PS5 Relapse Exploit
github.com
github.com
Being somewhat naive to the gaming scene, I only recently discovered that the PS5 prevents you from backing up your game saves to your own physical media - something that was possible on the PS1, PS2, PS3 and PS4.
Instead, you have to subscribe to PS Plus and enable cloud backups - and you need a separate subscription per user profile.
I only discovered this after my daughter lost a year of work in Minecraft due to data corruption, and I tried to teach her the value of backing up.
The PS5 may be my last console.
I, and probably a lot of the people here, spend so much time on the PC that every additional msec annoys me. If there's keyboard shortcut, then I'll learn it to avoid using the mouse.
Windows being a bloated slow mess even when run locally means that using it remotely all the time would be like torture.
I'm sure dealing with the 4k60 videos from my cameras would be a world of pain on the cloud too.
I don't need or want to pay a subscription for the tool I use for hours a day, with no advantages beyond vendor lock-in.
You need a computer either way... remote is basically all negatives when compared to local.
You are probably correct about 90% however.
90% of people are pretty ignorant about how their computers work, or how to use them more efficiently. They line up like lemmings to lose autonomy over their devices and pay subscriptions in exchange for the barest crumb of convenience.
The big difference is the hardware evolution, now the rooms are full of server racks with sliding pizza boxes, and the terminals are prettier.
I've heard people play Fortnite Festival (basically Rock Band, and very latency sensitive) over Microsoft/Amazon cloud streaming.
"low bitrate and high input latency" is what you'd expect rendering offsite, but in practice, it seems to work surprisingly well.
It didn't seem any worse than cloud gaming on Xbox/PS Now/Luna/Nvidia/etc.
I contest that rhythm games are the least latency sensitive. You'll automatically adjust to (consistent) latency and not notice it. You also don't get much feedback unless you miss a note.
Stadia worked absurdly well. One of the beta games was Thumper, a demanding rhythm game (I might be the reason why it was in the beta lineup actually). How well did that work out? Well, the latency made it hard to play... until I switched my TV to so-called "gaming mode". And then it was fine.
No kidding. The TV was introducing more latency than Stadia itself.
I also once tested it on hotel wifi. It worked great.
(Mind you, this was in Europe. YMMV.)
The business model however was terrible and killed the product IMO. Which, honestly, good: Stadia would have killed video game archiving efforts. If a publisher folds and Stadia and similar platforms stop streaming its streaming-exclusives, then those games are gone. Not worth it, no matter how well it worked.
If they decide one day to fuck you over, there is nothing you can do about it.
If Sony and MSFT decide to go down this route and it's the only way to play blockbuster games, it'll happen whether we like it or not because the market cares far more about playing the latest game than it does maintaining control over its own destiny so to speak. Very few consumers will eschew the Latest Thing and just happily play older games on their own PC (or console) to make a point to the publishers.
You'll note that all those things are still there, and their competitors are either not there or not significantly bolstered by people disgruntled by those changes.
Maybe, or maybe it'll live a giant gap waiting to be filled in by a new competitor in the console market.
It is not suitable for competition ranked players. The average player will stomp over high ranked players.
There are lots of techniques to hide latency.
I don't get the thing about the GPU: even rich people don't necessarily want to bother with owning a GPU thing. And whether fast internet is expensive depends on where you live. Here in Singapore 10 Gbps fibre to the home starts at around 20 USD per month; and we are in a really high cost of living country (we usually topped charts of 'most expensive city to live in').
Thanks to your refinements, we know that remote gaming like this might not work for the hillbillies, but perhaps it might work in the centres of civilisation?
Stadia had other issues beyond fast Internet, like asking a community focused on Windows/DirectX to add support for the Stadia/Vulkan stack.
At the last Stadia developers conference, a few months before it was killed, one of the talks was about doing something like Proton for Stadia.
EDIT: Here is the talk,
"How to write a Windows emulator from scratch"
that sounds like a broadening market to me.
Global access to high speed home Internet is growing not shrinking, there are plenty of ways to creatively manage latency especially when you control the endpoints, and at the end of the day the publishers can effectively force the transition by only making the latest blockbuster games available on the cloud model.
