Apple iPhone 15 Pro and iPhone 15 Pro Max(apple.com) |
Apple iPhone 15 Pro and iPhone 15 Pro Max(apple.com) |
That's one of the few remaining reasons for carrying around a laptop when going on vacations with family (to dump photos from the phones when they fill up).
1. USB-C. Yay!
2. New colors. Apple repeatedly refers to the colors as "stunning," but they look like regular colors to me.
3. Incremental hardware and software improvements. Pretty much what you expect every year. (Yes, we're all spoiled.)
Low power mode helps but a cpu limiter like when jailbroken would be good.
edit: oh, neat, yeah I missed it at first but it's right in the linked press release:
> Coming later this year, iPhone 15 Pro will add a new dimension to video capture with the ability to record spatial video for Apple Vision Pro.
But the part where they compared their new GPU accelerated ray-tracing to be 4x faster than software ray-tracing was the most hilarious part. I thought software rendering was a thing that mostly stayed in the 90s, but apparently I was wrong enough that even deserved to be mentioned in a multi-million dollar Apple presentation.
New iPhone, better than the old one. OK cool.
The context is games, which is what they've shown on the presentation to sell us the new iPhone.
240g -> 221g for the Pro Max
8% lighter Pro Max
There is barely anything different this time and an S year would have made sense.
The big standouts are camera enhancements and (significant) GPU enhancements for gaming.
More on point - the speculation about real fast charging requiring Apple-blessed circuitry is - AFAIK - still neither proven nor refuted.
That could be because the devices themselves are not spec and the intel macs are more tolerant, but as a customer the result is the same: shit don’t work on m1.
> Now you can connect USB‑C gear like thumb drives, fast external storage, 4K displays, and microphones. And you can charge Apple Watch or AirPods from your iPhone.9
> Charge up to 50% in around 30 minutes10 with the 20W USB‑C Power Adapter (sold separately).
Seems like totally bog standard USB-C, just like the rest of their devices.
Because I think Alex Agius Saliba will have an unkind word to Apple if they try to pull that shit.
This is a really good deep dive if you’re interested: https://youtu.be/eviSykqSUUw?si=Vaj8pngU2Bug5LJX
MST has serious drawbacks. Not supporting it could be for reasons of not wanting to deliver a subpar experience.
Once AV1 decoding is present across the product line, I imagine the phones might get support for AV1 encoding, probably two generations down the line, possibly next generation. Still a fairly large if though, given that Apple is decently invested in h265.
However, it does look like Apple may have walked this back post-rumor. I genuinely hope they did. We'll find out soon enough.
It just bugs me how they change sizes like this and cause even more unnecessary waste.
They made a point of saying that the GPU had been completely ground-up re-designed, and I assume they're intending to keep scaling that up over the next few iterations.
They didn't talk about it for very long, but that the phone is able to convincingly run AAA games, even at playable if not great frame-rates, is really impressive. This puts the iPhone up against devices like the Switch and Steam Deck for a lot of users. Granted, they don't have Nintendo's games, and they don't have Steam's massive back catalogue, but looking forward it does make a dedicated handheld gaming system harder to justify, or at least makes the phone easier to justify if you're not buying both.
It also makes me really interested to see where Apple is going with Apple TV and the Mac. With the game porting toolkit already announced (and the results people are already getting just using it directly to run Windows games), it seems like Apple really could eat at least some portion of the gaming market by already having a handheld (phone), console (Apple TV), and gaming PC (Mac) ready to go in the next few years.
I'm expecting the new M3 Macs next month to lean really heavily into discussing the GPU advances and (hopefully) announce a lot more support from big studios to bring more games to the Mac.
Developers simply do not have the incentive to build any other kinds of games when the current crop of addictive shovelware is so damn profitable. The sad part is that Apple encourages this practice because it is easy money for them (via their 30% cut). The problem needs to be fixed by better quality control and transaction/gambling rules, not a faster processor.
But then predatory freemium games like Clash of Clans and newer replacements for Angry Birds and Plants vs Zombies burned me out. They eliminated any desire I had to invest time or money or attention into mobile games. Popular freemium games in the App Store now bury any new gems. It's quite disappointing.
A better GPU isn't going to help the situation.
There is no way 1 generation of games can "take over and destroy" the "promise of gaming" because there are no restrictions on what future innovators can do with the tools and the platforms. The existence of some bad games doesn't preclude future good games.
