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Why Games Aren't Ported to Mac 

MysticalOS
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I wanted to take a few minutes to break down real reason why games aren't ported to macOS and debunk many false reasons that are constantly given by others.
TIMESTAMPS:
00:00 - Intro
00:39 - Real issue: Marketshare
01:29 - Wrong: Metal/Proprietary API
02:22 - Wrong: Porting is Difficult
04:12 - Real issue: Profitability
05:56 - Porting tools are actually good
07:49 - Market Share Comparisons
09:50 - Apple's strategy IS marketshare
12:12 - Conclusion - Game development is a business, bottom line
13:56 - TL/DR and closing
#apple #macos #ios #iosgames #gaming

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23 июл 2024

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Комментарии : 100   
@thefakewitchdoctor
@thefakewitchdoctor 15 дней назад
CEO of high-end animation software told me that he'd love to port their software to Mac and Linux, but the OS updates screw them over and break their software. He didn't mention market share, but I guess it's obvious that if the macos had a big enough market share, the CEO would greenlight it anyway.
@mysticalos
@mysticalos 15 дней назад
@@thefakewitchdoctor yep exactly. when you have profitability margins. any problem goes away. window dev is actually a nightmare. think about all the hardware and software variations you need to support. the massive level of qa. intel cpus amd cpus now snapdragon arm cpus. then again intel amd nvidia gpus. windows 7 holdouts. windows 10 holdouts. i bet if you asked same ceo id they’d do windows if it wasn’t a dominant market he’d go “you have a point. that actually sucks too.”
@mojoblues66
@mojoblues66 12 дней назад
If their software runs on Windows it can't get worse, at least compared to macOS.
@KyleDavis328
@KyleDavis328 7 дней назад
@@mojoblues66 Windows is highly forwards and backwards compatible. Software created for Windows 95 still runs on Windows 11. You can't say the same about MacOS. There's been now three huge breaks in compatibility: PPC -> x86, Dropping of 32bit x86 for 64bit only, and now x86 -> ARM. All three of them saw software just die out because there wasn't enough resources or potential revenue to justify the continued support.
@mojoblues66
@mojoblues66 7 дней назад
@@KyleDavis328 Yes, a big difference is that Windows maintains compatibility back to the PC stone age. As a result, the code base is much larger than that of macOS and much more software engineers are required to work on that crap. That's why they can't really fix most of the bugs and if they do they fix 1 bug and introduce 2 new ones in each update. Also notice that the OP explicitly said "OS updates" while you are talking about hardware updates.
@kienhwengtai8113
@kienhwengtai8113 14 дней назад
It is market size. Gamers aren't normally Mac users.
@mysticalos
@mysticalos 13 дней назад
indeed. I couldn't find good graphics really when I was searching to break it down further. Heck I couldn't even find good recent ones. But The problem is clear either way, mac alone is too small. but mac+iOS is very large. Heck if anything maybe I even under resented how important iOS is to apples gaming strategy. 9to5mac.com/2024/07/10/delta-retro-game-emulator-for-iphone-has-over-10m-users-ipad-version-rolling-out/
@mojoblues66
@mojoblues66 12 дней назад
Yup, the demographics. That's why ports of WoW or Civilisation are successful, and ports of CoD or Counter Strike were discontinued.
@XeZrunner
@XeZrunner 15 дней назад
What further proves the point is Valve actually had a proper build of Counter-Strike 2 for macOS. They intentionally unshipped it early on and has never been seen again. The most likely reasoning is that Valve didn't see macOS as big enough gaming platform to be worth supporting. Companies will make the effort to get it running since it's often not even difficult to begin with, then cancel it arbitrarily due to support and marketshare concerns.
@mysticalos
@mysticalos 15 дней назад
@@XeZrunner i had forgotten that happened.
@JessicaFEREM
@JessicaFEREM 13 дней назад
I think it had something to do with catalina. at one point apple in their infinite wisdom decided 32 bit apps aren't allowed anymore and valve was like "what? F U" and then didn't bother updating anything because it would've required a rework of all their games to 64 bit, TF2 is still 32 bit for example. this was when valve was attempting to make a splash on MacOS because they were scared of the windows store. I'm glad valve is doing the work required to get the steam deck and linux gaming up to snuff, their work is outstanding.
@XeZrunner
@XeZrunner 13 дней назад
@@JessicaFEREM That is true for their older games. CS2 however did actually get a native macOS 64-bit build when it came out as early access, although it had to be manually grabbed through a manifest ID (SteamDB). Valve pulled it a few days after it was publicized on Reddit and RU-vid.
@KyleDavis328
@KyleDavis328 7 дней назад
@@JessicaFEREM TF2 was updated to 64 bit in April, but MacOS wasn't re-added because Valve stopped caring about MacOS the second they decided to hitch their wagon to Linux.
@marekkedzierski8237
@marekkedzierski8237 15 дней назад
Market is not big enough to warrant a port. Look at sales of couple of games that Apple paid to get ported to new iPhone (i.e. Resident Evil games) - their sales are, apparently, minuscule.
@mysticalos
@mysticalos 15 дней назад
@@marekkedzierski8237 i actually did a separate video on that. but yeah. apple is throwing money at those to get them and that’s only reason those devs did that. but it’s part of what i think is a multi year strategy to build a library as they move toward growing that share yearly with new ipads and iphones cycling out older ones. apple intelligence will further their push since that also requires newer devices. right now those games can’t sell well because they can only run on a fraction of a fraction of ios devices. if you liked this video def check out my other video on that topic where i side into more details.
@mojoblues66
@mojoblues66 12 дней назад
The average Mac user prefers to build cities over shooting zombies in the head.
