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The most important thing is frameworks. No joke, nothing is currently stopping Apple from making a headset that ships with support for Half Life: Alyx. If they
by smoldesu 3y ago
The most important thing is frameworks. No joke, nothing is currently stopping Apple from making a headset that ships with support for Half Life: Alyx. If they support DXVK at a protocol level and ship a Wine runtime like the Steam Deck does, they could support Beat Saber, Tabletop Sim and VRChat without their developers even knowing.
But they won't. As-is, Apple's insistence on iron-fisting their ecosystem is hurting them greatly. It's the reason gaming on Mac died, and I wouldn't be surprised if it was the reason inferior headsets outsell the Apple one 10:1.
- deleted 3y ago[deleted]
- dwaite 3y agoThey still would have to _license_ Half Life: Alyx (a Steam exclusive designed for the Valve Index) or Beat Saber (by Meta-owned Beat Games). > It's the reason gaming on Mac died Some gaming on Mac died because they are pinched by consoles on one side and custom-built gaming rigs on the other. The majority of their sold systems are battery-powered, and your first chance at a GPU power envelope of even 150W is the Mac Pro. Which, coincidentally, is also the only Mac left that has a dGPU option. The real question is why so few developers take the effort to build and support their iOS games for iPadOS and macOS.
- smoldesu 3y ago> They still would have to _license_ Half Life: Alyx Nope. The user can license it, as long as the client is supported. And good news too, recent Steam updates have added support for ARM64 clients on Unix systems. > Some gaming on Mac died because they are pinched by consoles I mean, most gaming on Mac died because of inconvenient 32-bit lib depreciation and Apple's coincidentally unfortunate refusal to support a standardized graphics API. With Proton, Macs are a Steam Deck. Without them, they're a Steam Machine. They're not mega-powerful machines in the first place, but neither is my Thinkpad and it still plays nice with Wine. > why so few developers take the effort to build and support their iOS games for iPadOS and macOS. Now that is a head-scratcher. My best guess is that the market is thin, and the carrot at the end of the stick isn't big. It's much easier than porting a DirectX or Vulkan title from scratch though, that's for certain.