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I'm no game dev, what I gather is that Apple hasn't been very friendly in terms of graphics drivers and compatibility in general. There was that article a little while ago where some company implemented a fully compliant Vulkan for Apple Silicon better than Apple did? If Apple makes it more difficult almost on purpose, why should developers come to the table when their target audience isn't on the platform?

I get the impression that mac-specific tools work very smoothly and nicely, but cross-compatible tools suffer needlessly.

For Valve at least the decision seems to make sense - Linux has overtaken macOS in their hardware survey. No doubt Steam Deck and Proton have a hand in it.

https://www.gamingonlinux.com/2023/10/september-2023-steam-s...



Apple didn't support Vulkan at all so that would be an easy task :p. Asahi's OpenGL support is now extending farther than Apple's on macOS though, which is problematic if you don't want to use Metal or one of the comparability layers for it. A big difficulty was dropping 32 bit, and now having ARM as the primary architecture (though Rosetta 2 will work surprisingly well).




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