@clear.dental
@clear.dental 8 дней назад
There are other factors to keep in mind as well: For indie developers, they not only have to have a newer Mac, but they have to pay additional fees to get the license / keys to publish macOS games. Then, they only have two options for publishing: Apple Store or Steam. Apple Store not only has a long and laborious submission system, but they falsely red flag updates for no good reason. Let's say there is a game breaking bug you want to fix and it's just a 1 line code fix. You try to push that fix to the Apple Store and for some reason Apple keeps rejecting it with no helpful error message and now your game has to stay broken until you can contact somebody in Apple to approve your fix. Steam isn't that great either because there are a number of hurdles you have to go through in order to install Steam and their apps (yes, for most tech savvy people it's not hard but not all gamers are willing to fiddle around with their security settings). For AAA developers, marketing tends to be more expensive. Not just because of Apple, but because the bids in the micro-auction at Google tends to start at a higher price for macOS compared to Windows. Marketing is a huge part of the AAA budget and so you will get less bang for the buck when you market to macOS customers vs. Windows / Linux customers for a game that costs the same price on both platforms.
@unicodefox
@unicodefox 6 дней назад
> You try to push that fix to the Apple Store and for some reason Apple keeps rejecting it with no helpful error message and now your game has to stay broken until you can contact somebody in Apple to approve your fix. From Apple's App Store Review Guidelines: > For apps that are already on the App Store or an alternative app marketplace, bug fixes will not be delayed over guideline violations except for those related to legal or safety issues.
@clear.dental
@clear.dental 5 дней назад
@@unicodefox That doesn't help when Apple red flags your update saying there is a security or major issue with the update. They use automated tools to analyze the binary and some times it does a false positive for what seems like a small change. For example, lets say you use Qt/QML for your iOS app and you update one of the UI icons. Because of the way qrc works, the icon is actually compiled in. So there can be a huge chunk of the binary that looks very different because of that. These kinds of things will make Apple suspicious and red flag your update.
@Dani-kq6qq
@Dani-kq6qq 15 дней назад
You are right it isnt about difficulty to port games to mac, not mainly atleast. But you got the market share wrong, market share of devices alone is useless. It is about where the gaming market is. People who buy mac are significantly less likely to be getting a mac for gaming. There are only like 25 million xbox series consoles, that is tiny compared to iphone or mac sales, but all xbox consoles are bought for gaming, while gaming has little to no connection to buying a mac or iphone. Mac probaly sells more than even ps5 and switch, but that means nothing, very few people are going to spend 60, 70 100+ dollars for gaming on iphone or mac. There is a reason there is gaming laptops, gaming CPUs, gaming GPUs, gaming PCs, gaming cases, gaming mouses, gaming keyboards. These are the people buying the games, most people on windows have nothing to do with the sales of pc games. But there is a gaming market on windows. Have you ever heard of a gaming iphone or gaming mac? Thats not a thing.
@mysticalos
@mysticalos 15 дней назад
@@Dani-kq6qq most of users also don’t have a pc for gaming. or a phone for gaming. so you have to assume gaming is a sliver of any market share. that sliver is even smaller in mac sure but the approach of adding ios larger sliver to it is still tactically best and maybe even only option.
@Dani-kq6qq
@Dani-kq6qq 15 дней назад
@@mysticalos the best way for mac and iphone gaming to take off is for Apple to make gaming macbooks and gaming macs and call them exactly that. Those of us with gaming laptops and gaming PCs are the ones buying pc games. If you dont have a gaming pc or gaming laptop, you're not buying games lol. Non gaming laptops and non gaming pcs are irrelevant to gaming sales. If Apple wants lots of sales for AAA games rather than only gacha games doing well, they should make a gaming iphone. It will work better than anything they've done so far. You are creating a gaming market by having gaming hardware specialized and targeted at gamers, it changes how people think about your platform. You must be able to call it a gaming device.
@mysticalos
@mysticalos 15 дней назад
@@Dani-kq6qq i agree that they should definitely market em that want i’ll be jokes to my macbook pro is a hell of a gaming machine. i do 4k 60 fps gaming on it with most games i play. even unported ones. i run diablo 4 with max settings minus ray tracing and get locked 60fps at 4k with fsr2. in fact it performs even better now than in that short i recorded a while back (which was recorded on gptk1 not gptk2). iphone. yeah 15 is not quite there yet. i’m eager to see their strategy for it with 16 and later. rumor is they plan to have an ultra model. i’d they market this as better gaming experience. give it more memory and better cooling chassis. it’ll make huge difference. iphone 15 can play games but it has two issues. had to use shitty resolution due to insufficient memory and it can thermal throttle in long play sessions due to limited ability to cool.
@igorgiuseppe1862
@igorgiuseppe1862 13 дней назад
its not just marketshare, its even worse. if you split the gaming market by revenue we have: 50% mobile, 28% console, 21% pc, 1% browser/pc games. that is an important distinction, because consoles have an smaller marketshare in terms of hardware sold, but when it comes to games ,what matter is the software sales not the hardware sales. Mac OS have an subset of those 22% pc gaming. if you look at steam for example, mac has 1.31% of marketshare, meaning 1.31% of 22% is mac, about 0.28%
@mysticalos
@mysticalos 13 дней назад
But if apple combines mac with iOS. Lets just say the mobile gaming market is huge, even on iphone. I mean heck this came out today 9to5mac.com/2024/07/10/delta-retro-game-emulator-for-iphone-has-over-10m-users-ipad-version-rolling-out/ you don't download a gaming emulator if you aren't playing games on phone. Well maybe some do cause they see a top app and brainlessly download it. But my point that mac market share is too small to be profitable is key to why apple is trying to merge it with iOS, instead of adopt a mac only strategy.