You and I will bitch and moan but the vast majority of consumers (really their parents who pay for them) will be happy their new console is small, light, potentially cheaper, and silent. No more boxes of games to store makes Mom happier. Eventually much of the hardware could be built into televisions from affiliated manufacturers so all you have to do is buy controllers and sign up for the subscription(s).
With multi-player games you are running a local simulation and it gets resolved server side and then reconciled locally. This hides lag and works great.
You lose this with streaming. Latency is constant and total. It's just not realistic.
You mention one great technique yourself already.
I believe their point was that this can't be done, since the "local simulation" is no longer running locally; it has to resolve & hide the latency _before_ it's transmitted to you, and you don't know what latency that frame will observe.
For a slightly silly example, see what mosh is doing to hide ssh latency.
What does this have to do with anything? Why do you want to restrict yourself to such an austere setting?
For minecraft I'd suggest just installing steamos on an old laptop or something and sticking it behind the TV. It's a much better experience than game consoles, you can just do whatever you want.
For the previous poster, if they see this, it is to note that the java version will run natively but bedrock might require more fiddling...
Ouch, sorry for her loss.
I'm in agreement with this. I'll likely do some kind of Steam Machine or self-build version running SteamOS. Would lose some exclusives but I don't think they're worth losing my freedom. Paying the money for a computer that I can't actually use leaves a poor taste.
With Sony's recent moves combined with a lack of games I actually want to play (Laufey might be my last on PS5), I can't see my buying a PS6, particularly with no disc drive.
I have a gaming desktop that runs CachyOS and I game on Steam as well as an ROG Ally running CachyOS and a gaming laptop for my daughter to play Minecraft running CachyOS, as well a reservation for Steam Frame, awaiting my order email.
I'm going to go back to PC gaming, buying on Steam or GOG (DRM free) where possible, and encourage my kids (at least my daughter who's into gaming) in the same direction.
Sony's PlayStation division in particular is no longer about gamers, it's been coming for a while, so I think done with them.
In the future, we can expect a much simpler file format to replace ELF for CPU executables and dynamic libraries (ELF is beyond obsolete and overkill on modern hardware achitectures and its complexity is source of many issues), and maybe pure and standard GPU hardware command instanciable ring buffers, but that's much further away in the future, as we "don't know yet" (but we do for CPUs), and we still could get GPU vendor specific hardware command instanciable ring buffers (it seems this how the PS5 works).
All the lazy complaints about "I want it to just work", "I don't want to build & maintain a PC" etc. really make no sense any more.
And arguably the breaking point has been much sooner, with the PS4 & Switch both selling you back commodity hardware (x86 APU with FreeBSD for PS4 & ancient NVIDIA Tegra for Switch), just totally locked down, user hostile & with overpriced games.
https://www.nintendo.com/ph/support/switch/data_management/i...
I would still prefer to copies to an SD card, but you had options potentially
It sounded like things may have changed.
The issue, as I understood it in this case was that he wanted it kept quiet until GTA6 launches, because announcing it to the public also announces it to Sony, and they'll patch it; normally that's fine, everyone just doesn't update, but given GTA6 is apparently quite popular, my understanding is that he wanted to let everyone get that one last update that allows GTA6 to run before they're stuck on that version.
So normally if the community found this stuff I guess they’d work together to make a jailbreak. Maybe they already were working on that with bug X but hadn’t told anyone.
The JoeClaudeUser posts publicly “Hey everyone I found bug X over here! I’m awesome!”.
Now it can’t be used because Sony will fix it. If they had already been using it behind closed doors all that work is flushed.
"PS5 running Linux" was hot news months ago.
They don't want to sacrifice any of that.
I'd expect you'd have to play offline, which might be a nonstarter when the disc drive costs extra, and live service games are popular.
Not a big player myself, and I mostly play older game I can buy for less than $15 but every single time I have heard about a big game launch in the last decade, the games were released in early beta quality, crippled with bugs according to the tests and news.
