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Thats not how industry works, thats not how any of this works. iPhone ecosystem is big enough to move itself forward, but desktop market plays by different rules.If you don't follow what majority of the market do, it's much cheaper to just ignore that tiny customer segment which requires totally alien set of technologies


Which is precisely what I said. They don't care that the larger gaming market ignores their platform. Apple Arcade and other gaming related endeavours all aim at the casual mobile gamer market.


>If you don't follow what majority of the market do, it's much cheaper to just ignore that tiny customer segment which requires totally alien set of technologies

iOS and Macs both use Metal.

You can't refuse to support Metal without missing out on a very big slice of total gaming revenue.


On mobile devices - definitely

On desktop - missing what, 2% or less? Checked Steam stats - yep, about 2%


That Steam stat is probably a chicken and the egg situation. I know I don’t run Steam on my Macbook because there’s nothing I want to play — but I would if there was.

Still the Mac marketshare is not that high (~15%?) but might start looking attractive to developers looking to “get in first” when hardware that can actually run games becomes available (cough).


I mean, it’s similar to Linux, right? Linux has about 2% on Steam, and that’s with compatibility layers like wine allowing many windows games to run cross platform. This [0] puts Mac at 9.5% of operating systems overall and Linux at 2.4%.

But games with native Linux support are not very common compared to Windows, even though it’s mainly a matter of supporting Vulkan, which many modern games already do. My point is that even though Linux should be relatively easy to support natively (compared to mac not supporting cross-platform graphics APIs out of the box), devs aren’t putting the effort in.

I really hope this changes, and hopefully mac “gaming-level” hardware could help push cross-platform work along.

- 0: https://netmarketshare.com/operating-system-market-share.asp...


Metal is Metal. Once you support Metal for iOS games they also work under MacOS when running on Apple's chips.

You can support traditional MacOS application chrome with little additional effort.


Desktop games and mobile games are not the same. On mobile pretty much every heavy game uses either UE or Unity. High end PC games use custom engines that are heavily tuned for x86 and use different APIs. Metal port would be expensive and not worth it.


>High end PC games use custom engines

High end PC games tend to license somebody else's engine.

The most popular of those gaming engines already support Metal.


Most games use licensed engines, most AAA games use their own engines. Only 3 out of top 10 games in Steam use engine that support metal. More than a half of games in top 100 use engines that don't support metal. In this month we have few prominent releases on PC: Guardians of the Galaxy, Far Cry 6, Age of Emires 4, FIFA 22, The Dark Pictures Anthology: House of Ashes and Back 4 Blood. Out of these 6 titles only last 2 use UE4, others use their own custom engines. And I could go on and on.




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