Kingdom Come Deliverance II, Marvel's Spider-man, God of War, Helldivers II, etc.?

Congratulations! You found the Easter egg in my post. If I wanted to mislead I wouldn’t include the actual numbers for everyone to see. Not that it would matter to people who aren’t Mac gamers but it was supposed to be 4.14 times more but no need to worry. It won’t beat Windows and you still can say Linux is larger than macOS. As I already said Mac game developers care about actual numbers and don’t see this as a bad sign because they keep making all kinds of new games, even AAA quality games.

Ignoring the growth on Windows? Didn’t I already explain with two whole paragraphs why you can’t expect the same growth on Mac? It’s no more ridiculous than suggesting to Mac gamers to buy region locked Steam keys that don’t even work in Crossover instead of native ports or implying to know the market more than the developers behind upcoming Mac games like Cyberpunk 2077/Phantom Liberty, AC Shadows, Lies of P: Overture, Palworld (out now), Dead Island 2, Robocop Rogue City and Control Ultimate Edition.

”Is it about quality or quantity?” Didn’t I too say ”It’s not about quantity but quality”? You mention AAA games not on Mac but what’s surprising about that? Again you suggest that most Mac games are bad low-quality games but we know that for every quality PC game there are many more bad releases on that 97.58% of Steam market. What’s surprising is that you again expect almost all Windows games to come to Mac. That’s the problem, expecting the same growth on 0.97% of the Steam market as on the rest of the 97.58%. You could mention 1000 more games and it wouldn’t change the fact. That’s how economic growth works. The market with the best profit potential and margins grows fastest. Has it stopped the Mac developers though from porting and releasing AAA and quality games for decades? No.

Finally if Steam survey can be considered as accurate with 3-5% margin of error then macOS could be as large as 5.97% or as small as -4.03% last month instead of 0,97%. It sure sounds accurate.
 
Congratulations! You found the Easter egg in my post. If I wanted to mislead I wouldn’t include the actual numbers for everyone to see. Not that it would matter to people who aren’t Mac gamers but it was supposed to be 4.14 times more but no need to worry. It won’t beat Windows and you still can say Linux is larger than macOS. As I already said Mac game developers care about actual numbers and don’t see this as a bad sign because they keep making all kinds of new games, even AAA quality games.

Ignoring the growth on Windows? Didn’t I already explain with two whole paragraphs why you can’t expect the same growth on Mac? It’s no more ridiculous than suggesting to Mac gamers to buy region locked Steam keys that don’t even work in Crossover instead of native ports or implying to know the market more than the developers behind upcoming Mac games like Cyberpunk 2077/Phantom Liberty, AC Shadows, Lies of P: Overture, Palworld (out now), Dead Island 2, Robocop Rogue City and Control Ultimate Edition.

”Is it about quality or quantity?” Didn’t I too say ”It’s not about quantity but quality”? You mention AAA games not on Mac but what’s surprising about that? Again you suggest that most Mac games are bad low-quality games but we know that for every quality PC game there are many more bad releases on that 97.58% of Steam market. What’s surprising is that you again expect almost all Windows games to come to Mac. That’s the problem, expecting the same growth on 0.97% of the Steam market as on the rest of the 97.58%. You could mention 1000 more games and it wouldn’t change the fact. That’s how economic growth works. The market with the best profit potential and margins grows fastest. Has it stopped the Mac developers though from porting and releasing AAA and quality games for decades? No.

Finally if Steam survey can be considered as accurate with 3-5% margin of error then macOS could be as large as 5.97% or as small as -4.03% last month instead of 0,97%. It sure sounds accurate.
Speaking of Robocop, has there been any status updates on it?
 
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Fair. I am sure folks wish they would be more open about what the holdup is.

Yes, but it's not the first time we've been in this situation and it won't be the last. It's the same thing with Dead Island 2 and so was with Re 4 Remake and Grid Legends.
 
Why spend money to get back features I already had and can do on other OSs for free with no hassle? Sure, macOS is "only" 15GB or so but when I only usually had 20-30GB free at any one time on the crummy 256GB drives Apple provided, it's not a good use of storage.

IMO, macOS provided nothing of value to put up with the headaches. The software wasn't better IMO, I didn't need any exclusive Mac software, the hardware at the time definitely wasn't better. Just no reason for me to keep dealing with workarounds, wasting money and time. I guess now you at least get a faster CPU but decent configs still cost too much IMO to warrant it. I will wait a couple minutes to not have to constantly truck an external drive around to hold my work or constantly have to shuffle things.

And you still seemed to have completely missed my point about the difficulty of making 64 bit ports, that it's possible for a few games doesn't mean it made sense for the majority. And you still seem to be thinking volume of crap asset flips is better than quality. Steam used to have higher standards for what ended up there. That's why there is less older titles. I'd rather have less good games than a bunch of garbage to wade through like today.

Apple could have easily maintained 32 bit support for macOS apps but they're cheap and can't be bothered. They'd rather but the burden on everyone else and there's enough cult mentality that some will blame developers for Apple's poor choices.