@igorgiuseppe1862
@igorgiuseppe1862 13 дней назад
@@mysticalos yes i agree. im just pointing out that revenue is not the same as marketshare. consoles marketshare are smaller than pc, yet they are more profitable. your graph probably has data collected from tracking user data while they are visiting websites, mobile is quite under represented there because most people spend their time on apps instead of sites, and consoles even less represented than their already low marketshare. about apple you are totally right if they can combine those 2 markets into one, they will make A LOT of money, and macOS will become viable for gaming. the main issue is that the type of gamer and games that are popular on phones are completely different than the ones popular on desktop/console devices, and its more likely that apple will try to force their mobile games into the pc division than the opposite since they are more profitable.
@yellingintothewind
@yellingintothewind 16 дней назад
Simple market share comparisons do not explain why Linux, with its much smaller market share, is often supported, while OSX is not. You are correct that initial porting costs are often trivial, and the ongoing expenses are the dominant factor in the cost calculation. There are two pieces you are missing. First is that the number of machines running the OS doesn't really matter. It's the number of machines where someone might buy the game to run it on that machine that matters. There is a significant overlap between people who run OSX and people who own game consoles, so even among gamers running OSX, it won't be a 1:1 conversion. Since console versions are often more expensive, in the worst case, you might net eat your own sales by providing an OSX version. This is sort of a chicken and egg problem, since people who want a single dedicated machine for games don't generally go with OSX because it has relatively few games, and game companies don't support OSX because relatively few gamers run it. Second is the software stack _is_ different. It isn't because the APIs are platform specific, it's that the bugs will be. The reason Linux has such good support is because Wine, and now Proton, let you run the _same_ machine code with the same assets as the Windows users. The developers don't even need to go to the step of recompiling for a different platform, and most of the bugs found are shared with the Windows users. Yes, Linux users account for a disproportionate share of the bug reports, but that is partly their willingness to report bugs, and partially offset by them including workarounds and proper fixes as part of the bug report. Also worth noting that Valve has invested heavily in the whole process, in a way that Apple has not. Regardless, your overall conclusion that companies don't think it would be profitable is accurate.
@mysticalos
@mysticalos 16 дней назад
Linux for all intensive purposes is not supported directly by most games, as you stated as well. It's all due to proton, and that's spearheaded by large companies like valve due to steam deck, and now other 3rd party devices. Licensing would cost a ton for a console that for all intensive purposes is already sold at or below cost to make. It made sense to empower it with free open standards like linux, and improve the wine and proton to handle gaming needs. TL/DR, linux is not supported by developers selling games, it's supported by intermediaries who are using it to sell games on custom class hardware. But linux power users get to reap in the rewards. Codeweavers does something similar with macOS, and thanks to apples GPTK1 and 2, has had huge advancements. But still MILES behind proton since unlike valve and steam deck, apple isn't going for that route fully, just partly, while still trying to get native ports via iOS's market share.
@mysticalos
@mysticalos 16 дней назад
BTW thank you very much for watching. I always enjoy good tech debates.
@Tealdragon204
@Tealdragon204 15 дней назад
Linux doesn't have support of games. It has support for the Steam Proton compatibility layer This only exists because Steam does not want to be stuck to a platform that could easily lock down gaming, steam or monopolize gaming. MacOS is even worse for being locked down than Windows. Linux is the only logical alternative as it is controlled by no one. It ensures Valve's safety But you also must understand. Games aren't made for Linux, they are made compatible for Linux But I agree with you entirely on your points otherwise. There simply isn't the market for gamers on MacOS
@yellingintothewind
@yellingintothewind 15 дней назад
​@@Tealdragon204 You're a bit wrong in the details. Wine, the technology underpinning Proton, predates Steam by a decade. It predates Valve as a company by 3 years. The reason modern Proton works so well is a sub project called DXVK, which was started by a single hobbiest to get DX11 and DX12 titles running _well_ on Linux. So it would, and did, exist without Steam. Valve just came in with buckets of cash so the fellow working on DXVK (among others) could work on it full time instead of as a hobby project. Make no mistake, this is a _major_ boon for gaming on Linux. It's easily 3 years ahead of where it would otherwise be, and that potential gap is widening the longer Valve continues to spend money on it. I think you're also missing the impact of the Steam Deck on the landscape. One of the hurdles of developing for Windows, vs macs, or playstations or what not, is that the hardware is not uniform and the software is only _mostly_ uniform. That's why you get games that work well on NVidia cards, but not on Radeon, and games that choked on the 12 gen intel E-cores. Linux took this a step further and made the _software_ non uniform. How you open a simple confirmation box depends on what libraries are available, let alone more complicated things. Years ago, Valve largely solved this by shipping a ubuntu-based userspace for programs to use, all standardized on one set of libraries. The Deck takes this two steps further. Not just the application sandbox, but the whole OS is standardized, as is the hardware. Add in their Deck Verified program and you have developers actually taking the time to target the Deck specifically. Valve hasn't released exact numbers for Steam Decks shipped, but it is in the millions. Still a smaller market share than OSX, but like with consoles, a _huge_ percentage of the Decks out there are primarily (or dedicated) gaming devices. So it should be no surprise that developers are targeting it when they easily can.
@mysticalos
@mysticalos 14 дней назад
@@yellingintothewind Codeweavers is also big contributor to wine, and reason macOS has come a long way, but the were still far from having dx12 support then apple came out of left field with game porting toolkit, bsaed on crossovers version of wine like detective soaks "surprise motherfucker". with D3DMetal with near complete DX 12 support missing only flourishes like raytracing and like, (and those were added in GPTK2 this year). I love how far wine, dxvk, moltenvk, D3DMetal, Wine Mono and many other softwares have pushed gaming where it was never thought possible. on macOS and linux alike where we don't need ports to play them. If apple did Go all in on it, it'd be as good as the proton experience if not better. But they won't. Cause then they don't get 30'% cut. as I said in other comment, steam supports proton cause their storefront is at the head of proton on steam deck so they get money by doing so. Apple really just won't ever achieve that. They don't have a good store front for gaming, app store is crap. Unless they just sucked it up and teamed up with steam. but again then apple doesn't get their cut
@user-hd8ot1bu1n
@user-hd8ot1bu1n 14 дней назад
linux has even less market share than macos but i can play a lot of games on my steam deck no problem without any extra work from developers of those games. maybe its not the problem with market share but with the way how apple chooses to approach this issue?
