15%. They only charge 30% to people making more than a million dollars a year through the App Store.
This goes back to Steve Jobs who didn't like gaming and apparently saw it as a waste of time. John Carmack mentioned this from his time working with Jobs.
Apple is now a leading gaming company -- not because they want to be, but because they're in a billion pockets and lots of those people enjoy gaming.
The reason the tooling and developer experience sucks is because Apple doesn't have an advocate for gaming at the VP or C-suite level.
OpenGL drivers are well known for being buggy as well. For a very long time, AMD OpenGL drivers on Windows were terrible and saw little love given that DirectX on Windows is where most of their effort went. It seems that Vulkan drivers are more performant, less buggy, and treated more as a first class citizen across both Windows and Linux.
And OFC, Apple deprecated OpenGL and they are stuck at 4.1 from 2011. At least with MoltenVK, you get Vulkan->Metal and a modern-day API to talk to without having to deal with Metal directly.
As someone who is new to graphics programming, the pervasiveness of OpenGLES3/WebGL2 is really great. It's a single relatively-simple standard that is almost everywhere.
WebGL is covering up a lot of stuff for you, but it's better to find/create a modern "simple" API on top of a modern rendering API if you want one.
It's outside my field and before my time, but it seems more complex than "vendor lock-in for the sake of vendor lock-in".
Apple should do something similar, but they'll never do since their users expect quality over anything else, wich is why they market Game Porting Toolkit as a testing platform, as opposed to a shipping platform for Valve's Proton, even thought it's basically the same project, 2 different culture, Valve doesn't care if the experience is worse
There are plenty of reasons to not support macOS for your game, but this one isn't it.
Don't they? https://developer.apple.com/wwdc23/topics/graphics-games/
> …other than iOS.
macOS on Apple Silicon supports iOS apps/games, so many "iOS" games work great on macOS.
The most recent one that comes to mind is Mac x VR marketing push...4 years back? Ended it complete tears, SteamVR isn't even available for Mac anymore. And it was depressingly obvious at the time there was no reason for it to work out, it was clear ARM Macs were coming very soon.
It bolsters their image that they're not just another PC.
Presumably why Sonoma introduced a 'gaming mode' for the first time.
Eg Microsoft's graphics API is also just a DX12 variant, Nintendo Switch supports Vulkan and OpenGL, and while I'm not informed about Sony's current systems, their APIs were previously fairly close to OpenGL/Vulkan in design. They all also put in a lot more effort to accommodate game developers than Apple's "my way or the highway" approach to everything.
On top of all that, as dedicated gaming devices, they have momentum going for them which results in game dev tooling being ported because, well, they're devices meant primarily for gaming. Plus, they all have many first party studios with very popular IPs. Apple has none of this going for it.
Steam generally supports macOS, Valve spends a lot of time on the platform so I think you're dead wrong there. The titles that thrive on it target its rich audience.
What does Apple have? The rich users. End of story. However, among all media companies, Valve's captive audience may be the one large, growing group that spends more on software every year than Apple users do. So it's complicated. That audience will not buy skins.
Steam does run on Mac but the client and the game library are 2 different things. Not sure if you noticed the shrinking library and Apple's attitude towards the Mac games. They don't care about it. 0 support for 32bit games migration, unconventional api support (compare the usual d3d/vulkan land). Unlike ios, Mac does not have a hold on the game market
Not sure why I’m being downvoted. Anyone can easily verify what I’m saying by visiting the Steam hardware survey. I know that this does not match the expectations of HN readers!
Assuming people who play f2p games don't have to pay their hardware too.
On the one hand, the top of the app store is free to play experiences - apps like Spotify and Tinder, games like Monopoly Go.
There are places where "nobody" (close to 0%) pay for Spotify subscriptions (representative of all subscriptions), like Japan, even though the iPhone is more popular there than anywhere else in Asia, comparable to the US, so there's some additional cultural elements to software spending that are a long story to tap into.
