Apple Discusses Push Towards High-End Mac Gaming in New Interview::Inverse’s Raymond Wong today published an in-depth overview of Apple’s increasing push towards high-end gaming on the Mac. The story includes…

  • VerseAndVermin@lemmy.world
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    2 years ago

    For anyone new to this, Mac regularly talks about their efforts in gaming and then regularly does little for it. What’s the alternative, say aloud that gaming isn’t anywhere near a priority for you?

    • garretble@lemmy.world
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      2 years ago

      We’ve been right on the edge of “Mac Gaming” since 2006 when they switched to Intel. Almost twenty years later and every year it’s brought up as something “right around the corner,” but during the Intel years they always had garbage GPUs.

      I guess we’ll see if/when games will be a thing on Arm.

    • GamingChairModel@lemmy.world
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      2 years ago

      From the interview, the push is pretty clearly at encouraging developers to build games for iPhone, iPad, and Mac through one workflow, and a unified API that targets all 3 types of devices (potentially throwing in an Apple TV as well).

      Self identified gamers are pretty dismissive towards non-AAA gaming on mobile devices, but those types of games do make a lot of money.

    • JakenVeina@lemm.ee
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      2 years ago

      I mean, yeah, they could do exactly that. “We cater to the needs of creative professionals and personal users that need a streamlined user experience” or some other execu-speak. Who are they gonna alienate, all those gamers that are already not buying macs for gaming?

      • VerseAndVermin@lemmy.world
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        2 years ago

        People who dont know better. People still buy Macs with the intention of also playing some games. People also buy familiarity. It serves them in no way to say anything like that. Especially when they got all those sweet sweet mobile games coming there way. Lol

  • Sprucie@feddit.uk
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    2 years ago

    I’m curious who the target market for this is. When buying your own system you typically want to get the best performance for your money, and with the Apple tax included you’re always going to be paying a lot more for similar specs to something you can build yourself.

    • Dark Arc@social.packetloss.gg
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      2 years ago

      I think for people who buy pre built gaming PCs the Apple tax might be roughly equivalent… If they also have an iPhone or a MacBook already… It might not be a big jump to go to Mac gaming

    • BorgDrone
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      2 years ago

      with the Apple tax included you’re always going to be paying a lot more for similar specs to something you can build yourself.

      Don’t underestimate Apple. They are already ahead in the performance-per-watt game. Nvidia is on a dead-end street with their GPUs. They get way too hot and use too much power. Discrete GPUs are going the way of the dodo. The performance penalty is just too big, especially for GPGPU tasks. Memory limits are already an issue for AI tasks. Even an 4090 only has 24GB RAM. Contrast this with an M2 Ultra that can be specced up to 192GB, and all of that is accessible by the GPU.

  • JungleJim@sh.itjust.works
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    2 years ago

    I know Valve and others have done a lot of the legwork already, so maybe it won’t be so difficult for Apple to catch up, but it feels a little bit like Microsoft’s last attempt at making phones. It’s been a minute since the starting bell, the competition has the software catalog already, and it’ll cost the consumer more.

  • Macaroni_ninja@lemmy.world
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    2 years ago

    According to a quick google search the PC gaming share of Mac users is something like 1-2% and the compatible games list is mainly indies, but barely any AA or AAA titles.

    If it’s true then imagine the price tags they will put on these machines to make profit.

    • SinningStromgald@lemmy.world
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      2 years ago

      If it’s true then imagine the price tags they will put on these machines to make profit.

      Any chance to senselessly gouge their consumers is a good one for Apple.

  • Skunk@jlai.lu
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    2 years ago

    I’m not the audience for Mac gaming but I discovered that my “work dedicated” Mac mini M2 pro is an amazing machine for afk flying 14h flights on Xplane12. Specially during summer heat waves where the windows gaming rig is just a huge space heater.

    So yeah I believe the target is people wanting only one rig to do everything but still use MacOS as a daily. Probably those with a MacBookPro M3-something. You could already do it with streaming, now with the M chips you can play AAA locally as well.

  • LainOfTheWired@lemy.lol
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    2 years ago

    Isn’t the problem that they are using ARM hardware. Like sure your x86 emulator can be good, but if you look at something like proton it’s taken years for it to get good. And that’s not even a different CPU architecture. So apple would have to make a wine equivalent, a DKVK, equivalent, and a really great X86 emulator if that’s even possible on current gen hardware.

    Somehow I don’t see them catching up with Linux gaming.