@Fgtfv567
@Fgtfv567 13 дней назад
Valve supports Linux and the Steam Deck so well because Valve is basically trying to artificially inject market share into Linux. Valve sees PC Game Pass, Windows, and Microsoft as a threat to their business. They need to keep Steam as the king of PC gaming. The Steam Deck is how Valve is pushing Linux into the mainstream and thus keeping Steam on top. I think the difference is that anyone who buys the Steam Deck is explicitly buying it to game. Vs anyone who is buying an Apple silicon Mac or iOS device didn't buy it explicitly for gaming. For everyday normal computer crap like emails, business crap, and web browsing. Gaming is just an afterthought on Apple devices for these consumers.
@ZeerakImran
@ZeerakImran 7 дней назад
linux is not supported by let's just say any game (negligible). It's made to work on linux via 3rd party modders let's call them to make things easier. Tools like wine, crossover, proton... Essentially, they run windows apps on linux not linux apps on linux.
@boshi9
@boshi9 10 дней назад
Steam survey still shows macOS marketshare at 1.5%, behind even Linux. That's ultimately what developers are looking at when making these decisions. And yeah, Steam isn't entirely representative of the entire userbase since not everyone is running Steam, but most gamers do. Commonly cited factors such as private APIs (Metal) and deprecation of legacy architectures (32 bit apps) didn't stop mobile developers from continuing to support iOS, nor do they prevent games from launching on multiple consoles.
@mysticalos
@mysticalos 10 дней назад
Steam isn't a great measure. some games are app store exclusive, and many mac users run windows versions of games through wine/whisky/gptk. it probably is very small though. adding in other sources it's maybe 2-3% which still isn't very useful.
@boshi9
@boshi9 5 дней назад
@@mysticalos Even if someone purchased a couple of App Store exclusives like Resident Evil 4, it doesn't mean they aren't also running Steam for the rest of the library, which is simply leaps and bounds ahead of App Store as a distribution platform for computer games. Sure, you can probably find some App Store-only gamers, but then I could make a similar argument that Steam data undercounts PC gamers because some of them prefer platforms like GOG and Epic Games Store. App Store is of course huge for phone and tablet apps as there's no real alternative (perhaps that can change in the future with new EU regulations), but Mac App Store by all accounts is tiny. I'm not an Apple hater at all - in fact my primary computer is an M3 Max Macbook Pro, which from a technical standpoint is a very capable gaming machine. However, I don't believe Apple has a coherent strategy for how they are going to grow their gaming market share. Nothing they have done over the past several years made a dent.
@hv4329
@hv4329 15 дней назад
from what I've heard from developers, the dev experience is hell
@mysticalos
@mysticalos 15 дней назад
@@hv4329 not as much as it used to be to be honest. i can say that it was a lot worse pre apple silicon transition due to utter constant problems with both intel gpu driver and amd driver bugs being slow to be fixed (if ever). apple also really wasn’t prioritizing gaming as much either. they’d let these bugs linger. still do actually. wow is unplayable still in 14.x if on intel iris igpu due to unsolved driver bug apple refuses to fix because they’re alll in on apple silicon. but with their multi platform apple silicon strategy and more control over hardware. they did eliminate that issue.
@takeiteasyeh
@takeiteasyeh 13 дней назад
@@mysticalos it's still annoying to have to compile on mac for mac
@KyleDavis328
@KyleDavis328 7 дней назад
$100/yr just to target MacOS is certainly developer hell.
@ZeerakImran
@ZeerakImran 7 дней назад
@@KyleDavis328 100 dollars a year is nothing if the developer really is a developer.
@takeiteasyeh
@takeiteasyeh 13 дней назад
Can run games on my m2, but thats not what I bought it for. Its a productivity tool (looks at the Baldurs gate currently installed) .. mostly
@mysticalos
@mysticalos 13 дней назад
@@takeiteasyeh agree. at present, it is without a doubt anyone buying a mac isn’t doing so for gaming. same for iphone. gaming is a slice of the whole. but growing the whole still grows the slice. especially when choosing a multi purpose device in future.
@InvictraX
@InvictraX 15 дней назад
If apple manages to make all pre 2020 games work on macOS then we might see some more shift in the market share.
@mysticalos
@mysticalos 15 дней назад
@@InvictraX pretty damn close unofficially. the problem is you need to basically jump through hoops with wine and d3dmetal or use 3rd party software to do it. but apple is slowly making this better too and even kinda mentioned it at wwdc when they responded us enthusiasts playing unported games with these tools. with apples tool that massively advanced this. many believe the strategy apple should use is just make it as seem less as proton. they may go that route one day. but currently they are resisting that because they think they can get the sales commission with actual ports with ios. they get nothing from proton. approach. that approach only works for valve because they leverage their storefront on steam deck.
@blasegangbeats1865
@blasegangbeats1865 14 дней назад
Apple would have to pay up lol the waited way too long or make their own gaming devision with Nintendo quality.
@_StartsWithK
@_StartsWithK 14 дней назад
I will say that Apple did drop support for openGL and that may be what people are complaining about, but I think (could be wrong) that they support vulkan which is miles better than openGL. Even when in most game engines you just hit a button that can cross compile to other OS's, they just choose not to. You could argue that its because the proprietary libraries they're using which is a valid argument, but most games should run without much extra hassle. I don't use macOS and never have, but I use linux and can understand all of this because most don't support linux either on PC and the market share is lower on linux the macOS. On linux we have proton which converts windows games to linux seamlessly. I think Apple is working on something similar though.