Maintaining 32-bit backwards compatibility would not have been as easy as you seem to think. Why would Apple want to keep 32-bit backwards compatibility when moving from x86-64 (which has 32-bit backwards compatibility built in) to an ARM 64 based processor (which does not have that backwards compatibility)? There was already the need for Rosetta 2 to translate between x86-64 and ARM, adding 32-bit backwards compatibility would have been an entirely separate set of headaches for Apple and Mac users alike. Both the x86 architecture and Windows itself have ongoing issues directly related to maintaining backwards compatibility, most often manifesting in the form of zero-day exploits and kernel level exploits.
 
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Maintaining 32-bit backwards compatibility would not have been as easy as you seem to think. Why would Apple want to keep 32-bit backwards compatibility when moving from x86-64 (which has 32-bit backwards compatibility built in) to an ARM 64 based processor (which does not have that backwards compatibility)? There was already the need for Rosetta 2 to translate between x86-64 and ARM, adding 32-bot backwards compatibility would have been an entirely separate set of headaches for Apple and Mac users alike. Both the x86 architecture and Windows itself have ongoing issues directly related to maintaining backwards compatibility, most often manifesting in the form of zero-day exploits and kernel level exploits.
Maybe, there is something wrong with my M1 MacBook Air, but I just ran an older Intel 32-bit game and I swear I've run a few of them, but I don't remember which others. I think Valve made sure that their games wouldn't run, but I could install Half-Life 2 to check that.
 
Maintaining 32-bit backwards compatibility would not have been as easy as you seem to think. Why would Apple want to keep 32-bit backwards compatibility when moving from x86-64 (which has 32-bit backwards compatibility built in) to an ARM 64 based processor (which does not have that backwards compatibility)? There was already the need for Rosetta 2 to translate between x86-64 and ARM, adding 32-bot backwards compatibility would have been an entirely separate set of headaches for Apple and Mac users alike. Both the x86 architecture and Windows itself have ongoing issues directly related to maintaining backwards compatibility, most often manifesting in the form of zero-day exploits and kernel level exploits.
They would keep it so you could keep running 32-bit Intel programs duh.

Windows on ARM64 supports both x86 and x64 emulation and it's essentially transparent to the user. Yes, it would have taken Apple effort but less effort than every individual developer going back and updating 5+ year old code bases. They have the resources to do it.
 
The Mac Security Blog - "Is 2025 the year of Mac gaming? Top 5 reasons to be a Mac gamer"
https://www.intego.com/mac-security...f-mac-gaming-top-5-reasons-to-be-a-mac-gamer/
"2025 could be the year that everything changes for gaming on the Mac. With new AAA games coming to the Mac at launch, the wide library of games from Apple and others, and the expansion of cloud gaming, the Mac is poised to be a mainstream player in the gaming industry."
 
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The Mac Security Blog - "Is 2025 the year of Mac gaming? Top 5 reasons to be a Mac gamer"
https://www.intego.com/mac-security...f-mac-gaming-top-5-reasons-to-be-a-mac-gamer/
"2025 could be the year that everything changes for gaming on the Mac. With new AAA games coming to the Mac at launch, the wide library of games from Apple and others, and the expansion of cloud gaming, the Mac is poised to be a mainstream player in the gaming industry."
This feels like a flavor of this is the "Year of Linux Desktop".
 
I'm not sure why a security blog is trying to push the Mac for gaming - usually the security wonks are anti-gaming. That aside, I think there would need to be significant improvements from Apple with respect to the GPTK and game developers with Mac support before any year becomes the "year of Mac gaming". Hopefully Apple announces something along those lines at WWDC.
 
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I'm not sure shy a security blog is trying to push the Mac for gaming - usually the security wonks are anti-gaming. That aside, I think there would need to be significant improvements from Apple with respect to the GPTK and game developers with Mac support before any year becomes the "year of Mac gaming". Hopefully Apple announces something along those lines at WWDC.
Aside from working with valve to get GPTK Steam integrated, what else are they doing wrong?
 
Aside from working with valve to get GPTK Steam integrated, what else are they doing wrong?
Yeah, I’m really not sure what Apple could do that would help.

They’re already partnering with companies and publishers to get more games on the platform (and probably helping with the ports), and their libraries are already supported by the big games engines (Metal, etc.)

The only thing I can think of is to make their own DRM or anticheat software, and even then Denuvo is already supported on Mac.

The barrier of entry for performance isn’t nearly as bad as it once was, Apple Silicon has done a good job at leveling the field (except the cutting edge top end).

Maybe a years long sustained effort might work but with the biggest advocate for games on the Mac gone from Apple there’s no guarantee of that.
 
Aside from working with valve to get GPTK Steam integrated, what else are they doing wrong?

Apple needs to expand its outreach to game studios and developers in order to start building critical mass. While the current approach does bring some AAA titles over to the Mac side, it is more often older titles coming over (SoTR, Cyberpunk 2077) rather than day and date releases (AC: Shadows, Civilization VII). The push towards gaming is a literal example of "If you build it they will come", but Apple is slow playing the construction of a viable gaming ecosystem.
 
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