And, in your life, you might know 1 person who (1) has spent money (2) in Genshin Impact, Hearthstone, or a Supercell title, and (3) is above the age of 25. There's something weirdly idiosyncratic about Roblox; and then, something about the off-brand-studios-you've-never-heard-of games. 11 year olds and Monopoly Go players, they are somehow bringing those titles to the top of the App Store.
If iOS had a similar tiny marketshare relative to Android as macOS does relative to PCs, nobody would maintain free to play games for it. Those games are monetized by whales and advertising, including cross-promo, which are scale plays. There are no "small" free to play games.
It's a totally different audience. iOS has both audiences, but the people who literally monetize in F2P are smaller in size than pay-to-players, even if they produce greater revenue overall. The pay-to-players are the audience I am talking about, because I'm trying to say that that's whose left in small platforms, and macOS has a lot more of them than whales.
An illuminating example would be that the Epic Game Store has Fortnite. And yet. Who cares about the Epic Game Store? Epic has so many incentives - it practically buys all the sales of finished games up front, to give them away to its users for free. But that's actually kind of the opposite of what they should be doing for a healthy ecosystem.
Fortnite monetizes free to play users better than anything else on EGS, so you can't make a huge F2P game on it. And by the way, Valve has CS2, DOTA 2 and Team Fortress 2, #1 #2 and #8 on the charts that have only 2 other F2P games on it.
I didn't realize there were so many rich people. Why do I keep hearing stories about an ailing economy?
This is why the answers on all the economic surveys are that the responder is personally doing fine but thinks everyone else is doing badly.
They've also changed the game mechanics when it comes to determining when gunshots "register", which has very much changed the dynamic of the game and has vastly raised the bar for casual players to win even a single round.
Further, ranked matches are handled differently now. It used to be that even losses contributed to your initial rank after a couple of placement matches. Now, you must win 10 games before you get a rank. Since placement games (games you play before you get a rank) are more or less randomly matchmade, it means that less skilled players are going to be up against impossibly difficult opponents to the point that even a single win is impossible, thus you're trapped in this unranked loop and will never achieve meaningful matchmaking with people of your own skill level.
Further, "Prime" status was originally a barrier for cheaters since you had to buy it, and it made it such that prime status players were only matchmade with other prime status players. Since cheaters run the risk of getting permanently banned, they'd have to buy Prime over and over again - something Valve betted would be a way to filter out a large percentage of cheaters. However, they started to grant Prime status to people who had leveled up enough, which removed the cost barrier. Since cheaters level up quickly, it's become sort of a moot mechanic now.
And no, Steam won't refund Prime status purchases, which are around $15.
Couple the matchmaking differences with the shot registration differences, the removed content, and the dropping of support, and you have what is essentially a completely unique game that Valve replaced CSGO with.
People are rightfully very upset. Many people bought CSGO for e.g. MacOS support. Now that game has been removed from their libraries with little to no recourse. Steam said they're issuing refunds for a few select Mac users but I've yet to see anyone say they've been granted such a refund.
It's a messy situation that Valve has handled in one of the worst ways possible, learning no lessons from the Overwatch 2 debacle that did much the same thing (and was received equally as poorly) or from Ubisoft's repeated similar behavior.
other than that, I don't see any issue with what they've done here. maps get added and removed from the official pool all the time, you can still play them on 3P servers if enough other players are interested. and hit registration has been a constant complaint since approximately the beginning of time, hard to take that part seriously...
You don't see an issue paying for a game only to have it forcibly removed from your possession?
> maps get added and removed from the official pool all the time
This isn't the official pool (if you're talking about competitive pools), and no it doesn't happen all the time. Valve never removed a map from CSGO, only added them.
> you can still play them on 3P servers if enough other players are interested.
