What would be cool is if Microsoft brought Halo Master Chief Collection over to Mac/IOS....
These days it's hard to find an App on the Mac App store that does not require me to pay a yearly subscription, so I doubt we will see proper games on the AS platform.Mac Gamers must not be a big enough audience for the outlay to pay off. Maybe that will change with AS Macs. Though I would be concerned it will go the same way it went on iOS (free to play IAP games).
That would be faster to happen with xCloud than with a native port.What would be cool is if Microsoft brought Halo Master Chief Collection over to Mac/IOS....
If I can install Steam and play all my games...id buy it and sell my gaming pc otherwise..its going to be difficult to do that.
That is a non sequitur. If you require a yearly subscription why wouldn't you go to the AS platform? What business person with a functional thinking brain in their head cuts their possible revenue stream by at least 10%?!These days it's hard to find an App on the Mac App store that does not require me to pay a yearly subscription, so I doubt we will see proper games on the AS platform.
I think that was the point. Games that don't require subscriptions (or don't have IAP) probably won't get ported over because it isn't likely that the devs would recoup costs.That is a non sequitur. If you require a yearly subscription why wouldn't you go to the AS platform? What business person with a functional thinking brain in their head cuts their possible revenue stream by at least 10%?!
Either you didn't understand my post, or you don't understand what a non sequitur is, or a little bit from column A and a little bit from column B.That is a non sequitur. If you require a yearly subscription why wouldn't you go to the AS platform? What business person with a functional thinking brain in their head cuts their possible revenue stream by at least 10%?!
I think that was the point. Games that don't require subscriptions (or don't have IAP) probably won't get ported over because it isn't likely that the devs would recoup costs.
Either you didn't understand my post, or you don't understand what a non sequitur is, or a little bit from column A and a little bit from column B.
That would be faster to happen with xCloud than with a native port.
Most likely that would be the case.... What is odd to me though is Apple's reluctance to allow streaming game platforms on the App Store... I can think of two ways to explain this, 1. Apple has their own streaming platform in the works they want to push, 2. They want AAA games with native support for iOS instead of streaming support....
And I guess a third option is Apple just wants to control everything and have a piece of the profits from every app which is not easily done with streaming services....
For gaming does ARM really provide that much of an advantage?non sequitur - Latin for it doesn't follow.
Even with one sale and you're done games you are still throwing away ~10% of your potential customer base and that is ignoring the really weird placed things like the magic keyboard put things like the iPad - is it mobile or it is very low end PC?
More over as Jim Sterling has pointed out more and more "big" games are getting on the "Live service" (ie subscription) bandwagon making that type of game the "proper" games...for the companies.
Let's be honest, Microsoft has been trying for 2 years to get Windows for ARM to do something and Apple may give them the foot in the door if they can get the licensing ironed out. ARM has so many advantages over x86 that the only thing x86 has is the long legacy back catalog.
Speaking as someone who used to play a lot of TF2, and loved the game, Valve is not gonna put one iota of effort into TF2. TF2 is incompatible with Catalina, and I believe that hell will freeze over before Valve makes any of their old properties compatible with Apple Silicon.
It's not like you'd wanna play TF2 anyway, it runs like garbage because Valve's only "contribution" to the game for years has been adding more lootboxes with artstyle-breaking cosmetics. Ones that they didn't even make, by the way.
I'd be surprised if Valve even updates Steam to work on Apple Silicon to tell you the truth, they're just too inept or lazy.
More over as Jim Sterling has pointed out more and more "big" games are getting on the "Live service" (ie subscription) bandwagon making that type of game the "proper" games...for the companies.
For gaming does ARM really provide that much of an advantage?
I suppose it depends on what one means by "gaming coming to Mac". If we are just talking about big publishers merely exploiting masses for revenue by making market-targeted trash like Fortnite and friends... then screw that.
Not to mention that many games are going console first and maybe the PC later down the road. PC just are the gaming bonanza they once were.Significantly better performance should be advantage enough.
CPU performance? I would think GPU would be more important for the resolutions Apple gear tends to run at.I suppose it depends on what one means by "gaming coming to Mac". If we are just talking about big publishers merely exploiting masses for revenue by making market-targeted trash like Fortnite and friends... then screw that.
Significantly better performance should be advantage enough.
CPU performance? I would think GPU would be more important for the resolutions Apple gear tends to run at.
Yes, am talking about the GPU performance Also, resolution doesn't matter much. You don't need to play games at native resolution. Using fractional scaling gets much better performance without imparting the subjective image quality a bit. I usually play games using 1650x1050 or 1920x1200 on my 16" MBP as it is a sweet spot for many games.
Why does DLSS 2.0 matter? Really, it's a feature that the fast majority don't know about. It's never been a requirement for quality gaming, and it won't be.
For gaming does ARM really provide that much of an advantage?
There's no such thing as "TBDR compatible". Metal apps developed for intel Macs and IMR GPUs will fine on Apple Silicon via Rosetta 2. Optimizing for TBDR is a relatively minor task compared to the effort required to port a game engine to Metal. There is no incentive for developers to spent that much effort, unless the target also includes iOS devices, but then there are other issues related to storage space.Also, if you're dev and you're developing a console game there's a high chance that your engine isn't TBDR compatible.
It's funny but so far we didn't get a word from you about DLSS 2.0.
TBDR will be DOA on low end machines pretty soon.
People can say what they want to say, but that does not mean that it is true. The first thing that you have to do is to define "clock cycle." Not all chip makers use the same definition. Without a common definition, any further discussion of the topic is just so much blather.I always recall the kind words from Aspyr way back in the PowerPC era. They said, and I paraphrase:
1 GHz is 1 GHz regardless of processor architecture. And to get timely ports, don't expect Altivec or any other architecture advantages to even see the light of day.
If Apple wants this to go, they need to do what Intel did and pump out the GHz from those ASMacs.