Ask HN: Does Apple secretly want to prevent gaming on macOS?

36 points by behnamoh ↗ HN
I can't believe this, but compared to Linux, macOS actually provides worse gaming experience (at least for me). On Linux you have Proton to help with Windows games, but it cannot run natively on macOS due to macOS missing several APIs:

- eventfd syscall is Linux-specific, without good alternative on macOS

- Apple does not support Vulkan, which is needed for DXVK

- Apple deprecated OpenGL support, which is needed for WineD3D

- macOS is missing support for Python 3 OOTB

- etc.

It just looks as if they _want_ to avoid success at all costs. Is there any reason that a megacorp would make such decisions?

78 comments

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Apple is already a profitable, trillion dollar business. They don't need gamers, and Tim Cook might even think that making macOS more attractive to gamers might debase Apple's brand.
Apple has a huge gaming business which is larger than that of Microsoft, Activision/Blizzard, or Nintendo.

Apple's game developers are iOS and Apple Arcade developers, and they are the ones that Apple is encouraging to make games for macOS.

Anything counterculture is counterprofits.
With regards to Vulkan support on macOS, there’s MoltenVK [0].

> MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.

—-

[0]: https://github.com/KhronosGroup/MoltenVK

> With regards to Vulkan support on macOS, there’s MoltenVK [0].

Which we wouldn't need if Apple would just simply support Vulkan.

It's worth noting that MoltenVK is not on the same level as something like DXVK. You can't expect Steam Deck-level translation performance because Metal is simply a higher-level abstraction than Vulkan. There's inherent performance loss (as well as architectural bottlenecks) that prevent you from getting that 1:1 parity with the native version. It's a neat project to be sure, but it doesn't exactly enable developers to just dump their games on MacOS and call it a day.
I've spend the past few years distro hopping.

To my surprise, a significant portion of my Steam library works out of box in Linux.

Disclaimer: I don't play many AAA games.

Steam invested heavily in Proton due to competitive threat of a future (consumer) windows where applications can only be installed from the windows store. (and for their own nascent hardware business)

Apple doesn't have any incentive for gaming on macOS. They already make a large amount of gaming revenue from the app store. Gamers on macos would likely buy from steam anyway. And they aren't going to sell many more macs just because the gaming support is a little better.

It's ironic that Apple devoted a chunk of its WWDC keynote on gaming on the Mac. I’m not a gamer but apparently Resident Evil Village is coming to the Mac and folks are excited about that [1].

It's not that Apple doesn't want games on macOS—they do. Now that nearly their entire product line is running on Apple Silicon with their GPUs, Metal is the best way to write game code that can run on Macs, iPads and iPhones.

From their press release [2]:

Metal 3 — the latest version of Apple’s graphics framework — comes with new features that enable game developers to tap into the power of Apple silicon for even greater gaming performance. MetalFX Upscaling enables developers to quickly render complex scenes by using less compute-intensive frames, and then apply high-quality spatial upscaling and temporal anti-aliasing. The result is accelerated performance that makes games feel more responsive and graphics that look stunning. Game developers also benefit from a new Fast Resource Loading API that minimizes wait time by providing a more direct path from storage to the GPU, so games can easily access high-quality textures and geometry needed to create expansive worlds for realistic and immersive gameplay.

Game developers that integrate with Game Center can now add Activity views into the dashboard, making it possible for their users to see which games their friends are playing and their high scores. And with SharePlay support, it’s easier than ever for users to play together in real time.

[1]: https://youtu.be/q5D55G7Ejs8?t=4867

[2]: https://www.apple.com/newsroom/2022/06/apple-provides-develo...

> Metal is the best way to write game code that can run on Macs, iPads and iPhones.

This is true: but Apple also shot themselves in the foot here. My understanding is that Apple Silicon GPU cores are designed differently from traditional PC/console hardware, and closer resembles a phone's instruction pipeline. So, yes, Metal will inherantly optimize for it better, but Apple also deliberately chose to go in the opposite direction of the gaming industry. Expecting developers to drop everything to optimize for a platform that will represent a fraction of their sales (minus 30% of course) is pretty unreasonable, and I think Apple knows this (and concedes here). Metal is not made for meticulously optimized gaming releases, it's a high-level interface designed for mobile-first applications.

Apple has just started designing GPUs. Who knows if they are able to make massive leaps in the GPU space like they did in the CPU space.
Apple's GPUs are great, at least on the cheaper products. The M1's GPU provides 1050-like performance in a 9w power envelope, which is pretty damn impressive.