@mysticalos
@mysticalos 14 дней назад
Apple doens't support vulken, but vulken projects are running on mac due to something called moltenVK which is a translation layer that turns vulkan api calls to metal calls. It's impressive tech and with a good license that allows applications to ship with the library and work without user doing anything extra. It's common in both applications and emulators such as ryujinx.
@No-mq5lw
@No-mq5lw 13 дней назад
Apple doesn't support Vulkan, they made up their own graphics API called Metal. Also, they didn't really drop OpenGL even kind of now, which to be honest, is an admission of defeat. There's a wrapper that translates Vulkan to Metal, called MoltenVK, but asking macOS users use such a thing you might as well be speaking an alien language to them.
@kajetanczerwinski3962
@kajetanczerwinski3962 14 дней назад
In my opinion, while you are correct, there are several smaller issues at hand which are worth mentioning. For one, disc space on Mac is expensive. Most Macs have 256GB of disc space, while even low spec gaming PC's usually offer up to a 1TB. Same with RAM. This, among other things, makes them unattractive as a gaming platform. Another thing are peripherals. Apple heavily pushes for Magic Mouse/Trackpad, and while you can use whatever you want, that's what works best with Macs by default, and both of these devices are completely unusable for most traditional PC games (especially competitive). Even small things like that basically tell gamers it's not a platform for them, which is an additional factor driving them away from Mac (aside from a lack of games, that is). Releasing their paid ports exclusively on Mac App Store also doesn't help, since Mac App Store is basically dysfunctional as a serious game store and further divides the market by competing with Steam. They aren't really interested in Valve's solution for Linux, because, as you mentioned, they want native games for all apple devices (Mac, Apple TV, iPhone and iPad). I just doubt this plan will work. Mobile gamers are mostly interested in mobile experiences, not AAA games running at 30 fps, overheating the device, destroying the battery. Also, these are either controlled with a screen (quite awful) or with a clunky, separate controller. The interest in Apple's mobile ports is laughably low, at least for now. As a result, while like 90% of Steam library is now playable on SteamDeck, macOS stays behind in gaming. Honestly, Apple just needs to accept that App Store is not gonna compete with Steam as a PC game storefront and just pay Valve to make Proton for Mac or something (funnily enough, Proton actually supported Mac initially when it came out). If Mac had it's own Proton built into Steam, more gamers would buy Macs, and this could possibly end the viscous cycle.
@mysticalos
@mysticalos 14 дней назад
App store exclusive isn't enforced by apple. A dev recently actually explained why that's happening. As you know, many ports did in fact come out on steam. valheim, stray, lies of p as examples. The problem is ports released on steam 1. do not trigger a rebuy, 2. have to use windows pricing. developers releasing exclusively on app store are being greedy. They want to charge full price for their new port, and not have the user get it discounted in a steam sale, (or free if they owned windows version). Space and other issues, are more user issues than developer. That experience is really up to apple to fix for sure (and macOS 15 helps a little bit). But make no mistake. if there was a bigger market share, developers would figure it out (and put more pressure on apple to figure it out). I do agree that proton type approach might work, and i even believe it's the backup plan. a ripcord apple can pull with D3DMetal in future. But they're gonna try their way first so they can get full ports, especially to iOS, first.
@Trenjeska
@Trenjeska 12 дней назад
Linux has a lower share than Mac, still, games like Valheim have had a (native) Linux build since the start, but only now is getting a Mac port. Why?
@mysticalos
@mysticalos 12 дней назад
I couldn't say in that specific situation, but if I had to guess it's probably steam deck verification. sometimes, due to anti cheat and other things, making windows version run on deck is a mess. Maybe the DRM or the anti cheat not compatible with wine translation layer so they just do a native app for deck to deal with it.
@84bombsjetpack23
@84bombsjetpack23 4 дня назад
the iOS is a modified version of Mac. It has the biggest game ecosystem in the world. (possibly bigger than PC).
@FARDEENKHANQWE123
@FARDEENKHANQWE123 4 дня назад
wth does merging ios and mac os accomplish? so you mean all games on mac desktop will be the same ones limited to iphones? its not like an iphone can outperform a mac desktop...
@mysticalos
@mysticalos 4 дня назад
correct. they run scaled versions of same architecture and apis
@FARDEENKHANQWE123
@FARDEENKHANQWE123 4 дня назад
@@mysticalos ah that makes sense, i think the iphone ones will perform bad tho. regardless if true or not,i still dont think that will be the only thing that will make this attempt fail. apples reputation is probly going to be the biggest factor why it won't work, everybody already knows they want to game: buy a android or a consol or a pc.
@mysticalos
@mysticalos 4 дня назад
@@FARDEENKHANQWE123 the games ported so far on iphone perform acceptable, playable, but not great. but now it'll be a selling point of new iphones ya see. long term strategy starts to show then huh? "buy new iphone 16, it shows increased fps for assassins creed" It's true they're starting to build library a little early, when iphone15 is only "acceptable" at best, but after a few years now you have multiple capable devices and a large library of triple As
@FARDEENKHANQWE123
@FARDEENKHANQWE123 4 дня назад
@@mysticalos yea get game to work,true! But the general iphone user does not keep up with tech.im just stating that what you say is true, but has a chance to be a failure and a giant waste of time due to the fact that the average iphone user just buy the phone because its an iphone.
