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theSeb

macrumors 604
Aug 10, 2010
7,466
1,893
none
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).
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.
 
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eyetic

macrumors member
Mar 22, 2020
39
25
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.
 

leman

macrumors Core
Oct 14, 2008
19,521
19,674
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.

You will be able to install Steam and play all games that run currently under Catalina.
 

Maximara

macrumors 68000
Jun 16, 2008
1,707
908
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.
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%?!
 

diamond.g

macrumors G4
Mar 20, 2007
11,438
2,663
OBX
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.
 

theSeb

macrumors 604
Aug 10, 2010
7,466
1,893
none
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.
 

Maximara

macrumors 68000
Jun 16, 2008
1,707
908
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.

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. :p

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.
 
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Zackmd1

macrumors 6502a
Oct 3, 2010
815
487
Maryland US
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....
 

PortoMavericks

macrumors 6502
Jun 23, 2016
288
353
Gotham City
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....

2nd is the accurate.

I think they’re doing something with the Apple TV soon.
 

diamond.g

macrumors G4
Mar 20, 2007
11,438
2,663
OBX
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. :p

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.
For gaming does ARM really provide that much of an advantage?
 

Maximara

macrumors 68000
Jun 16, 2008
1,707
908
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.

According to a program called Go64 (it actually goes in an scans programs for 32-bit code) TF2 should run on Catalina as it says "yes" for 64-bit and Go64 flags programs like Lego Hobbit, Sim 3, Shadowgate, and Wine as having 32-bit code, while Diable III (original) gets flagged for "battle.net.bundle" code.

There is a long (and I mean long) post regarding an issue with CitySkylines which in my eyes implies the problem may be with Steam's launcher and not with Team Fortress 2. Though I do agree that odds are it will not see many more updates as it is so old.
 
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leman

macrumors Core
Oct 14, 2008
19,521
19,674
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. :p

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.

For gaming does ARM really provide that much of an advantage?

Significantly better performance should be advantage enough.
 

Maximara

macrumors 68000
Jun 16, 2008
1,707
908
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.

Or to use an old WoW term - Fortnite and friends can go and stand in the fire. ? Or we could get cash grabs like Failout 76 (no that is not a typo :) ) which not much better. Hopefully with Microsoft running things they can clean up that mess.

Significantly better performance should be advantage enough.
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.
 

diamond.g

macrumors G4
Mar 20, 2007
11,438
2,663
OBX
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.
 

leman

macrumors Core
Oct 14, 2008
19,521
19,674
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.
 

PortoMavericks

macrumors 6502
Jun 23, 2016
288
353
Gotham City
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.

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.
 

jeanlain

macrumors 68020
Mar 14, 2009
2,459
953
Why does DLSS 2.0 matter? Really, it's a feature that the vast majority don't know about. It's never been a requirement for quality gaming, and it won't be.

And the best TBDR GPUs equipping phones perform better than most iGPUs in laptops. The latter are not going to look good once TBDR enters the Mac.
 

PortoMavericks

macrumors 6502
Jun 23, 2016
288
353
Gotham City
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.


It speaks for itself.

Also, if you're dev and you're developing a console game there's a high chance that your engine isn't TBDR compatible. This means extra work and it means it'll steal development hours on your already crunched game, instead of keeping you focused on what really matters: GOOD GAMES.
 
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MysticCow

macrumors 68000
May 27, 2013
1,564
1,760
For gaming does ARM really provide that much of an advantage?

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.
 

jeanlain

macrumors 68020
Mar 14, 2009
2,459
953
Also, if you're dev and you're developing a console game there's a high chance that your engine isn't TBDR compatible.
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.
All in all, DLSS shouldn't come into considerations given the aforementioned challenges. It has never conditioned the decision of porting a game to any platform and indeed, no game requires it.
It's an nVidia technology anyway, Apple can't use it.
 

MisterMe

macrumors G4
Jul 17, 2002
10,709
69
USA
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.
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.
 
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