Yes; there have been some pretty high profile cases of games launching in terrible state, and Day 0 patches have become an industry standard, but acting like all (or even most) of big games launch like this is just sampling bias.
I am the customer, most people are customers, in an ideal world there would be customer protection laws serving us and not the content industry. But that is not how laws work. Realizing this actually radicalized me.
It's literally their job to keep their consoles safe, this is not just about piracy. A vulnerable console could do all kinds of stuff users don't want.
Then also piracy: The game industry is already struggling, good luck explaining that one of the rare non live service offline single player games (after all those are the games most hurt by piracy), which has been in development for years, didn't sell because you left a disclosed exploit wide open and now everyone loses their jobs.
But does that mean I have to like it? No, of course not!
Would I prefer to have root on my own machines to do whatever I want with them, knowing that it conflicts with other people's interests? Sure.
I guess my point is: If you treat the status quo as a fact of nature, non-negotiable, then you direct your anger at your peers. You can't change Sony or how society works, but you can yell at people on X. If you realize Sony is also just people and everything is in principle negotiable, then... well it is actually pretty silly that there are some people spending a lot of time building these baroque ultra-secure systems, and other people spending a lot of time cracking them (and bickering with each other) - where they could all just, I don't know, not do that.
Does the PS5's WebKit use JavaScriptCore with JIT enabled? Have to wonder if Sony will respond by disabled its JIT, to narrow the attack surface.
On the PS3, only the store was webshit, and it performed so amazingly poorly (and crashed all the time) that I never bought anything on it, and I doubt I'm alone in that. The PS3 could have handled a website well (obviously), but not the trash heap of a "web app" they used.
From what I can tell, they didn't learn a lesson from this, they've just benefitted from beefier hardware to keep their newer stores usable (and I may be imagining it, but performance on menus and in their store already seems to have declined a lot from when I purchased my PS5).
Given all that, I'm not sure how much Javascript performance they can afford to give up without making their entire system's UI experience totally suck. They could improve the quality of their system and use of web tech to improve performance, like it's a joke any of this isn't perfectly, buttery smooth on a system that powerful even if it is Javascript and HTML and CSS... but given they never seemed inclined to do that even in the pre-AI-slop days...
I mean, only sort of. Almost all of the UI portion of XMB was written in PSJS (PlayStation JavaScript), which was their internal scripting language of choice. It manipulates ha is almost exactly a webgl context in order to draw to the screen (which is the main reason why the PS3 supported a pretty low perf opengles library in addition to gcm).
I say this because on the Wii, a considerably slower machine, they kind of managed it well. The Store and even the system setting menu are just HTML rendered using Opera.
Note that Sony significantly improved the PS5's security on firmware 14.0 and above, likely to prevent GTA 6 from getting pirated. Ripping a PS5 game apparently requires a hypervisor exploit, and the last known one was sold to Sony. This means that nobody will be able to rip GTA 6. Even if it was ripped, they would then need to "backport" it to run on hacked PS5s running earlier firmware versions, which would take some time and expertise.
There are already some PS5 games getting this treatment.
A bit disappointing either way though as someone whose only console is a Nintendo Switch 2.
However, the CPU would be way behind the and storage on Switch is somewhat limited. I don't think people would want 180GB chewing up the 232GB of available storage on the system.
It would be in the impossible port territory but it seems like it could be JUST within grasp. This is all dependent on how well the Series S performance is. If it stinks on there, I doubt they will ever bother with a S2 release.
[1] https://www.digitalfoundry.net/news/2026/05/playstation-5-li...
Also, the square tower Xbox has similar specs, and who doesn’t like to extend a middle finger to Microsoft?
Edit: Reading through the exploit, looks like linux compatability for older (non 13.6) is possible. 13.6 needs a new hypervisor exploit.
I say this because the Cell processor was an absolute beast BUT the whole system was so RAM constrained that is felt like, it didn't matter how quick your code was if you simply couldn't get enough data into RAM.
I just remember some code that would blast through what was available and then just spin for millions, sometimes billions of cycles just waiting for the next chuck to arrive.
* Breaking SSL (finding MD5 collisions): https://hackaday.com/2008/12/30/25c3-hackers-completely-brea...