But the last 30 years of PC gaming hasn't been optimized for ARM and tile-shading. And likely, anything in the near future targeting PC or home console isn't either. So, whether or not Apple's hardware is up to the task is irrelevant: their architecture and software stack isn't ready for cross-platform development. Apple dug their moat, now everyone has to deal with it.

> Expecting developers to drop everything to optimize for a platform that will represent a fraction of their sales (minus 30% of course) is pretty unreasonable

The same thing has been said about Apple over and over throughout the years. Apple plays the long game. If they want to get more involved in gaming, it's built into their roadmap, and we'll see it manifest itself in the coming years.

I don't think macOS market share is the right fraction to look at. As iOS and iPadOS continue to evolve, they will continue to eat the PC market, and more and more games will be released mobile-first. Building for those devices is far more lucrative.

I personally think the Apple TV is the dark horse here. All Apple needs to do is release a next-gen Apple TV that has enough horsepower to run current-gen games, and suddenly Apple is competing in the console market.

Investing the time to optimize for Metal will give devs access to far more than just the Mac market.

> The same thing has been said about Apple over and over throughout the years.

And it hasn't really been wrong? Try booting up any Mac game from the 2010s on Apple Silicon; there's a 90% chance it depends on a 32-bit library Apple won't give you anymore. MacOS just hasn't proven to be a great platform for game development, and that's fuelled by Apple's constant desire for constant architectural reform and perpetual yak-shaving. That's fine, and it works well for some applications, but it makes for a pretty lousy target for gamedev.

Apple plays with their cards held to their chest, so I agree with you that they're playing the long game. They already own the casual gaming market (and profit handsomely from it), and they seem perfectly satisfied to ignore everything else. Long-term though, I don't see how Apple can make any of their devices attractive gaming consoles without bringing a legacy of PC/console titles with it. I guess all that remains to be seen, though.

> I personally think the Apple TV is the dark horse here. All Apple needs to do is release a next-gen Apple TV that has enough horsepower to run current-gen games, and suddenly Apple is competing in the console market.

That's a fairly grounded argument, but I still don't see a carrot at the end of the stick for game developers here. Sure, casual games will be easy to port, and what few native MacOS titles remain will be easy enough too, but why would studios like EA or Ubisoft port their games? Why would indie productions with limited time dedicate resources to ensuring Metal compatibility? I see no appeal, and I bet Apple knows that it's a pretty raw deal too. It will be interesting to see if they respond to this.

> Investing the time to optimize for Metal will give devs access to far more than just the Mac market.

You're right, but all of this hinges on whether or not developers want to pay the Apple tax and deal with the constantly changing ecosystem. That comes at a cost, one that's greater than dumping a game on PC or releasing a title for a console. Maybe the scales are turning in Apple's favor, but the momentum of the current gaming ecosystem seems to not care.

> Try booting up any Mac game from the 2010s on Apple Silicon; there's a 90% chance it depends on a 32-bit library Apple won't give you anymore.

The funny thing is... you know what does work on Apple Silicon? Wine, using 64-bit Windows binaries, DXVK, and a Vulkan to Metal wrapper. Don't expect stunning results on a just-released title like Elden Ring, but there's a project called XIV on Mac for an old title, FF14, that has at least proved to me that it can be done.

CodeWeavers has done an amazing job getting Wine gaming functional on macOS, but it looks like they’ve been fighting the platform every step of the way.

32-bit games have terrible performance because 32-bit support has had to be reimplemented in Wine.

DirectX 12 games (such as Elden Ring) don’t even boot, and likely won’t run at all for another year or two. Metal has been missing major functionality utilized by the vast majority of DirectX 12 games such as Elden Ring. The Metal 3 improvements announced the other week should go a long way towards making this actually possible, though.

> You're right, but all of this hinges on whether or not developers want to pay the Apple tax

I don’t know what the rate for console game releases, but I don’t think I’ve ever heard someone say it was less than Apple’s take. So if the Apple tax was a problem, there wouldn’t be any console games.

Apple has tried the strategy you suggest several times, and it's gone well enough that you didn't know that

Apple has had less success in gaming with more effort than even Google stadia

They seem like they’ve had plenty of success on mobile.
The casual gaming market and the enthusiast market are two distinct classes of users, and Apple has long neglected the latter. That's a perfectly fine (and lucrative!) business decision, but the point still stands: Apple doesn't really do gaming.
> Apple doesn't really do gaming.

