I’m a Mac user and develop on the Mac so you might think I’d bend over backwards to make an excuse, but...not possible in this area. Those gpus do render beautiful pictures and can do some cool gpgpu crunching, but aren’t appropriate for gaming.
What does this mean?
Now that I’ve had more time since I read the post, I think they may have been referring to adaptive refresh rate.
I think you have to do this if you want to be able to switch between integrated and external. Which we didn't care about but perhaps most people do?
Most people need to be able to power down the discrete GPU when they're done gaming in order to have reasonable battery life, and the most user-friendly way to make that possible is for every application but the video game to use the integrated GPU.
Took about 2 days to take a win project to linux, that same win project took about 3 weeks to port to mac.
That was the first time I’d done it of course (to either mac or linux), but I just found the mac documentation to be severely lacking.
Also all macs are now stuck on OpenGL 4.1 forever, it may not matter much now, but it will show in future.
And yes I know Vulkan is a thing but I think that’ll take a while to fully be adopted by the games community.
Not forever: OpenGL is deprecated on macOS and will be removed in the future. I will be very surprised if OpenGL survives the ARM transition.
Another factor in play might be that, if rumors are to be believed, future Macbooks will be shipping with ARM chips, with yet-to-be-determined CPU and Graphics performance. That might be a bridge too far for crossplatform projects who are already frustrated about having to maintain a Metal backend just for Mac.
Thus the average matters.
Only top-end MBPs are half decent for gaming anyway.
I was happy with this setup until Catalina killed 32 bit support. Most of the games I played on the MBP was 32 bit.
Killed Mac Gaming for me.