As an example, my favorite mobile game is Slay the Spire
If some new policy changed this, I think we’d see a whole new wave of higher quality games
“You earn $3 and then you update it for the next 10 years. If you’re making free-to-play games, if you keep earning money with a game, yeah, that’s a great model because you can make more money by updating.”
Ismail pointed to Vlambeer’s “Ridiculous Fishing,” which won a number of awards from gaming publications and Apple.
“‘Ridiculous Fishing’ is never going to make more money,” he said. “Yeah, some new people might buy it, but we made our money with ‘Ridiculous Fishing’ in 2013 and that money is spent, It’s spent on ‘Luftrausers.’ It’s spent on ‘Nuclear Throne.’ If somebody upgrades their phones to the new iPhone. Yeah. You have ‘Ridiculous Fishing’ in your account, Yeah you paid $3 for it. Yeah, it’s broken.”
That’s what caused the last major update Vlambeer did for the game. A major change by Apple in 2017 that switched from 32-bit to 64-bit apps, breaking a slew of content on their phones … including “Ridiculous Fishing.”
“All games broke,” he said, “Every game that wasn’t programmed for it broke. We updated ‘Ridiculous Fishing’ then but it feels like a mistake almost. It feels like, OK it’s 2018 and this game that we made money with that somebody bought in 2013 is now broken outside of our fault. We didn’t change anything. We didn’t break the game. We didn’t introduce a bug, but this continuous ecosystem that Apple has created, that comes with you with every new phone, broke it. “
Ismail said that either Apple has to start designing for backward compatibility support on their end or that people are going to have to get used to the idea of games dying and disappearing.
“Some of the best ios games from 2010 are gone,” he said. “Those developers, they don’t exist anymore. They went out of business. They split up. They started a new thing and they just don’t have the money or time to do it.”
https://variety.com/2019/gaming/features/android-ios-apple-g...
Wasn't that a reaction to users who refused to pay for games and just sideloaded them instead?
I can remember there being five dollar games in the early days of iOS that sold well. I can also remember developers trying games that had ads until you paid to remove them.
Personally, I don’t have the incentive because 1) paid mobile gaming isn’t a big market (see: top paid apps being the exact same years-old, curated Apple apps not having many reviews/downloads), 2) there aren’t many options to develop games targeting iOS which also target Android and Windows/Linux (at least if you want to use Swift), and 3) Apple could remove my game at any notice and I don’t get 30% of the revenue.
If Apple introduces a way to easily port desktop games to iOS, or even develop entirely new games which can run on Linux and mac and iPhone, I think we’d see a lot more iOS games. Maybe the new GPU isn’t only faster but also supports Vulkan/wgpu better?
It so absurd: We need to carry the device anyway since its a phone, it has a great GPU and there are thousands of existing great games that have been created that the device can easily run. The only problem has always been the stupidity of the code not being available to run on this device. :/
Apple has fueled a race-to-the-bottom followed by an almost forced transition to f2p, and they benefited immensely in the process (30%), but I think that most gamers and indie devs are not satisfied.
I've been watching people around me and the amount of time everyone seems to spend tapping away at a phone, head down, is like something out of a dystopian movie.
The game addiction market must be worth billions to Apple. For all the environmental and other ad copy, there doesn't seem to be any concern about the mental and psychological effects of creating an ecosystem that knowingly relies on exploitative behaviour modification.
I also think the colour scheme is quite cynical. Pastel shades on the base model for the - let's say - less technically-oriented users. Strong blacks, whites, and metallics for the hard-core performance nerds who want that Pro tag.
There's something regressive about it all.
I'll second another comment, that another big challenge is the simple lack of ergonomics on any phone.
And also (mostly) the ergonomics.
Comparing a phone whose main purpose is definitely not gaming (at least the iPhone, I know there are some gaming-first phones) to a handheld console will always make the former look pathetic for this use-case.
That seems to be where their concern for gaming stops. There is Apple Arcade, but it feels like the least amount they could do for the size of their company.
I do think they care about it over the longer-term, particularly in light Vision Pro and their overall AR strategy.
What you're forgetting, and pushing aside, is that the mobile gaming market is as big as the traditional gaming market. All the phone games make as much money as all the consoles and PC gaming together. Apple, with its command of all the valuable phone customers, is pulling an estimated 14 billion dollars in 2021 in mobile gaming. So Apple is very dumb if they don't care about 14 billion in annual services revenue.