They do, just the casual gaming market. Which is gaming. They don’t do all gaming, but nobody does.

> Expecting developers to drop everything to optimize for a platform that will represent a fraction of their sales (minus 30% of course) is pretty unreasonable

Capcom must have their reasons, and it would be interesting to know what they are. Perhaps they were already targeting iOS. Or perhaps Apple paid them to make a macOS version. Or perhaps they're just experimenting to see whether making a macOS game is worth it.

Realistically though Apple has tons of game developers already, including well-known companies like Capcom, on iOS.

The path of least resistance is not convincing Windows game developers to develop for macOS (this is a losing battle as you note), but to make it as easy as possible for iOS game developers to flip a switch and get additional sales on macOS.

> So, yes, Metal will inherantly optimize for it better, but Apple also deliberately chose to go in the opposite direction of the gaming industry.

Vulkan runs just fine on phones. MoltenVk on macOS sometimes runs things faster than the native Metal port since the Vulkan port is likely to be far better optimized.

Vulkan, Metal, and DirectX 12 have pretty much converged to roughly the same architecture.

Apple could switch to Vulkan. Valve has already demonstrated this by funding MoltenVK.

Apple chooses not to play nice. This is 100% purely the fault of Apple.

>This is true: but Apple also shot themselves in the foot here

A 2.2T company doesn't usually do that. It's all about the lock-in they get with Metal games that won't run on non-Apple hardware. And incentivizing PC game devs to learn Metal to target Macs and eventually iOS where they take 30% of all gaming revenue. They don't give a crap about Mac users being able to run new or old games because they make no money from it.

Apple has nothing to sell in that space from a hardware-design perspective. Is there even a M-series machine with a PCI-Express x16 slot?

There's also probably both NIH and price problems with GPUs. They clearly want to go for full Apple Silicon designs, but they have no answer to today's high-end GPUs. Even if the brought a "Geforce killer" to market, they'd have an uphill battle of proving compatibility and earning trust (compare Intel Xe). So to be competitive, they'd have to offer an existing trusted premium GPU at least in the near term. That either means selling a normal Radeon or Geforce with little markup, or adding enough of an Apple Tax that it makes the whole endeavour uneconomical.

I am curious though if it has an impact on higher-margin sales. I could see people saying "I have a $2000 budget, and I want to play games as well as use MacOS... I can buy a fairly kitted out Mac that won't game, or I can buy the cheapest Mac Mini and a $1200 gaming PC to sit next to it."

This is true: but Apple also shot themselves in the foot here.

Perhaps you missed this headline: "Apple earns more from gaming than Sony, Nintendo, Microsoft, Activision combined" [1].

Like someone posted, Apple plays the long game; the economics are making it so that if you're a game developer, you have to deal with Apple, like it or not.

[1]: https://appleinsider.com/articles/21/10/03/apple-earned-more...

I doubt they are avoiding success, but they aren’t doing anything to attract gamers. When I think of gamers, I think of fully-customized machines modded to the owners’ desires. My maxed out MBP looks like every other one, and it’s pretty much impossible for me to modify.

Forget the software. Why would any gamer want to buy expensive hardware that cannot be customized/upgraded after delivery?

You're saying that as if gaming consoles had never been a thing.
Precisely - Apple's gaming model is the iOS/console/walled garden model.

Personally I'm happy that there's an Epic Game Store for macOS, but clearly it's not where Apple's bread is buttered.

The pippin didn't do well in the market either. More generally for the topic; MacOS is a quickly moving target, which makes it a terrible platform for game developers.

Console platforms are generally highly consistent throughout their lifetimes (although recent platforms have been doing more variants and mid-lifetime upgrades); if your game finishes a bit late, it will still work, and worst case you sell it for the previous generation even though a lot of people moved on or are planning to move on soon (low availability of latest gen makes a late previous gen game more viable though). If your game is late on macOS, there's a decent chance Apple will have changed APIs and you've got a lot of work to update. Releasing a game that only works on last year's macOS is not viable. Releasing a game that only works on last year's windows isn't great, but it's doable; and Microsoft tends not to break things so quickly; a game targetting DirectX N will almost always work on the OS that ships with DirectX N+1 as well.

> When I think of gamers

Except that in terms of revenue, PC gaming brings in less money than console gaming, which brings in less money than mobile gaming.

Apple is already a big player in mobile gaming. Why would they spend a lot of money to compete in a smaller market where they have minimal market share, instead of expanding their already significant mobile market share?