@ManDoILoveDoritos
@ManDoILoveDoritos 15 дней назад
One thing I do not understand about inde game developers that use huge, funded or modular game engines is why they do not just compile it to mac or even linux in some cases. It is easy to say that it takes an initial investment that you might never get back in order to compile it (you usually need a mac to compile mac applications). However I never found that to be justified since it's almost free (considering if you already have a mac) to compile it and the support you gain from these other communites are always lightyears better compared to the windows platform. I saw a post a couple of days ago that pulled some statistics on the support tickets form linux gamers and it was astonishing to see the developers having more help from less people. In addition, the funds that *could* be gained from more platforms should drastically outweigh the cost of "porting it" for a indie dev compared to a AAA studio.
@ManDoILoveDoritos
@ManDoILoveDoritos 15 дней назад
With that being said, if you are a indie studio that is going for a live service approach then you might run into trouble on other platforms with anti cheat, network protocols and other misc stuff. But for the overall singleplayer games or small -> medium multiplayer games that does not require complex network infrastructure to function and that could rely on say steam network will always be a mystery for me.
@mysticalos
@mysticalos 15 дней назад
@@ManDoILoveDoritos indie devs tend to focus one platform first to get out quicker and then if successful go from there. valhiem did actually come to mac. among us does allow mac side loading. pal world is coming. but all waited for success on pc market first. if any of those had flopped they would have wasted more time and money to have flopped in more than one place.
@ManDoILoveDoritos
@ManDoILoveDoritos 15 дней назад
@@mysticalos Since there isn't any major effort required to "port" a game to another platform using Unity (as an example) I would say that this point of "not being successful" doesn't stand in my mind. It is literally 1 click compile (with some minor platform specific errors, of course). I don't see how a game like valheim doesn't add linux or mac os in their build settings from the get go. Same for among us and pal world *REGARDLESS* if they get successful or not. They get more exposure for (almost) free. The worst case scenario is that the studio drops the support for the platform stating the return is not great enough, which to me, sounds like a live service issue which is plagued with other issues to begin with (cheaters, connectivity issues and cross platform to name a few).
@ManDoILoveDoritos
@ManDoILoveDoritos 15 дней назад
Because in single player games this is not an issue. Same for smaller multiplayer games like party games or Valheim. They do not require expensive, cross platform compatible, network solutions (which usually is built into the game engines) in order to connect one pc with another. A lot of these games are also launched on a platform like steam which has integration for these kinds of stuff to handle multiplayer using their apis and servers which won't differ in cost with different operating systems. IF and only IF there is a platform specific issue, then that is usually in the engine itself and not the game because the bugs would then be universal ( I am not an experienced game dev, but it seems to be that way to me).
@ManDoILoveDoritos
@ManDoILoveDoritos 15 дней назад
Lastly one thing I want to point out is that some people somehow think that Apple or other actors are limiting developers to publish their game on their platforms. This can be true to some extent, but it is usually the developer itself that makes the choice to not publish on the platforms. It other words, the dev decides to "be lazy" in order to save themselvs from 2 extra bug reports that don't involve the actual game code. Seriously, stop with the defending of indie devs or developers in general that use others or their own game engines and start expecting "more" from them (1 click on the build panel).
@BeaglefreilaufKalkar
@BeaglefreilaufKalkar 15 дней назад
Is it about market share of the operating system, or is it about people willing to spend money on games? Avid PC gamers don’t just spend money on games, they spend money on a gaming desktop, of those Windows users, how many do actually buy games? People who buy Mac mostly buy laptops, and are they really interested that much in gaming? People who are not really interested in tinkering with HW but are gamers, they buy a console People for whom gaming is a important hobby, they love to tinker with and spend money on equipment, just like fisher/anglers hobbyist, hunters, bicyclist, photographers. IMHO it’s for most gamers a hobby, where they love to tinker with their computers, thinking they become better gamers when they spend more money on graphics cards, LED, faster RAM, etc.
@mysticalos
@mysticalos 15 дней назад
@@BeaglefreilaufKalkar quite a lot of mac users are. but you’re right pc market has a larger sliver of gamers simply by bias that if they wanted to game they went to platform that allowed it. shifting that perspective is hard for apple to do using mac and they know it. dis why they’re trying to lump iphone ipad and mac together. it won’t work over night. and it’ll never replace pc as ultimate gaming platform. but it might just make apple relevant enough for ports. switch isn’t best place to play most games. but it gets more ports because it has more users. apple just needs more market share. thus extending gaming to ios.
@InvictraX
@InvictraX 15 дней назад
I don't believe that PC gamers like to tinker with the hardware. 70% of my gamer friends are not proficient with PCs. They are basic users. They will get someone else to do that part for them if needed.
@ZeerakImran
@ZeerakImran 7 дней назад
@@InvictraX i'd like to add even the users that build their own pc, typically don't do much to that pc after it's built. Upgrades often rarely take place. When they do, it's mostly because the user was quite young and waiting to save up for a better gpu. After a few years, some users upgrade, but by that time usually, people often just want to sell their pc and buy a new one. They buy a new case, new motherboard, new cpu, new gpu, power supply, ram. By that time, you've basically purchased a new computer anyway. And then have a spare case lying around. Compatibility with motherboards and optimal ram frequency and size for that specific set up. All of these things just force the user to upgrade everything or nothing really.
@exotericidymnic3530
@exotericidymnic3530 13 дней назад
It’s less about total OS install base and more about the proven games market on that platform. MacOS has enough users to theoretically get 25 million game sales, which would be a huge market success, but the proven games market doesn’t exist on Mac, it’s the same reason there are no PS2 games anymore, people stopped wanting to buy PS2 games.
@SloppyPastrami
@SloppyPastrami 11 дней назад
The market share argument is totally right, and its apple fault, They have gone out of their way to say they are against games and that games are not for their users that they killed any market they could have had when they were making the best, most powerful graphics hardware in the entire consumer computer market ( the late 90's to the early 2000's ), Apple has always gone hard on graphics, just not in the market where it really matters. Most graphic designers can do their jobs on 10 year old hardware, but you basically can't run a game this year at full settings if your computer is older than 2 years. It also doesn't help that apple is anti hardware upgrades which locks users into GPUs that you can't update unless you buy a new machine, This excludes the mac pros but even then you are really limited on what you can buy and you pay the apple tax on a gpu you could get for pennies on the dollar in the pc world.
