And that's if we consider the benchmarks and take all the numbers as truth because in practice real world performance is really not great, even at a very high price.
For example, a 24GB M2 MacBook Pro plays Dota 2 worse than a barely mid-tier AMD APU. Once you realize that, you understand that not only porting will be a lot of work, but porting to the majority of the userbase that is using bottom of the barrel Apple hardware, would be an optimisation nightmare for still a pretty low number of users all things considered.
There is the Apple Silicon hyper and then there is the reality: outside of power consumption optimisation, not really interesting in itself.
Unlike the devs in the Apple ecosystem who are used to be on the constant treadmill of app updates to accommodate Apple constantly breaking and changing things with every release, this is incompatible with the gaming industry release model, where after the patch cycle the devs can move onto the next project and rely on the backwards compatibility to trust that their released games will keep running for years and decades into the future.
So when Apple broke this unspoken agreement, the game devs have simply left their existing games in whatever broken state they were, and decided against releasing their future projects on macOS, supporting which wasn't financially viable in the long term, given the time needed and the relatively small percentage of playerbase which uses it.
And Intel apps work fine on ARM.
"they are dumb and slow"
[edit] although for context this team rolls their own engine. If you’re using Unity or Unreal > 5.2 (May 2023) things are slowly improving.