Oh right, community servers. I forgot about that, thanks for reminding me. Community servers are no longer listed publicly in a browser like they used to be. Now you have to google search for servers and connect to them directly via IP and port. They removed that functionality as well.
> and hit registration has been a constant complaint since approximately the beginning of time
Not really. The only time people complained about it prior to CS2 was when they made it server registration to combat cheaters, which introduced a lot of randomness depending on who you asked (nobody really knows how it works, but people could feel a difference at the time). Now they do sub-tick registration which is an approximation function that is being gamed by non-casuals.
Here's a good video on the subject[0]. Ignore the bit about mouse DPI, dude had no idea what he was talking about with that.
[0] https://www.youtube.com/watch?v=eandoX7Jsh4
They're trying to offer 128 tick-like gameplay without having to pay for the increased compute and network costs of doubling the current 64 tick servers by faking hit registration, which is having an adverse effect.
So it's not merely some "git gud" complaint. It's a very valid complaint over a major change of game mechanics from a previously purchased titled that was effectively stolen away from you.
You should be upset by this. This is not how companies should behave.
That isn't accurate in this case because the rich gamers have more expensive setups than a macbook/imac. If you are spending 100,000+ on a cs skin you also have a 4090 (ie. not macos). You are thinking in terms of 'pro' software and ios mobile games.
Valorant is there, but CS is practically its own genre.
In CoD, Destiny, and CS you all shoot guns, but the difference is stark between them.
For competitive gameplay, and gameplay feel, CS wins.
You saying Macu users are too rich for the game? Have you SEEN skin prices in CS2?
Do you even play?
CS2 doesn't feel remotely competitive in its current state on 64t. It's a huge problem that Valve thankfully are taking seriously and patching every few days. I am curious where they will go with the networking re: subtick.
I wish Valve would talk more about their decisions to remove several settings and things like lefthand. It feels like it is intended to keep things more similar across clients (IMO more competitive and level), so they don't end up in the config-maxxing hell that is TF2.
I think it’s more that rich (and plenty of middle class) people are fine buying gaming rigs AND Apple computers.
However for the game makers where's the payoff? It's been long enough of Apple by their actions making it not a suitable platform as a gaming target. Even if it was today, there's little reassurance that there won't be some tech/policy change that impacts the publishers and gamers in an undesired way.
Today I use Apple hw/sw products in a commodity manner. Most apps/tools I use can or could easily be run elsewhere. I'm not interested in walling myself into anyone's garden.
Mac OS... It is horrible. I can't actually describe this, maybe I'm just a linux binded user and gonna prefer Manjaro KDE forever.
The reason mac users are complaining is because Valve released this as an update to CS:GO rather than a separate game.
I don't think mac players would really care that much about CS2 not being mac compatible if Valve hadn't done that. They would've shrugged and said "ok, I'll keep playing CS:GO then". But they can't do that, and that is 100% on Valve.
Besides which, Metal is a fantastic API, at least as capable as Vulkan and less cumbersome to use.
PSA for all OS vendors: nobody is going to write software for your walled garden anymore. Nobody. The more you try to force this, the more you will simply repel developers from your platform.
The OS graphics/app API wars are over and everyone lost. For GUI people are going to use Electron, Tauri, or maybe Qt. For games they're going to use OpenGL or Vulkan.
Even big companies are avoiding native development. What do Slack and Discord use? Electron.
More importantly, Vulkan is low level and has to be written for a specific GPU brand for best results, so your code using the same API would not behave the same way.
Apple is known for the fancy screens, the retina screens, high end graphics.
But then what, falls down in gaming?
It seems like a no-brainer they should have the best ports of games, and people would see them and be "wow, that looks great, I'm going to buy an apple".
The fun doesn't stop there in Apple Land if you're interested in hobbyist development, you get obnoxious code signing requirements, you can only deploy a few iOS app to the devices you paid for per week, and they only last a while before they cease working and you have to redeploy them.
I'm glad Valve isn't wasting their time.