Just go back to the flash days and you will figure it out.
I like your comment and I think I get what you're saying but could you please elaborate further.
He likes a battery life of 1 hour on his smartphone.
Macromedia/adobe went from an in house basic simple scripting engine to full javascript bs which killed performance and bloated the entire plugin. Full jvm is more flexible to code but terrible for usabilty and eficiency. This was pre v8. V8 basically saved js but it was too late to save flash.
He's saying Apple killed flash support because they wanted the app store gross 30% rent-seeking.

They are doing the same for gaming on Mac's. Apple wants the 30% free rent-seeking money.

This may be one of the reasons Apple does not support Vulkan.

"Apple is not comfortable working under Khronos IP framework, because of dispute between Apple Legal & Khronos which is private. Can’t talk about the substance of this dispute. Can’t make any statement for Apple to agree to Khronos IP framework. So we’re discussing, what if we don’t fork? We can’t say whether we’re (Apple) happy with that."

Agenda / Minutes for GPU Web meeting 2019-12-09 https://docs.google.com/document/d/1F6ns6I3zs-2JL_dT9hOkX_25...

Cynically, this dispute could be a smokescreen for Apple’s financial incentives to build its own ecosystem. I’ve seen plenty of “serious disputes” disappear when political winds change.

    Is there any reason that a megacorp would make such decisions?
Best-case, emulation delivers an experience that's not too notably crappy. Spending engineering effort to deliver a "not too bad" experience isn't how you become a megacorp.

    macOS is missing support for Python 3 OOTB
Good point, how did I forget how Windows was held back by lack of out-of-the-box Python for all those years /s
> It just looks as if they _want_ to avoid success at all costs. Is there any reason that a megacorp would make such decisions?

One reason is that you and Apple have different definitions of gaming success.

For you, gaming success means "running PC/Windows games well on macOS."

For Apple, gaming success means "making more money from gaming than Microsoft or Nintendo."

Guess which path they've taken?

IMHO, WebGPU on Metal will erase Apple’s foot-dragging.
I dunno. I'm playing games and emulators. If they are preventing things they are doing a poor job.
"It just looks as if they _want_ to avoid success at all costs"

Microsoft owns how many gaming properties and technolgy stacks at this point? Despite that, Apple beat all other companies to the $3T market valuation in January this year (AAPL at $2.2T, MSFT at $1.9T today).

I fail to see where Apple is "avoiding success" in this scenario. They have clearly shown that one need not appeal to the gamers to find success. Though I am a PC gamer, I kind of get it TBH. The variety of motherboards/GPUs/CPUs/APIs etc are kind of bewildering and having something that "just works" (or at least aspires to that goal) is appealing.

>Microsoft owns how many gaming properties and technolgy stacks at this point? Despite that, Apple beat all other companies to the $3T market valuation in January this year (AAPL at $2.2T, MSFT at $1.9T today).

The reason is that Windows, unlike iOS, allows Steam, GoG etc. and non-Store games run on it without having to pay MS for the privilege. Imagine MS' market cap if it took 30% of all PC gaming revenue. And because it's impossible for Apple to take their 30% cut of all games, they ignore/deprioritize it and focus on making more money than try to provide more value to Mac users who want to game.

Microsoft essentially built the new era of PC gaming with DirectX back in the mid to late 90s, and that helped them sell more Windows licenses on home PCs.

https://en.wikipedia.org/wiki/DirectX#Development_history

That's what I think too. For all the hatred MS gets, at least some of their actions benefit customers despite making almost zero $ for MS. Apple is clearly different.
Apple isn't different. MS tried and sorta-lost-sorta-won, in a different market and a different era, while Apple was actually pretty miserable in the market.
Well, first you're cross-comparing mobile iOS with desktop Windows. Steam exists for macOS and does not take shuttle any revenue to Apple. Microsoft did everything it could to lock developers into the Windows ecosystem because their focus was on Windows. And it worked, on the desktop. I sincerely don't doubt they would have done what Apple did with an app store cut had they figured out a way to do it. They were ruthless back then and were almost broken up for their monopoly. They certainly didn't develop the Windows-only DirectX out of the goodness of their heart. It was to sell Windows. They got their cut, make no mistake, even if they didn't cast as wide a net as Apple.

Getting back to the mobile side, for which Microsoft never could decide on its strategy, I still don't see how one can say that Apple is "trying to fail" at gaming. They account for 15% of the mobile market, but generate 56% of the mobile game revenue (data from here: https://www.businessofapps.com/data/app-revenues/) . That just doesn't sound like anything resembling failure to me.