* Analyzing high definition satellite imagery for 1/10th the cost: https://en.wikipedia.org/wiki/PlayStation_3_cluster#:~:text=...
Edit looks like the answer for both questions is yes
Unfortunately holding the PS5 controller gives me crippling pain in my wrists and it also doesn't have any games I care about, but if it could become a Linux media PC, you've got my attention. Especially once its price drops due to the next gen coming out.
Juice might not be worth the squeeze, but have you tried one of their Access controllers?
https://www.amazon.com/Access-Controller-PlayStation-5-Gamin...
Very cheaply made given the price, but it's one of the few controllers with a touch pad that works on Linux. The touch pad is nice to get the mouse cursor out of the way.
"When a game is running, the CPU needs access to a graphic card’s memory, and by default it can only access 256MB at a time. However, resizable BAR removes the size limitation so the CPU has access to all of a GPU’s memory, theoretically allowing for improved performance. This adjustment lets the CPU request much larger chunks of data from the GPU, which can improve performance in games that can benefit from this change."
I have to imagine that AI has significantly increased the velocity of technically demanding hobby projects.
consoles are sold at a loss, best information i can dig up is that this is still true today, even after all the volume.
Inventory of other locations, and the individual details of a stocked item were one of the functions. This additionally displayed the markup/profit percentage for a given item. I understand that these numbers may not have been completely accurate, but will be sufficient for demo purposes.
Most toys, movies, and video game titles claimed a ~20-30% margin. Private label clothes and such, slightly higher. Game consoles showed ~1-2%. When employee discounts were finally adopted, it maxed at 10%, and thusly items like game consoles were excluded.
https://www.pcmag.com/news/sony-says-499-ps5-no-longer-sells...
Those BC250 are 1/3 the price. Or is that just because they're old?
and since someone asked me here recently what we play, here copypasta:
What we/they play:
my favorite game (but they are sick of it, not appreciating it, most of the time I win) is Worms 2 Armageddon (part of Worms Revolution collection)
Blur - racing with fun for me and son
Sonic & Sega All-Stars Racing or Sonic & All-Stars Racing Transformed - all of us including dauther
Little Big Planet - co-op platformer, all of us liked it until it got really difficult
NHL Legacy edition - all of us ocassionally
MotorStorm - Pacific Rift - racing, seems only son, but I can bear it for while
Children like (but without me):
Minecraft - PlayStation 3 Edition - they play it offline like all games we have, I guess it is co-op
Rayman Legends - co-op platformer
The Simpsons Game - co-op platformer, but needs to think, can get stuck in places
and since we watch together MotoGP and F1 they recently started to play F1 2013 - Complete Edition, but seems too difficult, for racing the best fun is first Sonic all star racing or Blur
on PS2:
LEGO Batman - co-op platformer, but requires lot of thinking
Shrek 2 - same as above
we liked from PS1:
Crash team racing, but now it is replaced with sonic with better graphics on PS3
Circuit Breakers (USA) - racing, all of us
FoxKids.com - Micro Maniacs Racing - racing, but with running characters
Tom and Jerry in House Trap - they like
I agree with not going easy on your kids, but I think it's a good opportunity to motivate them to work together to beat you
Sure, "education". Releasing exploits for software vulnerabilities has very little to do with education. The relation to piracy is clear however.
This is just not true.
I'm pretty sure my original comment both specifying a timeframe longer than the PS5 has existed and hardware that never was produced for the PS5 would suggest I was talking about other devices
See when you only take half of something someone said, then run off with it and draw incorrect conclusions. You sound foolish
What people decide to do with them is on them, and fixing the exploits would be on the manufacturer if they care about this so-called "piracy".
> fixing the exploits would be on the manufacturer
That's what responsible disclosure is for.
> That's what responsible disclosure is for.
Good one, the maximum bounty for PlayStation is $50k for critical ones. But on average they only pay $10k for such "bugs"... as a reminder in 2025 the Sony's PlayStation (Game & Network Services) segment generated approximately $30,000,000,000. Talk about a "fig leaf".
