aderutter
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Apple Arcade game developers talk about experience with Apple
@CheeseFreeze, Thanks for your take on your experience, but to be honest I'm surprised by your stated perceptions. Are game studios participating in AA paid per download or a flat amount per month for example?
I haven't had any dealings with respect to Apple Arcade, but I strongly recall Apples approach to iAds was pretty much the opposite of what you are saying about AA. With iAds, the payout to developers was tenfold the competing networks, so Apple effectively threw lots of money at iAds, and developers (like me) that took advantage reaped significant rewards. I feel that iAds was closed down likely due to them over-spending and over-investing, which is the opposite of what you are saying is happening with AA.
Further, my personal conversations with app-store staff, for example, did nothing but leave me with admiration for Apple's pursuit of excellence for its end-users.
I strongly suspect that the truth lies somewhere in the middle, and would be interested to know how much revenue a game studio can expect to receive for having a single game in AA. I imagine it's far more than some may think you are implying but likely far less than the opportunity available to the larger studios via the unsavory alternatives of ads or IAP. Personally I'd be happiest if Apple just banned all ads and IAP in games. -
Apple TV holds just 2% of streaming device market, report says
Beats said:aderutter said:For example you can’t release a game that only works with an A13 or above for example.You have to support all iOS 13 devices, so that includes iPhone6S generation devices, hence no cutting edge games.
WTF? I didn't know this. No wonder all the latest games look like crap for what the hardware is capable of. THIS needs to be lifted. Even if a game says "Requires iPhone XS and above" it may piss off a gamer temporarily but it will encourage him/her to upgrade which means another sale for Apple.Yep, as a developer it’s annoyed me for many years.I remember building a game prototype for 3GS iPhone in 2009, it worked great on 3GS iPhone but was far too slow on iPhone3.IPhone 3 supported iOS4 so was common - so the game would have to have been delayed until iOS5 as a minimum target in 2012.
There was some hope for a while as it was possible to restrict an app to devices with ARKit support (6S and beyond), but that was short lived as now we have some ARKit2 features that require an A12 processor but we can’t restrict a game release to an A12 device.Developers need the ability to restrict a game to more specific devices, ideally on a RAM or Processor level, or for Apple to not support as many old devices in new iOS releases. All we have to work with is iOS target and UIRequiredDeviceCapabilities which is very limited. This keeps all games as small casual affairs really.Each year I wait to see which devices drop from support for latest IOS in the hope we can push the boundaries further. Unfortunately iOS14 works on iPhone6S so we are stuck for yet another year with that as a minimum target.
I guess some will say we should adapt the app accordingly but this does add a lot of extra developer time and is limited. E.g. use low res models and maps on older devices (often based upon device pixel resolution), or lower frame rate on older devices. Some of us would rather target premium devices only. -
Apple not a monopoly but must allow alternate payment methods for apps, judge rules
Well Apple should not allow Epic back regardless.
Other than that, I hope that Apple adds a new app-store rule stating that apps that use in-app purchases other than Apple-Pay cannot be free to download.
I suggest a minimum purchase of $4.99 of which Apple get the usual 15%/30%. Apple needs to recoup it’s costs somewhere.
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Europe demands Apple open up iOS for better accessory compatibility
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More Apple Silicon Macs, new Apple TV, and more: what to expect from Apple in early 2021
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Epic says Apple doesn't meet the mark to stay App Store injunction
Apple very recently updated their guidelines:- Deleted from 3.1.3. “Developers cannot use information obtained within the app to target individual users outside of the app to use purchasing methods other than in-app purchase (such as sending an individual user an email about other purchasing methods after that individual signs up for an account within the app).”
- Added 5.1.1 (x). “Apps may request basic contact information (such as name and email address) so long as the request is optional for the user, features and services are not conditional on providing the information, and it complies with all other provisions of these guidelines, including limitations on collecting information from kids.”
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iPhone 15 Pro will have blistering performance, claims leaked benchmarks
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'M2' chip to arrive in early 2022 in a colorful MacBook Air, says leaker
red oak said:Hard to believe Apple would launch M1X MacBook Pros and then 6 mo later launch M2 MacBook Airs
Does not add up
Totally adds up.
M2X a further 6 months later would subsequently be faster than an M2 of course.
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Generation gaps: How much faster Apple Silicon gets with each release
If you look at Adobe apps for example, they benefit more from CPU as long as the GPU is at a certain level. Once a user has a mid-range GPU then they don’t need GPU as much as RAM & CPU (and the real-life RAM requirements have decreased with Apple Silicon).
Another example is ZBrush which is purely CPU based. Even most of the time working in other 3D applications the CPU is more imporant as people working in 3D spend more time not-rendering than rendering and the machine can render while you put the kettle on.
It’s gamers and some 3d renderers that use more GPU - but CPU 3D Rendering is more accurate and so CPU rendering (obviously with farms) is the default in hollywood whilst us mortals have to just use what’s available on our budgets - typically a desktop GPU rather than a cloud render. The usual options when thinking only of rendering for games or lower-end 3D rendering are GPU (cheap and fast on PC), or CPU (slower, more accurate and slightly better on Mac generally).
When/if Apple release an M4 Ultra that is twice the performance M4 Max (GPU) it should be equivalent to an Nvidia 4090 and set the cat amongst the pigeons. 2025 could be the start of Apple desktop disruption.
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Apple suffers fourth consecutive quarter of declining sales, beat Wall Street anyway
StrangeDays said:CiaranF said:Maybe people are getting pissed off with your prices eh? Your actions on the market then drive up the prices of other smartphone manufacturers cos then they get greedy too. I remember buying my first iPhone 3GS for £299 or £349 back in 2009 or so. Now the same equivalent for me in a Pro Max model is circa £1400. That’s greed too, not inflation.Even the iPhone SE is far beyond a 3GS, sure Apple could make a $200 phone if they wanted but that is not their market segment.