The Game Developer Conference is upon us, and I saw this graph of this years poll results (there were a bunch). It is a reality check the discussions regarding the prospects of gaming on the mac that regularly take place on these forums.
That the Mac rates as highly as the Switch is a surprise. Maybe the M1’s total computing power is enough to motivate a more decent selection of titles for the Mac platform.
It's also possible that Apple's unification of APIs among iPhone, iPad, and Mac is slowly resonating. Also could just be that Apple is paying for more than usual work to be done to prop up Apple Arcade ¯\_(ツ)_/¯That the Mac rates as highly as the Switch is a surprise. Maybe the M1’s total computing power is enough to motivate a more decent selection of titles for the Mac platform.
I think we'd need year over year numbers to tell a story here.The Game Developer Conference is upon us, and I saw this graph of this years poll results (there were a bunch). It is a reality check the discussions regarding the prospects of gaming on the mac that regularly take place on these forums.
I think we'd need year over year numbers to tell a story here.
Makes sense as a developer to me its all about marketshare. I am developing a game Windows only and in other threads I have said the hardware is not an issue. My game runs great on a VERY CHEAP Windows laptop from 2013 - think of Factorio and Stardew Valley and Terraria for requirements. Any and all macs can run it like butter but I just don't want to devote my testing time for such a low marketshare environment. Even though I am using cross platform frameworks, I still need to make sure it runs well on Macs and do some testing.
Can game devs for iOS make more money than game devs for macOS?Exactly but that is what makes M1 interesting as a platform to target. It is very uniform, you have the exact same specs in desktops, laptops and all-in-one machines, so it is easy to code, optimise and test for.
Well with things like Unity and mono, you can code in C# and it be cross platform. Problem is, its not 100% all the time and some performance adjustments are needed and you should still go through very detailed QA testing on the separate platform. Which is why you still see some poor PC ports from console games.How long do game devs for PC need to learn to code for macOS?
It is also quite significant that the numbers are quite similar to the 2021 results, giving them even more credit.The poll is relatively quite substantial, 2700 respondents and doesn’t target hobbyists.
It’s a data point. Now we can argue about the validity of it and what it is likely to mean for the future, but I’d say it’s a step up from just having opinions.
Unfortunately that's probably the smart business decision to make.Makes sense as a developer to me its all about marketshare. I am developing a game Windows only and in other threads I have said the hardware is not an issue. My game runs great on a VERY CHEAP Windows laptop from 2013 - think of Factorio and Stardew Valley and Terraria for requirements. Any and all macs can run it like butter but I just don't want to devote my testing time for such a low marketshare environment. Even though I am using cross platform frameworks, I still need to make sure it runs well on Macs and do some testing.
While the performance of Apple Silicon is generally good in regards to graphics (not insanely good, but good enough), and while I think it will motivate developers to develop more games for it, this post is exactly the reason why the Mac market will not explode overnight. It will be progressive.Makes sense as a developer to me its all about marketshare. I am developing a game Windows only and in other threads I have said the hardware is not an issue. My game runs great on a VERY CHEAP Windows laptop from 2013 - think of Factorio and Stardew Valley and Terraria for requirements. Any and all macs can run it like butter but I just don't want to devote my testing time for such a low marketshare environment. Even though I am using cross platform frameworks, I still need to make sure it runs well on Macs and do some testing.
In my opinion, the pieces are there, iOS/iPadOS/tvOS/macOS now all share the same architecture, the chips have industry-leading graphic performance on their respective form factors (Android phones / tablets & Windows PC's don't even come close when matched vis a vis), what's needed to jump start the platform as a first class target for gaming its for Apple to make a push similar to what it has done with Apple TV+, that is: start a gaming division, buy a handful of AAA studios to develop exclusives and to develop first-party IP, and, above all, start a fund to finance the port and maintenance of AAA titles so it's not an added cost to the studios, they get it for free.
With a fraction of what they have invested in Apple TV+ productions they could ensure all the multi-platform AAA games come out for Mac as well, fully optimized for Metal. They have the money to both buy some of the best studios in the world and to sponsor and finance the port of the latest releases. Sustain this for enough time and gamers will start picking Macs as their gaming rigs.
You can already see how MBP are more performant than similar priced Windows gaming laptops, and with the continued graphic card shortages and pricing, a rumored iMac Pro / Mac Pro with dual or quad M1 / M2 Max might match the performance of high-end rigs for similar or less money.
You have no idea what you are talking about. You can still disable SIP on macOS with M1.Microsoft, and Windows PC are the future. Measly 18 percent for Mac.
Maybe even less when everything switched over to ultra closed APPLE silicon.
How much of this is just iOS developers porting games over though? Since the architecture is the same now, pretty much low risk. I still can’t see AAA games from PC/console porting over. And indie PC developers don’t have the funds to do a Mac port. But who knows? Maybe indie developers would do Mac first. Easier to get noticed over the super crowded PC marketplace.Agreed I’d consider myself somewhat optimistic about future/long term prospects of gaming but even I’d say that result is surprisingly good! I was kinda expecting lower. How does this compare to the previous X years I wonder?
Its definitely something I have on my list, but it is a bit down on the list though. I will certainly let you know though! I am hoping to have an Alpha build ready by the end of the year.Unfortunately that's probably the smart business decision to make.
Could you however see a Mac port being likely after the release of the PC version and it settling down some with initial patches and whatever? If there's little extra effort in getting it running and the effort "just" being in testing and QA at that point and slight tweaks here and there, it could open up a larger market, even if the market increase is small, for less effort than developing another game from scratch, at a time where the PC version is more or less done and doesn't need much maintenance any more. - Whether it'd really translate much into additional sales, **** knows, but worth a shot I would think
If that becomes the eventuality, write me a PM; I'm a co-host of the MacGameCast so we'd take you on as a guest and talk about it if you want