Apple TV, PS and Xbox all meet that definition. I'm not following what you're pitching…
Now add the perception that Mac users don't play games and Apple devices are made for people already in their ecosystem. The only way they could gain market share is competing with Steam Machine as a more open platform, but without a giant library of existing games.
OSX has also recently released a proton-style compat layer so we are seeing gains there as well.
For a long time Apple was outright AGAINST games. They wanted their machines to be for musicians and artists, not bratty kids.
The best gaming hardware will always be the hardware you keep on you; be it a phone, GameBoy, or a Mac. macOS is basically last-place in supporting PC gaming though, and Apple has no qualms letting it die again.
> Beyond this date, we will maintain a subset of Rosetta features designed to support older, unmaintained games that rely on Intel frameworks.
honestly, I just use it for emulators like PS2 Dreamcast etc...
Mac users deserve to have a platform where games and software work forever once you buy it. It doesn't take much work on Apple's behalf to support it, so it's worrying to see them shift away from well-maintained software stacks and industry-spanning standards to focus on their own fragile runtimes.
One of the reasons C++/CX was killed was because of this, even though UWP application developers were fine with it, apparently game devs were quite vocal against it, even though they love their compiler extensions in other platforms.
It feels like R&D project that Steam is doing so in case Microsoft gets really aggressive and locks down Windows 11 to point that Steam no longer works, they have fallback option.
I'm about ready to pull the trigger on my windows gaming pc to move it to linux because I honestly don't really play anything that requires anticheat anymore. Too old to bother with multiplayer that isn't co-op anymore. I think the last game I have with anticheat in it is elden ring and I don't pvp there either so I can just disable the online stuff and ignore the anti-cheat all together.
Apple's policy on macOS, iOS and tvOS is to prioritize native ports at all cost. The difference in compatibility is thousandfold; even games that have native ARM/Mac builds like Cyberpunk 2077, Death Stranding and No Man's Sky only work on macOS and not iOS/tvOS.
The Steam Machine will probably still flop, but Apple's failure vis-a-vis making gaming work is self-inflicted.
Microsoft is trying to reason about how gaming fits into their computer-centric empire. They've been using the Xbox brand for a new gamepad shell in Windows, for their cloud gaming subscription service, and for the gaming section of the Windows Store.
Steam has built the most popular computer game download service. They're renowned for having sales - you can get the Arkham Trilogy for $5 with some regularity when it would cost you $30 on Nintendo's eShop. It's a meme that most Steam users end up impulse-buying hundreds of cheap games and only playing dozens of them.
Microsoft and Sony have both bought a lot of previously-independent game studios. They've often let them continue publishing on other platforms. For instance, Sony's Spider-Man games are also available on Steam.
There are rumors that amid Microsoft's clusterfuck of an Xbox strategy, the next Xbox is going to share a lot of infrastructure with Windows, including the ability to play Windows games. This has spooked Sony into pulling its new titles from Steam - they don't want people buying an Xbox to play Spider-Man games.
That's not what happened, Sony's decision is more about the poor saels of its single player titles on Steam, they are now focusing their PC releases for online multiplayer games instead
Microsoft sells less consoles each month than the previous gen Nintendo Switch sells today
A lot of publishers are skipping Xbox, citing not enough players/sales
They have nothing to worry about Xbox
As you’ve said, Microsoft is basically toast. They’ve been sinking for multiple generations.
Xbox the division has been losing money and each generation has a smaller and smaller share of the install base. They’re arguably close to irrelevancy at this point. Knowing Microsoft, they won’t give up, but it might actually be smart to stop trying and not have another Xbox generation.
1.5 years ago, the developer announced that SM2 had sold 10MM copies on PS5 and the franchise had sold 50MM copies overall:
https://x.com/insomniacgames/status/1757662718604013868
https://steamdb.info/app/1817070/charts/
The Steam Machine is a very niche product, but PC gaming is the main gaming platform outside of phone games.
Steam Machine also has the issue that they don't have any significant number of native games, they are dependent on Windows gaming ecosystem as source.