That's not a fair comparison as Apple and MS are totally different companies. By "avoiding success" I meant "game success", not profitability or some number on the NASDAQ.
Apple's mobile strategy has about 15% market share but generates almost 60% of the mobile game revenue. I just can't see that as "avoiding success" in gaming.
The simple answer is that Apple wants a 30% cut of all games that can run on a Mac. Since that's harder to do without a huge backlash if they restrict non-Mac Store apps and games from running on Macs, they just neglect it and do the bare minimum to cut costs on anything graphics related, i.e have the same APIs, software and drivers(Metal) that they already have on iOS and running on very similar Apple Silicon on mobile. Pushing game devs to use Metal provides Apple valuable lock-in.

They don't think about providing extra value to the Mac users since they already got their money from the high margin hardware. It's their way or the highway.

It's sad because Jobs used to have game devs launch games that ran on the Mac during WWDC presentations. Maybe when Apple was doing badly financially it became a smaller priority. I'd like to think that if Jobs was around after Apple hit $1T market cap he'd have prioritized proving more value for Mac users with supporting gaming, but with a COO like Tim Cook at the helm(just like MS under Ballmer) it feels like it won't happen. It's nice to have technology/engineer CEOs that like to build technology for its sake instead of only looking for more money like MBA CEOs do. Especially technology companies sitting on 200 billion dollars in cash.

It's sad because Jobs used to have game devs launch games that ran on the Mac during WWDC presentations.

Um, they just gave a chunk of last week's WWDC keynote about Mac gaming: https://news.ycombinator.com/item?id=31719776

> they just gave a chunk of last week's WWDC keynote about Mac gaming

Was it just me or did all the gameplay demos except for Resident Evil look terrible?

As a happy multi-Apple-product user I can't help but feel disappointed every year when they promise console quality gaming but then each year the limited amount of games makes the power of the chips completely useless in the gaming realm. I mean, it feels like every year for the past three to four years at WWDC we see gameplay snippets of The Witcher 3, Divinity Original Sin 2 and Baldur's Gate 3. RE Village is a big one for sure, but there aren't many others.

It's especially infuriating that even back in 2018 (pre-M1) Apple was claiming the iPad Pro had console-quality specs[1] but there still aren't many games that you can buy that leverage those specs.

I would love to see more ports of old or current Triple A games to the iPad.

[1] https://www.gamespot.com/articles/apple-says-its-new-ipad-is...

I mean it sounds like you think "simply support Vulkan" or OpenGL is just free and doesn't take any development resources at all. My understanding is Apple's graphics stack has always been optimized more for high quality / easy application development, video editing and other use cases. Apple (and other megatechs) are resource-constrained as all companies are, they don't have infinite manpower and money.
> Apple (and other megatechs) are resource-constrained as all companies are, they don't have infinite manpower and money.

Apple was literally $3 trillion worth recently. They already had OpenGL but they decided to deprecate it, so it's not as if they don't support it due to lack of resources.

They are literally sitting on more than 200 billion dollars in cash.
I think they're happy with the mobile ports that are coming because that's where the mainstream is.
threejs runs just fine baby, webgl ftw and may the great portening begin
My guess: Apple doesn't want cross-platform software at all — games or otherwise.

If you want to be cynical, Apple wants devs to get locked into Apple's ecosystem by writing to Metal, in Swift, etc.

If you want to be generous, ports to Mac OS have traditionally been shit as the Mac is treated as second-class by devs. (I bought Kerbal Space Program off Steam for my Mac, returned it immediately — UI was so bad on the Mac, so un-Mac-like.)

> the Mac is treated as second-class by devs

I appreciate Mac ports of Windows games, but typically they arrive a year or more after the original game and are buggy and slow, creating a self-fulfilling prophecy that Macs aren't good for gaming.

Mac ports of iOS games are going to be much easier/faster to produce since they already run on Apple's APIs and GPUs, and are likely to have excellent performance and reliability running on macOS.

Perhaps this will create a new self-fulfilling prophecy that Macs are pretty good for playing iPad games.

> If you want to be generous, ports to Mac OS have traditionally been shit as the Mac is treated as second-class by devs.

Mac ports certainly suffer from this effect, but it’s hardly exclusive to them. Ports of console titles to Windows are frequently bemoaned due to some mix of extremely bad optimization, half-baked adaptation of controls to keyboard+mouse, and lack of updates (frequently, console ports to PC receive none).

