Thus iPhone has been (and still is) the primary target for any gaming purpose for Apple, especially with the focus on Apple Arcade. In addition the removal of 32-bit support also made quite a large chunk of legacy applications & games incompatible (2019), as not all developers can continuously allocate resources to upkeep the small segment of the gaming demographic and with no bootcamp on ARM silicon, you were left with the small selection of 64-bit games that were left on MacOS when the transition to AS (ARM) started (2020). That process of porting can be cost/work intensive. Metal, which is the proprietary graphics API that apple uses on their OS and mobile devices, also wasn't as ripe for supporting the features developers may require for full compatibility and only few ports (e.g. However you're left at the mercy of the OEM (& apple) providing continuous driver support. Moreover, you'd often be better off playing games through Bootcamp, that allowed you to install windows next to MacOS, which provided not much incentive for developers to release games native on MacOS as you'd have some option. This left your only option to go for a device with a discrete GPUs, which were a lot higher in pricing, making it nonsensical for any secondary gaming purpose. With that switch, the entry level devices (Mac mini & Macbook Air) now have more capable internal GPUs (iGPU) compared to the x86 intel-based devices, whose internal GPUs were not capable of running any of games that were available in that time period. Thus completely unifying a architecture that goes from bottom (iPhone) to top (Mac Pro). With the switch to Apple Silicon (AS), Apple has switched to an ARM architecture for all their laptop, desktop devices. Hi, I'd like to preface that while the use of gaming on a MacOS device is very niche and marginal in the wider gaming space.
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