Fortunately for me, I only play CRPGs. Don't need a PC or a next-gen console.
This is actually a key point.
Some games and game types are a better fit for the Apple Mac demographic than others. Smart publishers will look at their catalog and upcoming titles and not necessarily make one size fits all decisions.
(But there is also the concerning fact that platform holders increasingly purchase game publishers in order to strengthen the platform. In these cases, the strategic AAA games will never be multi platform.)
In the thread about Total War: Warhammer III, it was demonstrated that at this point in time 40% of Mac users on Steam are already on Apple Silicon. That's an astoundingly quick transition, which reduces the support effort going forward. It also reinforces that the number of systems sold is high by Apples standards, we may be approaching an installed base of 40 million or so.
* AS Macs sell at a brisk pace, and they sell to a group of people that might buy and install their own software, as opposed to the huge volumes of Windows systems sold to administrations.
* However, while Apple Macs sell to a buying demographic, the people they sell to do not prioritize playing games on their Macs, but buy it out of preference and primarily for something else. (Chicken and egg problem.) Those that do care about a wide game library have access to some other platform(s) for the purpose.
* But - these users
did prefer the Mac, or they wouldn't have bought it over a Windows system. So if the kind of games that they like for entertainment were available for the Mac, they might not only buy it for the system, but actively choose titles that support their preferred platform.
So there is some complexity to this. Ultimately these decisions are made in board rooms based on ROI, so there needs to be a healthy user base that actually buys the games. If the volume just isn't there, or they preferentially buy their games on other platforms, then the business case is obviously weak. At this point in time, as the volume is building, a publisher has to be willing to take a risk.