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Curious, where does the 0.1% come from? Apple Mac US market share is over 14% and iPhone market share is over 50%. I get that you are just being a bit hyperbo
by dev_tty01 4y ago
Curious, where does the 0.1% come from? Apple Mac US market share is over 14% and iPhone market share is over 50%. I get that you are just being a bit hyperbolic, but if a low-level lib ignores the Apple Silicon GPU hardware they are ignoring a sizable market segment.
https://www.statista.com/statistics/576473/united-states-quarterly-pc-shipment-share-apple/ https://www.statista.com/statistics/576473/united-states-qua...
https://www.counterpointresearch.com/us-market-smartphone-share/ https://www.counterpointresearch.com/us-market-smartphone-sh...
- desiderantes 4y agoI know this is pretty common in hn, but you need to remember that the US is just one country, and not even the most populous country, in this world.
- bushbaba 4y agoSure but what if the US Engineering population represents a large portion of your paid-user demographics. For a lot of HN's startups this is very much the case.
- SZJX 4y agoThat's not very relevant for the purpose of this discussion though. For example, a common stat floating around is how iPhone has 20% market share around the world but provides 80% of in-app revenue, which is what businesses care about.
- boardwaalk 4y ago0.1% isn't close to the truth worldwide either, so it's inaccurate regardless.
- smoldesu 4y agoIt's probably pretty close to the overall percentage of M1 Ultra owners, all things considered.
- Tagbert 4y agoThe question is what is the percentage of potential market for a specific product. If you are optimizing GPU code, that is a very different market from “all computers” or “all phones”. If the market depends on high performance GPUs, then the Ultra has potential to be a noticeable percentage of that market.
- deleted 4y ago[deleted]
- adgjlsfhk1 4y agoWell up until the M1 Ultra, almost no one was doing GPU intensive stuff on mac, since they didn't have a line with a decent gpu. As such, Apple is creating an issue for developers that only manifests on the $6000 version of their machine that requires rewriting your whole algorithm to work around.
- smoldesu 4y agoExactly. On top of that, Apple is still in the minority and refuses to support the Vulkan API they helped design. So, from a development standpoint, rewriting your software to support ~15% of your potential market isn't a very lucrative idea. Especially when the vast majority of those users will be running relatively incapable hardware, at least on the GPU side of things.
- coldtea 4y agoWell, this is already an improvement, the way the parent stated it: from "no Mac line with a decent gpu" to "only the $6000 version".
- coldtea 4y agoWell, over next releases, lesser Mac models will upgrade to something like M1 Ultra specs, as it happens, so that 0.1% is not exactly static.
- dev_tty01 4y agoYes, I agree. That's why I pointed out that it was specifically US market share. I just found those quickly. The percentages are lower in other regions, but the total numbers are still huge.
- motttoo 4y agoBased on the twitter thread this bottleneck only seems to apply to the M1 Ultra that is currently only in the $2k+ Mac Studio and no other Macs or phones so 0.1% doesn't sound too far off.
- McDaveNZ 4y agoNope. The same issues can be observed across all Apple Silicon GPUs but are most noticeable in M1s. Apple is currently the 3rd largest global PC vendor, if you add iPads they’ve been the 1st for quite some time. With wallet-share/spending power the target market is even larger. The question is whether developers should adopt Apple’s Accelerate/Metal APIs & optimise code for TBDR. It’s an obvious ‘yes’.