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Apple's block of Xcloud & Stadia game streaming apps is at best consumer-hostile
InspiredCode said:macplusplus said:InspiredCode said:macplusplus said:danvm said:macplusplus said:danvm said:macplusplus said:danvm said:macplusplus said:Why would Apple leave that game streaming thing to Google or Microsoft while they can do it better than both?
I don't think that Apple Silicon is the magic cure to the issue Apple has with the gaming business.Thanks to Apple Silicon Apple is already years ahead on that. Besides, they can offer that streaming to all game developers who sell in the AppStore without alienating them and maintaining the rich content already on sale.
https://www.macrumors.com/2020/06/30/apple-arcade-game-strategy-shift/
Interesting how Nintendo had the worst performing console compare to the Xbox and PS4 (I think even even slower than Apple devices), and developed some of the best games in this generation. This is an example on how hardware is not an excuse to perform well in the gaming market.The point is not the issue Apple you claim has with the gaming business, the point is Apple Silicon IS the cure to the game streaming issue on mobile by bringing in low bandwidth low latency high quality Metal rendering and high FPS.danvm said:Again, Nintendo didn't need Apple Silicon to bring some of the best games in the market. Second, Apple perform well as a a platform in the mobile gaming market. But they have not develop any games (a part from Chess in macOS). And trying to push Apple TV haven't succeed. These are some of the reason I think Apple is not doing good in gaming.
Streaming is also a great way to access older games that will never be ported to modern hardware.AAA class games could be built from scratch for Metal, but there isn’t a large enough market for that right now. Most development pipelines take years even if Apple were to subsidize starting a console class game store. You would at least need something like streaming to bridge the gap.
And they brought a lot of superior games to the AppStore...
We are probably talking a year of effort per game to do the port with some games being impossible to reduce memory bandwidth enough. TBDR GPUs like Apples have tricks you can do in the shaders to keep data on the chip. With the right optimizations you generally only need about 25% of the bandwidth of an Xbox GPU. However these devices use GDDR6. That is still a huge gap to bridge.Additionally, I don’t think publishers are going to release 100GB plus games on platforms that often only have 64-256GB of storage. For some games streaming is likely to be a better solution due to their sheer size. Don’t expect it to stop here. In a few years we may see terabyte sized games. Unreal Engine 5 has what they call nanite technology that encourages use of massive assets since the engine can efficiently deconstruct them to manageable amounts of data on the fly. This will be popular since these assets are easier to create then traditional assets. You still need to store these massive assets in the game.Streaming is the future for many games since they are just too big to store local. Technology like nanite will continue to make games bigger. As gamers get used to instant play and streaming gets better, nobody will want to go back. In 5 years, I expect we will see consoles start to disappear and go full streaming. I think AR and casual games are the biggest niches that may stay local due to the technical constraints to streaming AR content and ability to play anywhere. Apple should focus on the class of games that will stay local for their store and not create AppStore rules that work against how the game industry is changing. The future of AAA games is streaming only. Nothing Apple does will stop that.I am really excited about the prospect of AR games. Apple is well suited to rule that market, but they gave up on the AAA market a long time ago.
I hope Apple does something to allow this business model in the walled garden. At the moment this leaves a bad taste in my mouth.
https://en.m.wikipedia.org/wiki/Metal_(API)
Scroll to Adoption.
I think you are comparing two different realms regarding GPUs, console and mobile. Apple has no claims regarding console gaming, in contrast they do claim mobile gaming and they have fairly succeeded on that, making available many games that deserve the label "console quality" on mobile. Besides, what is the point of emphasizing GDDR6 GPUs while most monitors do not exceed 1080p logical resolution?
Porting a game may take one year or two but the outcome of that is nothing more than the limitation put on the number and size of the game studios that can achieve the porting. Actually only big game studios can do that, indies lacking finances from their publishers. The result is a fair number of mainstream games available on the Mac, a last one being Borderlands 3 for example.
I share your enthusiasm regarding streaming, that was the whole point of my very first post. Simply I believe that Apple can do that much better than MS or Google since they own the silicon and they provide much powerful mobile and desktop devices with Metal. Let's see what will happen after the transition to Apple Silicon is complete within two years... -
Doctor credits Apple Watch for saving his life
macmarcus said:macplusplus said:macmarcus said:A lot of comments but not a lot of experience - which is understandable because small population has problems. They make wearable ECG's "patches" such as the iRhythm Zio that can be worn for continuous monitoring for up to 14 days usually. Every heart beat is recorded (not just sampled like with Apple Watch or ECG done manually like an Apple Watch ECG) and there is a button to press if you experience any symptom so those can have a more thorough review. They just stick in on the left upper chest area. Fairly unobtrusive. Again, this continuously monitors - while resting, exercising, sleeping, etc. Apple Watch has a role to play for sure, but it isn't continuous and seems to cause more concern than actually catching anything. AFib is something that increases certain health risks but mostly isn't the boggy man waiting to kill you. Glad this doctor had the knowledge to figure it out "early" ... surprised he hadn't had a stress test at his age already? -
Developer says Apple rejected update for not forcing auto-billing on users
cropr said:sflocal said:Peza said:sflocal said:dysamoria said:I’m absolutely with the developer here, on this issue.