The Steam Machine's biggest problem in general: it's launching into a headwind, because of hardware shortages. It should have been like $650-$700 for the base model, instead it's $1100ish.
The Steam Machine's biggest strength, overall: the Steam library. Absolutely massive.
The Steam Machine's nerd-gamer appeal: you can also run emulators, use it as a desktop, and play games from other stores (Epic, GOG, et c.). Nb this all comes with a big asterisk, as you're very much into non-console-like operation with any of this—I had to intervene with Heroic's installation of The Outer Worlds (from Epic) once to get it running with functioning cutscenes, which took me probably 30 minutes including a lot of trawling Reddit and forums to figure out the most-recent version of Proton that would work [I doubt I found the most-recent one, but I did find one more-recent than the first suggestion I saw], and then again on about my fourth play session when an update caused it to misplace its own saves (my only indication was all the saves had disappeared—they hadn't moved, it just wasn't finding them there anymore) for some reason, which I doubt would have happened on for-real Windows, and also any time it has an update available it silently fails to launch until it's updated, but I'm not notified of this until I re-start Heroic itself. This is some real computer-gaming and Linuxy bullshit (which is to say, it sucks and wastes your time) not a console experience. Still a benefit that it's there, but comes with a caveat that someone who just wants it as a console won't/can't/shouldn't engage with any of this.
Where the Steam Machine struggles as a console: Yes, it has tons of games available from many, many consoles of multiple generations, running natively (not emulated console games—though, mostly through proton, but Wine Is Not [an] Emulator), including very recent games, giving it a library that dwarfs that of any (... non-"hacked") console. HOWEVER:
1) Couch multiplayer sucks. Very few PC-first games include it, and a lot of console ports will have had it removed (since, who local-multiplayers on a PC now that the Internet is widespread? That hasn't been a normal feature for PC games since, like, the DOS era). If you want lots of couch multiplayer options you're gonna need to deal with console emulation (and I can tell you, bluetooth pairing is better on here than most Linux systems I've thrown together, but it's still bluetooth pairing under linux... hope you like either cords, or headaches) most likely, not just playing Steam games, at which point you're outside the space of treating the Steam Machine like a normal console and into wrestling with a computer.
2) Parental controls basically don't exist. You can have restricted-library child accounts after you jump through some very annoying hoops ("sorry, this just-created kid's account seems to be in another country from the family you're adding it to, based on its purchase activity... which doesn't exist, there has been no purchase activity")... but there's no PIN-locking, anyone can just use anyone else's account unless you want to log all the hell the way out every time you use it. It's a total joke compared to a Switch or PS5, neither of which are, themselves, exactly amazing at this. In short, its account management is tacked-on crap, they do not adequately-well support having multiple people using one of these, even if you don't factor in the various ways a person could get around it on account of the thing actually being a fairly ordinary Linux OS.
Where the Steam Machine struggles as a gaming PC: Hope you don't love playing the very-latest online multiplayer games. Odds are pretty good you'll be excluded by anti-cheat.
This leaves it a damn nice device for, almost exclusively: 1) people like me, a (to put it mildly) power-user who can benefit from its more computer-like aspects while also appreciating just putting it in its default Steam-only environment and relaxing, and who doesn't give a damn about online multiplayer, AND who can afford it; and 2) people who want to treat it as a console and play almost exclusively local single-player games (and have some money burning a hole in their pocket)... and this'll probably only be a great use-case if they already have a largish steam library, since otherwise their needs are likely covered by a Playstation or X-Box and starting from scratch on a steam machine with no owned games won't be very appealing. Which means it's kinda only a great deal for people in this category who were also already PC gamers.
That's a pretty small market of ideal customers, IMO. I'm rooting for the thing overall but I'd hesitate to recommend it to most gamers.
This part does not make sense to me, because as far as I'm aware the Steam Machine runs basically the same OS as the Deck and my Deck absolutely prompts me for my PIN every time I bring it out of suspend, the same as my Xbox does. I'd find it really strange if the Machine wasn't capable of doing the exact same thing.