    • ForgotAboutDre@lemmy.world
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      2 years ago

      The already have the best x86 emulator. They also have a lot of leverage over big game manufacturers. Especially ones that have iPhone apps. They are able to use carrot and stick to get Devs to develop for MacOs. I don’t think they will, they just don’t want to say they don’t care about gaming.

    • BorgDrone
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      2 years ago

      Isn’t the problem that they are using ARM hardware.

      No, not at all. CPU architecture isn’t really a big issue when porting games. The real effort is in different OS en GPU APIs.

      Porting a game from Windows/x86 to Linux/x86 is a lot more effort than porting from, say, Windows/x86 to Windows/ARM.

      Like sure your x86 emulator can be good, but if you look at something like proton it’s taken years for it to get good. And that’s not even a different CPU architecture.

      The CPU architecture is the easy part. You need to cover a couple of hundred CPU instructions that are all well documented. The difficulty that proton covers is the thousands of APIs that WIndows offers, lots of which have undocumented quirks and are much-higher level than a CPU instruction.

      For example, an CPU may have an instruction to add 2 integers. Instructions like that are very well documented and relatively simple. They perform one specific operation. By contrast the API’s that Windows offers are much more complicated and do a lot more, they operate on complicated structures and there is a lot of (implicit) behavior associated with it. Take for example a simple operation like opening a file. There are a lot of subtleties in how Windows deals with files and filesystems, all hidden behind that simple API call. And games can depend on that specific behavior .

      Apple already has Rosetta to run x86 code on ARM. It’s not exactly an emulator, it’s a dynamic code translator. It takes x86 code and turns it into ARM code before running an app. This is a (relatively) easy thing to do.

      One major difference between ARM and x86 is the memory model. X86 guarantees that memory writes are performed in the order they appear in code (Total Store Ordering), whereas ARM uses weak memory ordering, meaning the CPU can re-arrange the order it writes things to memory if it wants to (usually for efficiency/performance reasons). On ARM if you want to be sure that a write is completed before you do something else, you have to insert a so-called memory barrier. This costs performance, but it doesn’t matter because most code doesn’t care about write order. However, since x86 code won’t have these memory barriers you don’t know which x86 code does and doesn’t depend on the write order. So in your translated x86 code you have to insert a memory barrier after each write. This is why running x86 code on ARM is traditionally slow. Apple solved this by adding a TSO-mode to their ARM processors, this is only enabled when running translated x86 code and implements the same memory model as x86 processors.

      So running x86 code isn’t the big issue.

      They already use the same code from Wine to implement the Win32 APIs and have their own translation layer between Direct3D and Metal (similar to DXVK).

      But all this is only meant to give developers an idea of the feasibility of porting their game to Apple OSes. Developers are still expected to do a proper port.

      There are a couple of reasons that Apple is now in a better position for this:

      1. They now have tooling in place that helps porting existing D3D shaders to Metal, which makes the porting effort a lot easier.

      2. There is now a unified architecture between iOS/iPadOS and macOS. They have similar GPUs and APIs. If you port your game to Mac you can also easily port it to iPhone and iPad, and those are a lot of potential customers.

      Then there’s what could happen in the future:

      All that’s needed is for Apple to release an updated Apple TV with one of their high-end processors in it and they also have what is basically a console, which would only add to the number of customers you could reach with that porting effort.

      Meanwhile, on the PC side of things they are not looking good. PCs are still stuck with discrete GPUs with separate VRAM instead of integrated solutions with unified memory. IMO this is a dead end street. PC GPU’s are also inefficient, run way too hot and use too much power.

      I suspect Nvidia is going to focus on the AI market, and may even get out of the desktop GPU market in time. For them to offer a compelling SoC for the PC market, that market would first have to switch to ARM, as Nvidia doesn’t have a x86 CPU themselves.

      AMD is in a better position, they make great x86 CPUs and already make APUs. They need to drive this advantage and go all-in on advanced APUs

      Apple meanwhile seems to be getting serious about GPUs, so it’s interesting to see what they’ll do in the future. For now they have the power per watt advantage. Apple usually has a very clear roadmap in mind and executes it at their own leisure. I expect major steps in GPU performance for the coming few generations of M-series SoCs.

  • dukatos@lemm.ee
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    2 years ago

    A new technology built into the M3 family of chips is Dynamic Caching, which allows the GPU to allocate memory usage in real time.