What you're thinking is that traditional gaming is big-boy gaming and where the big bucks are. The growth market is mobile gaming, with the other segments being stagnant outside of big hits. The reality is that Apple is a bigger gaming company, by revenue, than Microsoft or Sony, is controlling the growth sector, and is thinking accordingly. They have financed all on their own a new GPU generation for their phone and justified it as a need for gaming and gaming alone. Those other companies need partners, like AMD or Nvidia, to make them GPUs.
https://www.spglobal.com/marketintelligence/en/news-insights...
It's a digital company that is trying to increase revenue with services instead of just hardware.
How can you ignore gaming whilst offering your own streaming service? The gaming market is many multiples in size of all of Hollywood.
Apple tried to counteract it with Apple Arcade, but that hasn't worked out.
With my Steam catalog I can download something I bought in 2004 and still be confident I can play it. I spent $20 on Monster Hunter for iPhone and one day iOS updated and it just didn’t work anymore.
My Switch games will assumably work until the console dies.
Another reason I completely stopped buying games on iOS was when The Binding of Isaac was suddenly delisted from the App Store. I never got a refund or anything, and because of this new versions of Binding of Isaac aren’t compatible with Macs either. I have hundreds of hours played in that game and it’s ridiculous that Apple censored it as “depicting child abuse”.
I’m super curious to see what they’ve done with this current–gen, mainline Assassin‘s Creed game coming to iPhone: there is no way the core gameplay of that franchise could translate to touch controls, so either Apple dropped the requirement, some poor team had the doomed project of building an abysmal fallback touch control scheme, or they implemented some kind of semi-automated scheme for touch that makes traversal and combat less interactive.
A dedicated device has the benefit of having a sole purpose: gaming. If I kill the battery, I just can't play anymore games. I can still take calls, browse the web, and text my partner.
I'm not really a gamer but I get Arcade as part of a bundle and it doesn't really wow me. I sometimes look at "Best of..." lists and try a few out on a plane flight and I'm mostly meh.
Maybe even making deals to compete with emulators + pirated ROMs.
Just fantasizing a bit here... thinking of Apple-approved N64, GameCube, GBA, PSP, even PS4 emulators with licensed games for a somewhat medium to high price tag - why not?
The bright side is that if you are on a yearly release cadence then you don’t let one thing slip the whole SOC (assuming, as Apple does, that you have a risk on and risk off design going simultaneously).
Your are right on that the Vision Pro will have a M3 not M2.
So some people are seriously playing it with no physical controls. =)
For "serious" mobile gamers there are devices like the Razer Kishi: https://www.razer.com/mobile-controllers/razer-kishi-v2
On this site people tend to forget that there actually are people under 30 whose only computing device is a phone. They use it for everything.
The most exciting thing for Mac gaming is probably the Game porting toolkit.
My faith is placed in the fact that they have been pouring resources that amount close to billions on making gaming a thing on iPhones and Macs.
As a long time Mac and iPhone gamer, I have seen slow and steady incremental progress. I'm personally excited for the new GPU.
Besides, I think they get the benefit of the doubt at this point. This is Apple, not Google, after all.
These two together seem to be very much about enhancing AI and Siri to be mostly on-device (something which they already started on).
A frequent complaint I read on HN is "why aren't there LLM based assistants as yet from any vendor" - but the answer to this is straightforward, it's not realistic to deploy cloud-based LLM at Siri-size user bases. Most queries also don't need LLM-style responses. (Also the rapid development of the field means that processing requirements are rapidly decreasing.)
In a prior keynote Apple noted that Siri was the most used assistant in the world. I don't have 3rd party data to support that, but it's a big enough claim that we could take their word on it just for conjecture purposes about the processing power needed to deploy LLM-based Siri.
So if we're going to see LLM-based usability enhancements to Siri, both in the types of data it's allowed to work with and enabling natural, context-driven interactions. That will have to be fully on device, and ultimately that will be a better experience for users as internet connectivity is an unreasonable barrier for such interactions (especially as it can stutter natural-language conversations).
---
On the gaming topic: Look at the newly released Hello Kitty Island Adventure on Apple Arcade. It is an exclusive and playable across iPad/iPhone/Mac/AppleTV. The quality of this game is unusual, it delivers an experience that equals/exceeds Nintendo's wildly popular Animal Crossing. This signals that Apple are refocusing on gaming in a new way: bringing popular game paradigms to Arcade in a compelling, exclusive way, and this perhaps forms an extension of Arcade bringing ad-free versions of the App Store's most popular titles. So while I think we're far off Apple's hardware being a destination for gaming enthusiasts, we're now definitely past the point of Apple pushing people with an itch for gaming onto other platforms.
