Apple: Advancements in Game Controllers
developer.apple.com
developer.apple.com
In part due to a significantly weaker hardware compared to Windows machines, in part due to constantly changing API surface and breaking backwards compatibility, and in part due to historical game-hostile stance of the company stemming from Jobs' personal dislike towards having games on Mac.
Is this off or did I get the sentiments right?
The Windows world has made huge strides - e.g. laptops like Razer Blade Stealth 13" pack in faster GPU which is actually usable in a MacBook Pro 13" sized chasis.
Also on iOS they totally let gamecenter rot.
They're a bit more positive now now, but for a long time in their conference talks they tend to up productivity tools and downplay games, which are a biig source of app store money IIRC. They're ashamed of games a bit (their original theming for gamecenter was a casino, which I think accurately reflects their distaste for games). And that's a position you can have, but it makes it less appealing if you're a game developer.
[honestly, raw hardware performance\value for money is the least of the issues].
They added support for the pro Xbox controller this year.
Abstractly, it's good to see they're supporting it, but they're so inconsistent with game-related stuff that I can't muster enthusiasm.
[edit: I tried to find a list of supported controllers for macOS, but couldn't]
From the point of view of gamers, it is annoying. The recent 32-bit support drop killed a huge amount of macOS games. Now I have to bootcamp to play some of my favorite games. The GPU performance is also quite bad due their fight with NVIDIA.
I get that MacBooks and AppleTV's will never be anywhere near the performance of PC, Xbox or PlayStation, but Nintendo has shown that doesn't have to matter. I'm pretty sure any Apple SoC used in the last ~2 years already beats the Nintendo Switch for example. All Apple needs to do is put some effort towards getting more 'real' games in their store, ie: games like you would play on switch with traditional controls, and not glorified mobile games that also have to work with the ridiculous AppleTV remote.
My feeling has been for a long time already that Apple is really leaving a huge opportunity on the table here. But the vibe I got from WWDC keynote and platform state of the union was that they seem to have more focus on this now, showing unity, maya and some other tools that can be used for game dev, running on their Apple Silicon. So who knows what they are planning...
Nothing will change. Mobile games will continue being mobile games. Hardly anyone else will bring their games to the "unified platform" for the simple fact that you cannot run the same game on desktop and mobile.
Mobile games will continue being mobile games.
;)
That's the only type of game that can work on both desktop and mobile.
It doesn't matter - I don't think they really understand the dynamics of the traditional gaming market. They are bewildered that their strong position in the mobile-game arena, which is due almost entirely to the economic characteristics of their customers' demographic, is doing nothing to improve their position in the desktop/AAA game, which plays by a different set of rules and appeals to very different constituencies.
It's a bit like little chains of trendy indie cinemas were trying to get Marvel or Warner to make films with them in mind: it ain't going to happen, they just don't care, their business works on a different level both on quality and quantity.
Metal drivers are buggy as well and it's sometimes even better to use OpenGL:
https://twitter.com/pcwalton/status/1255250372215611397
https://twitter.com/pcwalton/status/1255571085304541184
Hopefully drivers quality will improve once Apple take full control of their GPU as well.
Isn’t this one a bit of a chicken/egg situation?
I just see no reason to upgrade the OS to the version that dropped 32-bit support. High Sierra runs everything and feels great.
I think this move was the final nail in coffin for Mac gaming.
I've always found it frustrating that a 3k Mac has a barely acceptable GPU compared to its PC counterparts.
Interesting that those same problems exist in Linux Desktop, and Ubuntu nearly pulled an Apple and dropped 32bit support on x64. The fact that Valve maintains a platform for devs to target that is relatively independent of distribution shenanigans, and that you can run Linux without paying for it or buying new hardware (probably), are the only reasons it gets any attention at all.
There's also an entire generation of children growing up right now who gamed mostly on their mobile devices. One of my friend's kids actually made fun of me for still playing games on my desktop.
Think about what a Nintendo Switch is. It's an iPad with controllers stuck to the side. I can imagine a future where Nintendo might say "why are we building hardware, Apple does it better and cheaper than us, let's just be a publisher". From what I understand, most hardware is sold at a loss anyways, so what's preventing gaming from consolidating around a few devices?
They also typically don’t sell their consoles at a loss, unlike the other manufacturers and stated they wouldn’t sell the Switch at a loss.[1]
1: https://venturebeat.com/2016/10/26/nintendo-wont-sell-switch...
You can't upgrade Macs.
Most engines (Gamemaker/Unity/and epic soon) will port to iOS/Mac so it isn't a huge 'step'.
It's just ridiculous that a leading software company can't support such a wildly popular class of software, but Apple game support has such a long history of tragic incompetence that any handwringing is a waste of time.
Why can’t you plug the iPad into an HDMI slot and use near-by iphones as controllers?
I don't know what functionality does that provide though. That probably does just screen mirroring + charging.
My assumption is that the lag and artifacts makes it a non-starter for the average gamer.
https://www.apple.com/shop/product/MUF82AM/A/usb-c-digital-a...
On iOS it's a different story. Only a tiny fraction of game controllers are allowed to connect to iPhones in the first place, and this API supports them all (1).
(1) They have deprecated support for game controllers that don't have joysticks, so even made-for-iOS game controllers may stop working.
By the way I once tried playing a first-person shooter or a PS3 using its gamepad - it felt like controlling an excavator (which is quite hard do fast and agile enough to evade and shoot an enemy). I believe a VR-like sensor could be as convenient as a mouse is.
Is this because you aren't used to using a gamepad? I know people who exclusively use console gamepads and struggle to use a keyboard and mouse to the same accuracy.
Just that it perhaps doesn't provide you with the accuracy of a mouse, that is why they add in mitigating features such as aim assist.
In some areas its been a problem with PC players playing on a gamepad, to take advantage of high refresh rates and FPS in conjunction with aim assist.
My point being that I have friends that have tried playing FPS games on a PC and have seriously struggled. Not because it's difficult but because it was new to them.