@mysticalos
@mysticalos 11 дней назад
I agree, apple did let this happen. Can they course correct, time will tell, but absolutely apple made it hard for games to exist for MANY years.
@chengong388
@chengong388 13 дней назад
A MacBook air M3 is significantly more powerful than Steam Deck, without a fan. A Macbook Pro with the cheapest M3 Pro chip, is significantly more powerful than an ROG Ally with Z1 Extreme. Apple may not have a 4090 competitor not in terms of gaming, but their "low end" chips are extremely strong and more than capable of running any AAA games on the market. People using Apple devices for the most part, just don't really want to play the games, it's that simple. Most people for some reason just can't fathom the fact that their own interests and concerns aren't universal, and often aren't even the majority.
@mysticalos
@mysticalos 13 дней назад
@@chengong388 just spend 5 minutes on youtube or mac gaming reddit to see there is an interest. as i said in other comments. obviously people who Only game are better off on a windows pc. which further leans the mac user percent away from being a gaming audience. but as you said the machines and os capable. which is point i made in video. and that market share is only issue. you also make that point. i’m not sure where you got takeaway i think all mac users are gamers. the charts i showed were limiting but because a lot of sites wanted to charge for more data. my points stand that ios is a much bigger market share apple indents to integrate to raise that market potential also still stands true. heck it game out today delta (a game emulator) has over 10 million downloads. that feeds into my point there are a ton of ios gamers to grab. just not yet due to the triple a push needing iphone 15 or greater. that part of it is the multi year strategy part
@user-nu1lb2qu2x
@user-nu1lb2qu2x 7 дней назад
I really like MacOS, my workflow is wonderful on this operating system, but as someone who has used Windows my whole life and had the ability to install any game and modify it however I wanted, it sucks. Windows is literally plug and play, while on MacOS you need to spend hours researching how to run something through Wine and if you succeed you will still get pathetic performance because you have to play through lots of compatibility layers. Not to mention their proprietary graphics API (Metal) and the fact that Apple keeps OpenGL deprecated on purpose... 🙄
@mysticalos
@mysticalos 7 дней назад
wine has come a long way. both due to money valve and codeweavers put into it. and on mac due to d3dmetal allle made as part of game porting toolkit 2
@Mitrofang
@Mitrofang 15 дней назад
3:33 Gotta say, Hearthstone client is awfaul on Mac, I guess it's related to it being based off the smartphone build. I assume it's the same issue this video is about: not using enough resources to optimize it because they don't get enough revenue for them to care.
@mysticalos
@mysticalos 15 дней назад
hearthstone is based off much older version of engine. i'm pretty sure it's even still using opengl. SC2 also is using older engine tech that while it supports metal, it's not very well maintained. a large issue with blizzard as a whole is they actually dissolved their mac development teams and Qa, entirely. They still keep the engine itself mac compatible and up to date in a lot of ways cause they are smart enough to not completely pull out in case apples shift is actually successful, but they absolutely half ass maintain their existing mac ports right now due to low return (and don't port any new games to mac for same reason)
@kborak
@kborak 15 дней назад
The switch has 140 million sales since may this year. How many Macs are in the wild? I run linux on pc before anyone tries the fanboy crap. But seriously, if its only market share, then you arent making sense.
@mysticalos
@mysticalos 15 дней назад
how am I not making sense? switch sees more ports cause it has more sales. that literally works in my point. Now obviously SOME games just are technically not possible to port. the switch is dated hardware and it was weak to begin with. To even port a 2015 game like witcher 3 to it took a colossal amount of crazy work. But you know what, it still happened anyways because market share existed. But obviously the switch isn't gonna be running First descendant any time soon. In that event hardware and OS are a problem. But when discussing mac, OS and hardware is vastly more powerful than switch. So marketshare is the larger issue there.
@crestofhonor2349
@crestofhonor2349 14 дней назад
It is market share. It's not about how many Macs are in the wild, it's about how many people are willing to game. Most people who game on PC do it on Windows not MacOS
@commanderboo8879
@commanderboo8879 14 дней назад
It's about how willing users on the platform are to buy games in the first place. People do port their games and then find no one buys them so they don't bother. It's not about how many people own Macs, it's that those people don't buy games. Sort of person that is going to buy a Mac is also usually going to buy a games console if they even wanna play games which means even if they play games and have a Mac they aren't buying games for Mac.
@No-mq5lw
@No-mq5lw 13 дней назад
I really don't buy that marketshare is a good reason to explain why gaming on macOS is very big. Linux was really nothing in the eyes of gamers until stuff like DXVK started making headway, and with WINE, suddenly a whole bunch of games started running on Linux and now it's totally an option for a lot of people that would otherwise not care. macOS is in the same type of situation except they control every single aspect of their operating system and come out with a porting toolkit that, for many reasons, is only for publishers to screw with anyways.
@mysticalos
@mysticalos 13 дней назад
I didn't say gaming on mac is really big, I said opposite. that it's literally sniffled by being a minuscule market share (and that's to start, gamers are a sliver of that sliver) that's why apple is trying to change it by expanding the category from mac to mac ipad and iphone. Apple actually not only encourages non publishers to play with porting kit, they shouted out gamers using it at WWDC and even changed it's license with tookit 1 to make sure enthusiasts could bundle D3DMetal in their own wine projects, to great success for things like "whisky". That said, that's never gonna really earn ports, and i don't see apple adopting a proton type strategy because unlike steam, who still makes money selling windows games to people running linux and proton (or steam decks) apple would make no money making windows games bought from non apple store fronts on mac. (thus their strategy of pushing for ports not compatibility) apple still wants ports, and they think they can use iOS to do it. Whether that succeeds or not is gonna take years to see through cause it's a multi year strategy. currently apple silicon ipads and iphone 15s represent an extremely small sliver of the IOS user base right now. That'll take years to change. Tying other features (like apple intelligence) to forced upgrades will help, analysts believe.