Ports of games to the Nintendo Switch are also often bad, though in that platform’s case there’s a massive lack of hardware power that is one of the causes in many cases (the Switch is roughly equivalent to an Android phone from 2014-2016, with the CPU being on the older end of that and the GPU on the newer end). Even so, many Switch ports are exceedingly low-effort.

How much of this is a problem in practice when Unity, etc. abstract away all of those API differences these days? What's preventing a cross-platform game developer from targetting the Mac?
All I know is 90% of my steam gaming library won’t run on my MacBook Pro, including recent releases. I won’t be getting the M1 or the M2 or anything like that until Apple computers at least have Linux-tier support for games.
Pretty sure some of that is because of Apple's enforced code signing? I had some games that used to run on OS X, but later added content/patches/expansions just never came to OS X because the devs didn't want to bother jumping through the hoops needed. That was even before the ARM transition.
Catalina's 32-bit apocalypse also wasn't good for macOS games on Steam.

Apple Silicon complicates things further, though some x86 games are actually playable under Rosetta2.

The closest thing to Proton on macOS is CrossOver, but it's pretty limited atm.

Apple is already in [casual] gaming, they have Apple Arcade and hundreds of high quality games on app store. They also have "console" called Apple TV. Evey Apple store sells Playstation controllers.

Apple still considers Macbooks as trucks: they are for developers and professionals, not gamers or everyday users. They want non-developers to buy iPad and that is why there is no sub-$1000 MacBook.

Apple still considers Macbooks as trucks: they are for developers and professionals, not gamers or everyday users. They want non-developers to buy iPad and that is why there is no sub-$1000 MacBook.

Well, it's a little more complicated. The M1 MacBook Air now sells at $999; $899 for education. And you can drop more than $1000 on an iPad Pro with an M1 processor.

And you can run Swift Playgrounds on an iPad and submit an app to the App Store: https://9to5mac.com/2022/01/05/this-to-do-list-app-is-the-fi....

Apple is optimizing for vendor lock-in of developers and for the sweet, sweet App Store margins on games and in-game purchases. Enabling cross-platform game development goes against both principles.
I've been told that the "deprecated" OpenGL is mostly just signaling to promote Metal adoption and not actually getting removed anytime soon, since it would be far too disruptive.

Something along those lines was the rationale I was given for GTK4 devs choosing to standardize on OpenGL despite prioritizing accelerated MacOS support.

It'd be nice to have more data points preferably from current Apple folks in this vein, since it's a constant factor to this day in deciding what GPU API to target when supporting the big three OSes. Maybe we're already at a point where webgpu makes the most sense?

The Mac's traditional problem is that it's a small niche market. It may or may not make economic sense to port to an Intel Mac, depending on the popularity of the game in question.

iOS, on the other hand, is the most profitable segment of gaming. A developer is certainly much more likely to to target the platform where the money is, and it's no longer possible to target iOS without your game also working, unchanged, on an Apple Silicon Mac. (Although you should, at the very least, add support for game controllers, since iOS and Macs now support XBox, Playstation, and Nintendo controllers out of the box)

Adding traditional Mac UI application chrome and adding support for a mouse based UI (in addition to a gaming controller) is also a nice thing to do for Mac customers.

The strategy of leveraging the most profitable segment of gaming is the opposite of trying to avoid success.

I'm also curious how much it is because Apple is primarily a hardware company, and over-leveraged in laptops vs. desktops in the modern era. Apple as an OS vendor probably wants to be a good OS for everyone. Apple as a hardware vendor is in a world where most non-console gamers are desktop-based and getting them onto an iMac or a Mac Mini is a harder sell.

There's a lot of odd history that goes into the Windows hegemony of the gaming industry, I'm sure, but that's lead to an industry that's built on desktops for the most part for non-console gaming. Even if Apple magically had even Linux-level support for games, I'm not sure how much that would ever raise their prospects in business or hardware sales, so it's a harder sell internally.

Taking the Wine/Proton emulation path that Linux has gone down also means that Apple would now be beholden to Microsoft not being screwy with them when it comes to how DirectX or the like gets developed in the future. I'm sure there's some calculation that if they started trying to be cross-compatible with something as complex as Windows' graphics APIs, it opens them up to MS intentionally breaking compatibility in the future just to ruin them. I know Linux devs have enough trouble with that already and MS almost definitely doesn't care about them.

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