Maybe it's a PIN to unlock the device period, but not per-account? The former is a lot less useful to me than the latter, and I may have overlooked it. I don't want to have to intervene any time someone else wants to use it, I want to let other people use it without worrying they'll (intentionally or accidentally) end up seeing the wrong library, or messing with anyone else's saves, or anything like that.
If that functionality does exist and I've just not found it, I'd love a clue to send me in the right direction.
Someone at Nintendo had the genius idea of charging you a subscription fee for internet access.
So, you can play Pokemon Champions on a Switch 2 for $35 / year, or you can play it on your phone, which has an internet connection outside Nintendo's control, for free.
Nintendo's value proposition really seems to be "we will screw you as hard as we can, and we hope you like that".
It's not good, but it's not just Nintendo. In fact, Nintendo is the most reasonably priced.
Microsoft had that 'genius' idea with the original Xbox. The others saw that people will indeed pay for such a thing and copied the idea with the PS4 and Switch.
The Apple TV chip is currently quite old. It would be fine for much indie stuff or streaming but pales against a modern phone/iPad.
Have to buy games from the App Store meaning limited selection. Few bother because no one plays games on Apple TV. And since it’s the same as the iPhone app it’s often optimized for that even if the Apple TV was more powerful.
The other big Apple sin is Apple tried a push but (at the time, later changed) demanded games worked with the Apple TV remote only. At least for Apple Arcade. They “had to” because they’ve never sold a gamepad. Only 3rd party ones which weren’t very good.
So you have to buy games from Apple that are either super simplistic (to work well on phone) or advanced but old (RE VII), play on an old chip, on a TV while it was probably designed for a phone, and pay $70+ to Nintendo/Sony/MS to buy a good quality game pad.
Surprise. It never went anywhere.
There was a rumor that they’re going to try again with a first-party controller. If they’re smart they will just white label one from a good company. And they should absolutely push cloud gaming with PS/MS. Steam Link is a good idea.
A new Apple TH is rumored any day now (and has been for a long time) but between the high original cost, the insane cost increases due to RAM/storage, and the price of buying a controller, it just doesn’t seem worth it. Buy a Series S or Switch 1/2 and be happier.
Streaming would be ideal but Apple fights that because they don’t get a crazy cut. They could do easily be THE streaming box but prices and dumb rules kill it.
I love my Apple TV but the price was already crazy.
I don't think apple is interested in making it a gaming console, gaming has never been apples focus except when the iphone was new and they wanted to drive adoption.
Steam Machine is GREAT. But it still has warts around controller support etc...
Also, a lot of AAA games do not work on steam machine because of aggressive anticheat and DRM, and those vendors don't provide Linux builds. No spyware, no game.
The software for the UI just isn't there for Windows machines. There have been attempts but it is always janky and you end up pulling out a keyboard anyway.
Devs are afraid of piracy so they like the walled garden. They don't want emulators running because then they have to compete with the 90s-2015 era which is the golden age of gaming, and their newer games don't stack up ( except in graphics ). Nintendo doesn't want to compete with Mario Kart Double Dash on the Switch 2.
Also: Modern PCs absolutely MOG the Switch 2 and Xbox. The games are all in the same engines and cross-platform anyway, so piracy ends up useful.
That said, these games fall pretty much exclusively in the competitive shooter space. Which isn't the kind of thing you usually sit down at the couch with a controller to play. If you aren't in to competitive online games then proton has basically 100% compatibility.
When Apple first launched the Apple TV game store they required games be playable with the horrible remote. Understandably even games that would have been fine on the hardware didn't bother and while Apple later relented and allowed games to require a controller it's still an extra purchase that's needed.
That said, I think the hardware is totally capable they just don't have a layer to run win32 or Linux apps natively (like proton for m series) so they'd have to commit to what valve is doing for linux, for macos
A console-optimized lower-priced higher-GPU variant of the A series could be useful for local AI in so many products that don’t come with a capable processor (eg homepods, TV, the monitor they put a whole iPhone chip in)
I could see something for around the price of a Mac Mini with a controller that’s og MacBook plastic white/black
Then to actually have games, Apple would need to make stable tooling and convince developers to port games to their platform. And convince everyone that they will support it and not drop it.