70% of something is better than 100% of nothing.
whiners.It’s not only an anti competitive move but very clearly anti consumer and I’d argue in come countries potentially illegal. I’m glad the developer stood up to Apple on this one.
Apple created this market that developers have access to. Not the other way around.
keep whining.I am also a developer. My most profitable app manages elections for general assemblies of companies and non profit organizations. It is available on iOS , on Android and as a web application. I am offering a free trial version of my app: maximum 10 voters and 5 voting topics. Organizations must register and pay for more voters or more topics. There is no auto-billing. The app was approved without issues, but reading this article I am not so sure anymore if the next version will pass.If I would only make the app for iOS, I would have no sales. My customers (the organizations) want a solution where all shareholders/members can vote, irrespective of the device the voters are using. A survey (110 organizations replied) revealed that exactly 0 discovered my app via the App Store. Which basically means that the marketing story you are telling does not apply for my app: Apple does not bring me any customers. But of course for your apps this could be differentAfter the survey I made the decision to limit the registration and the payment functionality to the web app only, so I don't have to pay 30% for something that does not bring real value. Voters can still use the iOS and Android app for all elections: paid and unpaid -
Apple Arcade has shifted to focus on games with higher 'engagement'
foregoneconclusion said:Apple Arcade is going to evolve over time, just as their other services have. Looking at what games have been the most popular or engaging is what you're supposed to do. Why wouldn't you want a greater percentage of those types of games? For me personally, the $60 for a year of Apple Arcade has already been worth it. Oceanhorn 2 provided over 20 hours of play. Pinball Wizard provided 10-12 hours. Shinseki: Into the Depths was around 15-20 hours. I've played Towers of Everland for 15 hours. And I'm currently about 5 hours into Beyond A Steel Sky. That's a good chunk of time for the price...probably more than I expected.
This is not a tech problem, like a few years ago's "game studios don't support Apple platforms", "underpowered" or "no OpenGL" memes. Almost all of the mainstream game engines have been ported to Metal. Apple must just incentivize the development of a few great games for Apple Arcade. -
Testing Scribble on iPad with Apple Pencil in iPadOS 14
danvm said:dewme said:danvm said:melgross said:as for the glass feel. Well, I’ve been over that for years now. You just have to stop thinking about it.
Another thing that IMO will improve the writing experience with the Pencil is a eraser. It's very quick and easy turn the Pen to erase something in the Surface instead of the double tap you have to do with the Pencil.
Like I said, this is a tough problem that many technically and human factors experts have been attacking for decades. Some of them put more emphasis on the pen side of the equation and others put more emphasis on the writing surface part of the equation. As users, we are the in the middle and our experience between pen/pencil and paper/tablet really determines how well the system delivers on the promise. Apple’s approach seems to be very successful for artists and sketchers but handwriting is a tougher problem to solve.
For me, part of the problem is that I haven’t actually been writing a whole lot for a very long time. Handwriting is no longer my primary means of getting thoughts committed to a permanent or semi-permanent form. My muscle memory associated with handwriting is way out of shape. I suspect I’m not alone, especially when I see how adept younger people who grew up with smart devices in their hands from a very early age are at text entry on phones. I wouldn’t be surprised if a lot of younger people struggle to write using a pen/pencil on paper. Perhaps they would prefer writing on glass, but I suspect they’d rather just type.
Regarding the writing experience, I think Apple should improve it. Apple drawing experience is better than the Surface, but writing experience IMO is better with the Surface. And friction is one of the reasons. I see no reason that I have to adapt to a worst experience when you can improve with something as simple as replacing the tip, as MS did with the Pen.
Regarding taking notes vs typing, I agree with you that many people prefer typing for most things. But there are cases where note taking is better, for example when annotating a PDF or Word document, or when working with equations. In addition, it's completely silent compared to keyboards, and that's a big plus in conference rooms
It's nice to see Apple and MS improving in this area, specially for me, since I have to take notes in a weekly basis.