Doomed for all gamings.
So doomed, so very very doomed, that Apple:
"Apple's profits from gaming outweighed those of major game companies, according to a report, with Apple earning more from App Store games in its 2019 fiscal year than Nintendo, Microsoft, Activision Blizzard, and Sony combined."
Apple earns more from gaming than Sony, Nintendo, Microsoft, Activision combined | AppleInsider
Apple's profits from gaming outweighed those of major game companies, according to a report, with Apple earning more from App Store games in its 2019 fiscal year than Nintendo, Microsoft, Activision Blizzard, and Sony combined.
appleinsider.com
Whenever the topic of gaming comes up on this forum, we always hear from those who equate gaming with AAA gaming, as if the rest is irrelevant and invisible, and that there are only two kinds of computer -- the ones running RTX 30x0, and potatoes.
Well, not every car race is an F1 race, and yet lots of people are mightily entertained by non-F1 races all the same.
Apple has decided there's plenty of money to be made serving the majority of the community -- the part that isn't burning with shame not to be running the latest and greatest AAA game at a kazillion FPS on a screen the size of Saturn's rings. That's why they're not out there in a hurry to subsidize the porting of AAA games.
Having said that, Apple's problem for a long time is that their strategy for a graphics solution capable of supporting AAA games is not only not industry-standard but, worse, has changed direction every few years. It's been a moving target. I'd hope that as they move all their boxes to Metal-driven TBDR embedded in Apple Silicon they will have finally created something *stable* enough to be worth developing conversion tools for.
I can understand Apple walking away from OpenGL, which was built for the 1990s. I don't understand -- or rather, don't like -- the decision to walk away from Vulkan.
Still, I don't see the Mac hosting AAA games for at least five years, because of the legacy of this strategy churn. If the moving finger has finally stopped moving, then that's good news, but it will take a while for games to build the development infrastructure and knowledge to best take advantage of it. (Blender's only had official support for Metal PBR rendering for a few months, for example.)