Baldur's Gate 3, Legend of Zelda: Tears of the Kingdom, some amazing remakes (Metroid Prime: Remastered, Resident Evil 4, Dead Space), Street Fighter 6 (which was loved by the community upon release unlike SF5, which had to be iterated on for a bit of time before becoming decent), Hi-Fi Rush, Bomb Rush Cyberfunk, Pikmin 4, Armored Core 6, Blasphemous 2, Star Wars: Jedi Survivor. I even ommitted quite a few that are a bit controversial or not "amazing", like Starfield or Hogwarts Legacy.
And that's only off the top of my head, with a good chunk of the year left to go with hitters like Alan Wake 2, Cyberpunk rework+expansion, Spiderman 2, MGS Collection vol1, and Cities Skylines 2 on the horizon.
There is no shame in losing interest in gaming, but claiming that "most AAA titles are so shit lately", all while I don't even remember the last time we had a year so chock full of amazing games, is a bit questionable.
It is a ceaseless source of bafflement for me how people continually treat Apple as though it’s not already one of the biggest players in the gaming world with an utterly massive library of games you can’t find on any console or on Steam.
Apple has recently made some real strides with making it easier to port games recently because of the need to port VR games to the Apple Vision Pro.
Looking forward (assuming it will work like the iPad Pro) to not carrying a laptop with me when I know there is a USB-C or HDMI (with an adapter) screen available at my destination. Bluetooth keyboard and mouse, and I'm set. No more syncing with the phone - I am using the phone itself.
There are precisely two freemium games that take advantage of the power of the Apple Silicon chips: Genshin Impact and Honkai: Star Rail, which were coincidently the two released games highlighted. (it may be interesting to see what Ubisoft and Capcom put out but the I suspect they'll price their games too high)
It bodes well for a M3 Pro chip for the next MacBook Pros, though.
There is absolutely no excuse when we're talking about a device at this price point and this age.
It doesn't matter that it wouldn't be fully exercised by most users. These are premium products at a premium price point. It's insulting that they would cheap out like that.
On iPads, the "base" iPad is on USB2 speeds, the mini supports 5Gbps, the air 10, and only the pro supports 40Gb USB4. And while SoC differences could explain differences between the iPad (A14) and Mini (A15), the 5th gen Air uses the same SoC as the 5th gen Pro which already did support 40Gb USB4. So it's not an SoC limitation.
Although they ended up putting the 48MP main camera on the non-pro and I thought that'd remain pro-exclusive as well so...
That's a notoriously difficult weld to make: https://doi.org/10.1177/14644207211010839
I would love to know what process they're using and how they've got it reliable!
Choices of cables we've had for the whole existence of the iPhone:
• Apple cables, $20-30, not even nice, cheap plastic with poor strain relief, work reliably until they succumb easily to damage
• Licensed (like Belkin), $20-30, nicer, work reliably
• 1,000 brands on Amazon, etc. Not licensed, 10% DOA rate, sometimes just stop working. Physically nearly always nicer than Apple. $3-12.
I'm really excited to be able to just have many of the same charging cables everywhere, and to buy them for $5 or less. Even buying cheap cables, I've never once had a USB-C (or even the terrible micro-B) cable fail to work.
Note: I actually feel just as strongly even though I only even use a cable in the car, and charge with "Magsafe" everywhere else. I just hate Lightning that much. Also, I could easily afford the Apple cables, but it would physically pain me to waste that much money knowing it's purely additional margin for Apple.
One cable might only support power, one might only be for data and one supports USB-PD up to 120W. How can you know? By trying them all!
I must be the only consumer who despises the thin edges on my current iPhone 14 pro. I'd like to be able to hold my phone and not randomly trigger edge-sensitive gestures like "scroll to top" (that you can't disable!).
But tiny bezels on tablets? Oof. Like the lates Galaxy Tab. How are you supposed to hold it without pressing at least 5 icons accidentally?
"iPhone 15 pro features a more advanced 48MP main camera, with an even larger sensor than iPhone 15 [and therefore iPhone 14 Pro]. The camera includes a new nanoscale coating to reduce lens flare."
See here: https://www.youtube.com/live/ZiP1l7jlIIA?si=FFSYTVqY0unVRSqu...
They also mention it enabling new focal lengths and better low light performance.
It seems like other vendors have been going the "push performance no matter what it does to power draw and heat" route for a long time now.