    Sells it with 8GB of RAM…

  • CaptPretentious@lemmy.world
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    2 years ago

    If Apple ever actually entered the gaming market, (and I probably have a better chance of winning the lottery than them joining the gaming market)… I would fully expect that specific parts namely the GPU will have to be Apple approved. Probably nothing more than a small chip that authenticates it as Apple approved, much like they do with their laptops and cell phones currently. So if you think GPU price is are high the exact same GPU but Apple approved will have even higher cost. Because Apple is just a fashion brand really you’re going to pay the fashion tax.

    I honestly can’t see that big of a market for this. A 4090 is supposed to be $1,600 MSRP. I would fully expect the Apple version of that to be $2,000 MSRP at minimum for the same product just with the Apple approved stamp.

    • bamboo@lemm.ee
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      2 years ago

      Apple doesn’t support add-in GPUs anymore since switching to Apple silicon. Their iGPUs though are better than other iGPUs, performing in line with mid range discrete GPUs. They want the experience to be more console-like than PC-like though, you buy a standardized set of hardware and that’s that.

    • fosforus@sopuli.xyz
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      2 years ago

      No, Steam works sort of fine on Macs. It’s just that there’s not many new games on Apple these days. I think even native Linux might have more games these days.

      • M500@lemmy.ml
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        2 years ago

        I wouldn’t be surprised if that’s true. But in my mind, Linux gaming is basically perfect.

        Luckily, I’m not into the kind of games that don’t work on Linux.

          • Skunk@jlai.lu
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            2 years ago

            Now I want to see proton on Asahi Linux on a native apple silicon chip.

            I know it’s useless, I still want to try it for my nerd spirit.

            • cevn@lemmy.world
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              2 years ago

              I tried it. Nothing works because of ARM sadly. I think it is coming close with Box86 but couldn’t get my games to run.

      • bjorney@lemmy.ca
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        2 years ago

        Sort of fine is even an exaggeration. I gifted my GF don’t starve together the other week and steam froze and crashed 3 times just trying to log in. After an hour of trying and failing to get to the library page we just gave up. This is on the current model MBP

      • Merlin404@lemmy.world
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        2 years ago

        I gotcha! Guess i remembered wrong about Macs! I think Linux have a lot of games now with the proton i read around 2900 games that work.

        • fosforus@sopuli.xyz
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          2 years ago

          My own experience with Linux and Steam currently (and since roughly beginning of 2023 at least) is that 99% of all games work on Linux/Proton if you enable Proton for everything.

          But it’s probably somewhat dependent on your distro and hardware. I have all AMD and Nobara, and with this combo I haven’t met a game that doesn’t work, at least in a year.

          • KISSmyOS@lemmy.world
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            2 years ago

            In my experience, distro and hardware hardly matters at all.
            The 99% figure seems to be about right (I have 2 games out of 240 I can’t get to work).
            I have an nvidia card and recently tried out Debian, Opensuse, Slackware and Arch, with equal results.

    • M500@lemmy.ml
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      2 years ago

      I think Apple dropped some stuff that would make it so 32 but apps wouldn’t work and a ton of games are 32 bit apps. But I’m not sure if they actually did that or just talked about it.

      • Skunk@jlai.lu
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        2 years ago

        They did it since at least 2 OS version. It is impossible to run a 32 bit software on latest MacOS unless you keep an older version on dual boot. Or Linux but it is still a dual boot.

        From memory it did not had a huge impact, most 32 bit software or games are old enough that you slowly start to forget about it and just use something else.

        • DJDarren@thelemmy.club
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          2 years ago

          Using Whisky it’s possible to install the Windows version of Steam, after which even 32bit games will run perfectly. I had Portal running on my M2 Air.

          It’s just so clunky to have to jump through those hoops.

  • chemical_cutthroat@lemmy.world
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    2 years ago

    The only way I can see mass adoption of Macs as gaming hardware is if Apple takes the walled garden approach to gaming a forces a tiered system so that Macbook A will run games with a developer preset for that particular Macbook series. Then they have the same for desktops. I can’t see Apple letting consumers take control of the visual settings in any significant way, because they would have to hire a full time staff just to deal with all of the Mac users that call in wondering why the latest EA game runs like ass on their new $5000 Mac. They’d be better off taking the Nintendo approach with curated games developed with Macs and certain settings in mind, and if they are going that far, they may as well buy a few studios for exclusives (which will inevitably get cracked and distributed to PC).

    • bamboo@lemm.ee
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      2 years ago

      It would be extremely difficult to get an arm mac binary to run on windows. Not impossible, but much, much more engineering than bypassing DRM. You’d need reverse wine, which the Darling project could possibly be, but after years of work barely supports GUI applications.