Microsoft got flack for dropping 16bit app support in 64bit OSes (since 64 bit windows doesn't have NTVDM). They'd be flayed alive if they dropped 32bit support.
Microsoft got flack for dropping 16bit app support in 64bit OSes (since 64 bit windows doesn't have NTVDM). They'd be flayed alive if they dropped 32bit support.
Crucially, however, 32-bit Mac OS X 10.5 could run 64-bit apps just fine. That, combined with OS X's universal binary support, made it easy to start deploying 64-bit application code far earlier than most Windows apps began transitioning.
Most of Apple's computer models were only available with 32-bit x86 for less than a year, so the installed base that needed their applications to still be 32-bit was minuscule compared to the installed base of 32-bit Windows editions that couldn't run 64-bit apps even if the CPU was 64-bit capable. Most Windows application developers faced bigger challenges in deploying 64-bit code than Mac app developers, and the Windows devs' work would benefit a much smaller fraction of their userbase. Windows app developers don't switch to 64-bit unless they absolutely have to. (e.g. this year's 64-bit re-release of Skyrim, to accommodate the address space requirements of heavy modding. Skyrim was originally released in late 2011 as a 32-bit only game despite listing CPU requirements that couldn't be satisfied by any 32-bit CPU.)