That's Apple actually undercutting their own storage upgrades... what is going on?
iPhone 15 Pro Max 256GB is €1479
iPhone 14 Pro Max 256GB was €1609
That's quite nice and surprising given other companies such as Sony and Microsoft increasing their console hardware prices in Europe but not the US.
I was expecting the same pricing and storage configurations as last year at the very best but a bump in the base level storage while keeping the price the same as last year that is better than I expected.
Also, they kinda had to announce _something_ new this phone could do.
iPhone 15 and iPhone 15 Plus - https://news.ycombinator.com/item?id=37485290
The back panel is made of glass. This is a user-hostile design choice. Apple tries to gas-light us, claiming that it's a "Durable Design". This is deception. I hope FTC sues them for false advertising.
A real durable design would have a durable back (metal, plastic, or composite) and a raised lip around the screen. I would buy such an iPhone immediately and gleefully use it without a case.
(1) https://www.theonion.com/new-iphone-geared-towards-college-a...
Having hardware which lasts is good, but they also need to make sure the software lasts. A phone is hardware + software, both need to last for the phone to last.
I know Apple is much better at this than Android, but still, they could be even better. My iPhone X does everything I need, physically it's still in pristine condition (so well done to Apple for that), but they're going to drop software support soon. Meaning no security updates, and apps will eventually stop supporting the old OS and thus the phone.
- Any browser engine allowed - 3rd party "app stores" allowed - Allowed to simulate iPhone without owning or having to use a Mac
before switching from Android
2 is going to happen eventually thanks to the EU
3 never going to happen
I hate holding anything since iPhone 12 in my hands, the edges are sharp and cut into your fingers.
Every time I take iPhone X I'm just amazed how comfortable it is and what a step back was the iPhone 12 design.
I was very happy when they abandoned the 10/11 design with the rounded edges.
I have very soft hands, and "cut into your fingers" seems pretty hyperbolic. The current 14 Pro edge design (typing this on one) seems perfectly adequate to me.
(The sharp points at the edges of the finger slot in the middle of the MBPs always surprised me with their pointyness, however. The last Intel MBP was particularly sharp, however the points have been softened a lot in M1/M2 land.)
What I really want is a Pro Mini. I bought a 12 mini because that year the hardware gap between Pro and not was very small. The battery sucked ass but it was a dream to hold.
The 15 Pro is said to be about 9% lighter thanks to the titanium, so hopefully that will alleviate some of that issue too.
I figured the size would be an issue, and I definitely didn't like it as much as the 12 mini. But the worst part I didn't even foresee was the weight. It was SUPER uncomfortable to use one-handed, I was constantly terrified it would fall out of my hand. I ended up returning it and buying a 13 mini.
The switch to titanium is a good move. Even barring the weight, while the stainless steel is certainly eye-catching and looks great out of the box, as soon as you use the thing it's covered in smudges, and infamously is prone to getting covered in scratches over time.
iPhone 15 Pro weight: 188g
8.7%
Finally. I mean, 2TB is enough for me for now, but I know people with 5 people in their Apple Family with the 2TB tier absolutely maxed out.
Out of interest, I picked a random car to compare with. Based on the figures made available on the website, the base model was $39,347. The fully-loaded model was $49,243. That's the same ~25% difference Apple is using here.
Whether or not it is meaningful, it does seem to be in the realm of being typical.
Seems like on the latest generations, they dropped this feature as well, so it's interesting to see Apple revive it.
The biggest problem with this "innovation" is going to be teaching my parents how to use it and that "pressing the button doesn't always put the phone in silent anymore"
So you can spend $100 on a 1TB external drive (rather than $100 on another 128gb of internal storage) and you're way better off. If you're use case is 4k60 ProRes, this makes WAY more sense than recording locally.
They should have first turned the volume buttons to action button. I dont use the volume button.
Also they are already making the mobile gaming money which is already lucrative. Are they also committing enough to the 'conventional' gaming?
You'll be able to play the same AAA games on your desktop Mac, your Macbook, your iPhone, your iPad, and your Apple Vision Pro (on a virtual gigantic screen), locally on the device with no WAN streaming required. That will be a relatively large market of people with money to spend, hard to ignore.
Didn't Nintendo appear on stage at the 2016 keynote event to announce Nintendo's foray into mobile gaming (on 3rd party hardware, anyway) with Super Mario Run? And didn't Apple add native support for the Switch Pro and Joycon controllers to iOS 16 last year? Nintendo has always hated being in the hardware business...
Relying on touch controls limits gaming to low pace, imprecise casual/idle games.