@No-mq5lw
@No-mq5lw 12 дней назад
​@@mysticalos I'm not aware of any license change when it comes to GPTK 1, especially when it comes to the D3DMetal files which you still have to download off Apple's developer portal. Only thing that's on Apple's github is a patch for Crossover and how to install it (which is how I know you need a developer account), which let's be honest, is half the story here and not a very high bar anyways. The other half is providing a wrapper for directx to metal, which if Whiskey's github is correct, does not come with it's own license, despite having a document crediting directx, etc for use in D3DMetal. Not including a license is an incredible blow to it's usability, as Apple is in their full legal right to strike down literally anybody distributing the D3DMetal files. No license is assumed to imply no permission by the authors for redistribution, copying, or modification at worst, and at best it would be under the Apple developer and/or SDK terms and conditions which also don't allow copying or redistribution. Under those legal restrictions, projects like Whiskey are a DMCA strike away from either disappearing or flat out changing how they install GPTK. It's legal grounds like that which make shouting out gamers in WWDC nothing more than virtue signalling, and unless something radically changes to allow greater freedom for GPTK and/or developer toolchain, nothing will change. Not in 5 years, not ever. And macOS has already stifles their software ecosystem anyways. There's just too much anti features for developers going on. The use cases for macOS are shrinking, not growing.
@ZeerakImran
@ZeerakImran 7 дней назад
Little to no games exist or are supported by linux. They run through the compatibility layers that you've mentioned and so are unofficial and unsupported. I understand where apple is currently regarding this. They don't want to make it too easy for the developers but they do want to tempt them. They don't want the same situation as linux has with wine and so on supporting games on mac os. They want either full support or no support. They don't want to turn mac os into windows or linux which I understand. We don't want to just end up with one thing and that thing only. It's good to have the variety/options. Also, gaming is a funny industry and I understand why they would be a little hesitant and careful with it. I can't say games are looking that great these days and xbox basically just died. Also, the users that want to purchase a device for gaming, would purchase windows anyway due to native support for anything over the last 2 decades. So why compete with them? Then there's playstation. So from their perspective, gaming is a subheading to include at wwdc and a feature that can be added and improved as part of mac os and iPhone. They do not want gaming to be a bold heading or remotely close to something they focus on as it will not generate a profit. It will take away from other opportunities and developments, and gaming as a whole is just not a great industry. microsoft has native support for all the games as well as a dedicated gaming console, and they couldn't care less about gaming at this point. Even after wasting 100s of billions of dollars just in the last 2-3 years. just not a great service to provide and most people don't care about gaming. even gamers are struggling to care about gaming.
@Darth-TBAG
@Darth-TBAG 15 дней назад
I miss the old days of blizzard where all their best and latest titles were all available on both PC and Mac 😢
@mysticalos
@mysticalos 15 дней назад
@@Darth-TBAG old blizzard wasn’t shareholders driven. they were passion driven. sad reality is. many devs still are. but leadership is not.
@Darth-TBAG
@Darth-TBAG 15 дней назад
@@mysticalos yeah they became shit thanks to kotick and activision. I remembered playing SC2 and Diablo 3 during college lectures on my MacBook Pro lol. Nobody knew I was gaming except those sitting behind me 😂
@rjbse
@rjbse 14 дней назад
Gaming companies trying to justify not porting to other OS based on current marketshare seems pretty narrow focused, I would have thought they would see the gaming focus Apple recently started since M2(?) chips and having excellent 1st party API + sale (store) support would cut auxiliary costs for "supporting a game". Apple customers tend to pay a lot too compared to Android and Windows counterparts, and I see only a matter of time until they bring in Steam link like feature to Apple TV, streaming your games from Mac (or perhaps even Apple servers?). You are right on dot where iOS+macOS(+AppleTV my prediction) unified gaming experience is what will bring in disgruntled gamers tired of MS/wanting to experience mobile (as in not tied to a location) gaming.
@mysticalos
@mysticalos 14 дней назад
They see apples focus, they just don't see monetized value yet. The only ones that have been porting for most part are ones apples is no doubtably bribing to do so. that said, maybe publishers are watching and waiting. Others like blizzard actually use mac to further their windows interests. For example when they added arm support to world of warcraft, it wasn't for mac they did it. They partnered up with apple for sdks and tools for arm development. and made wow arm compatible, so they could ship arm on mac AND windows, using apples tools cause they were ready first. Blizzard however knew arm laptops were gonna come to windows space eventually, and guess what they are one of first publishers in world ready for that shift. Honestly I applaud blizzard for this play. But yeah TL/DR of that is, we didn't get apple silicon support solely out of mac support. It was definitely tied to their long term strategy. The years to come though will see if apples long term strategy will work, as more powerful iphones ipads and macs come out based on apple's advanced architecture if they can grow that market share enough
@AaronFigFront
@AaronFigFront 12 дней назад
Game consoles have even smaller market shares. Nintendo switch has just as much downsides. It it a strategy issue than anything.
@mysticalos
@mysticalos 12 дней назад
Then mac? not a chance. also everyone who bought a switch bought it for gaming. not every mac owner did. now iOS gaming way overshoots switch gaming in market share, but not but apples triple A push yet since right now that's limited to a single iphone model. That'll take a few years to realize.
@richardhunter9779
@richardhunter9779 14 дней назад
Mac users don't play games, they just work. Macs are for work only.
@violetlavender9504
@violetlavender9504 12 дней назад
is this a joke?
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