mdriftmeyer
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Editorial: Why Microsoft Surface isn't growing after seven years of trying
gatorguy said:Note: All of these unit sales comparisons suffer from the same inherent flaw:
If you want to use the Mac or iOS operating system you have a single source with a very limited selection. Every Apple OS user will be buying from that single source even if distributed via a few retail partners. Every sale of product will be recorded by Apple. Some people will simply accept the feature or form limitations offered thru that small selection of products (relatively speaking) in order to use their preferred OS.
Obviously the same restrictions don't apply to Microsoft's OS (or Android for that matter). thousands of variations and builds and form factors with only the OS they rely on being the common thread. Product sales will be recognized by who knows how many different OEM's. Don't like the Surface keyboard or memory options or form factor or price? There's options from not-Microsoft companies that might be more pleasing, no need to accept any limitations beyond those flowing from the OS itself. Pick and choose the specific unit from whatever company you think matches best with your wants/needs.
Otherwise the typical creatively written DED article. I love his way with words, excellent stuff.
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Editorial: Mac Pro puts the pedal to Metal in Apple's race with Nvidia
dysamoria said:Game development on a Mac Pro huh...? Doubt it. That is a PC development world. Games do get ported to Mac OS sometimes, and gamers consistently complain that the performance is inferior on Mac OS (even when run on the same hardware as Windows).
More importantly: Two of the major game *engines* (Unreal and Unity, not iD-tech) are ported, but not necessarily the development tools. The development is still primarily Windows-based. CryTek even seemed to have abandoned the Mac porting feature for CryEngine, shortly after announcing CryEngine (originally tied to DirectX on Windows) would be massively cross-platform.
Am I holding old info? Have these engines’ development environments and toolchains actually been ported to Mac OS?
Even if developing games on a Mac Pro would be fast enough to justify studios buying Mac Pros for development (all the positive wow statements mean nothing for Mac Pro sales), the game itself would have to be cut down massively to run on *any other Apple product* (the ones consumers can actually afford to buy).
The same thing happens to PC games, as we see when developers show off BS at E3 and then ship games with far inferior-looking versions of the same games... but the GPU performance on Windows is consistently higher level for desktop gaming than on Mac OS, and only the non-anorexic Macs were ever competitive at all (while still running Windows).
so...
Is Apple actually going to start courting gaming on Macs? How will they do that?You'd have to be a complete fool not to know a lot of game development is done on Macs. Game Engines moving to Macs is what you're thinking has been predominantly for Windows first, then ports to OS X and Linux second.Unity seems to be doing exceedingly well with Fortnite on a daily basis:and that is just today so far for the iPhone. I'd imagine if the iPad and Google Play stats were available you're talking closer to 5-8 million in revenue, per day. Amortize that per year, for just Fortnite and you can see why Epic Games is investing in Macs and Metal. Alone it is around $750 million annually for Fortnite on the iPhone alone.Apple is courting all the game developers to first work on Apple Arcade--all Metal across all platforms of OS X/iOS/iPadOS/tvOS/...What you're mad is that Apple hasn't developed a Gaming Workstation for you to brag to your friends how many FPS it gets over their PC Windoze boxes.Apple is about first bringing the Professional Creative Workstation products to these studios who then will use them to do most of their work in. The Gaming Engine testing and SQA for Windows will slowly lose the Developed, Tested and Released first on Windows complete circle.The Game Engines are becoming platform agnostic. The creation of the games however will more and more be done exclusively on Macs as Metal rapidly becomes more efficient to develop the layouts, world AI play, etc.More and more games can move to Vulkan on Windows and Microsoft's DX11/DX12 stranglehold will weaken and ultimately force them to replace it with Vulkan or risk Windows losing first system status for games.
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FCC approves $26.5 billion T-Mobile and Sprint merger
cy_starkman said:Sprint, the ever looming threat to verizon and at&t that by virtue of its strong commercial position kept them honest and trying to avoid being eclipsed by sprint.
i doubt at&t would have accepted the iphone or rolled out 3g if it wasn’t for sprint snapping at their heels. apple probably threatened at the negotiating table to go with sprint and see at&t crushed within 2 yrs,
thought nobody ever -
Review: macOS Catalina 10.15 is what Apple promised the Mac could be, and is a crucial upg...
freethinking said:ednl said:Not all 32-bit software is ancient. I use Lightroom 6 standalone and have no alternative lined up yet, certainly not the subscription.
Its a good time to say good bye to the current line up of overpriced Apple Garbage.RawTherapee is far superior.And it has a clean 64 bit OS X build.
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Review: macOS Catalina 10.15 is what Apple promised the Mac could be, and is a crucial upg...
cornchip said:StrangeDays said:dougd said:I wouldn't touch it for at least six months after the disastrous IOS 13 rollout
Dont know what I’m doing wrong, but I’ve encountered zero disaster here. Can you clarify further about how you’ve been victimized by Apple? What are the real-world limitations you’ve experienced as part of the “disaster” on your end? Inquiring minds want to know.
DISASTER!!!