Be interesting to see how the new iPhone 15 Pro benchmarks on single-core and GPU.
That should be a leading indicator on what we can expect from the new M3!
I'll believe their GPU is decent when I see it
Assuming the trend of iPhone Ax chips showing up in Macs holds up, this would be late 2024 / early 2025 Macs and M4, not M3.
M2 is based based on A15, M3 is expected to be based on A16, M4 would be A17.
One of the reasons stadia failed is that gamers that spend the most do not want to keep rebuying games. Apple seems to expect people to also keep rebuying games. Just. No.
hmmm... i want an app that uses geolocation to have my iPhone start to mine bitcoin whenever it's plugged in to a charger that's not in a location where I pay for the electricity
"mind if I charge my phone?"
"you again!? get out!"
That sounds about as productive as the never ending stream of “I tried switching to an iPad for dev” blogs
I doubt they would sneak in such a feature without at least mentioning it. I expect this to be even more limited, perhaps just tethered airplay for better resolution.
What they will do is allow you to record video directly to storage devices and preview photos on large displays as they are taken.
Apple sells lightning->HDMI adapters that could drive a display at 1080p and it’s been possible to pair a keyboard with your iPhone. I know folks that used that setup for writing longer texts while traveling.
Given that a lot of the infrastructure was already there, I wouldn’t be surprised if it trickles in over time.
You can see the same trajectory with iPads: At first they could mirror screens only, but with the recent changes to stage manager, they’re a pretty full-featured laptop if you use a keyboard and trackpad. My 11” pro is capable of driving a huge widescreen.
LOL - I have to get my Apple news from tidbits in comments nowadays as I cannot stand to watch the saccharine overproduced videos that Apple make.
I used to love an Apple Keynote... but now, they are a huge turnoff.
If you want to do programming without wireless interenet, another option is to connect a raspberry pi zero 2w (with usb gadget mode enabled) to the usb c port using a single usb cable. Then the rpi zero will share a ethernet network with iOS device. Then you can use blink (again) to mosh to raspberrypi.local to do the development on the pi.
The reason that I don't do it on android with termux is that there's no high quality terminal emulator like blink on android.
[0]: https://blink.sh
Mice are a lot more annoying, because they're part of the assistive devices, so you need to enable Assistive Touch, and then you either have the mouse connected or the Assistive Touch menu taking space on the display, which is probably not useful if you're abled. If Assistive Touch is disabled, the mouse "works" but you don't get a visible pointer which is completely stupid.
Possibly connecting to an external display won't have that issue, or iOS 17 will make the experience a bit better for non-assistive mousing.
I highly doubt the 15 Pro can drive a display. In the unlikely case that it can, you'll be limited to very low res. Why would they limit USB to 10gbps if the PHY can push the ~32gbps eDP bandwidth required for a modern display?
USB‑Convenient.
Now you can connect USB‑C gear like thumb drives, fast external storage, 4K displays, and microphones. And you can charge Apple Watch or AirPods from your iPhone.9
Right in the linked site
They use the same GPU core design from handheld to desktop, so the improvement will apply everywhere as chips are updated.
I think their strategy is that iOS makes too much money for gaming companies to ignore, which means those companies are going to have an easy time reworking iOS games to target a mouse/keyboard/gamepad UI on Macs, since the two existing platforms (and even their upcoming AR/VR platform) have common APIs and CPU/GPU cores.
Gaming is an easily marketable profit funnel that directly relates with all the necessary advancements needed to pursue the Vision Pro/Visual Compute/LLM side of things. In my opinion, anyway.
Stuff that was added today will pay of in 3-4 years after it has trickled down to enough users. Like the spatial camera, now it's a curiosity on the top-end model, but in 5 years it might be a standard feature in phones with great synergy with the Apple Vision non-pro model they just happen to release when there are enough devices to produce content for it.
If Valve gets the opportunity to gain a foothold on iOS, the landscape could change very quickly.
It does raytracing because it has raw power. What you use this power for is another story. It can easily augment the neural engine for example.
Guessing it’s important for an eventual vision pro integration
Maybe most won't care, but I still think it's disgusting and pathetic for a company this size with products this expensive to cheap out by using USB 2.0.
It also says "The included USB‑C Charge Cable is compatible with AirPods Pro (2nd generation) with MagSafe Charging Case (USB‑C)."
We will have to see. They have a 10% performance increase and I am betting there will be 5% coming from Clock Speed.
And it is not like Apple could push power draw any further as they have maxed out single core power draw. Unlike other competitor ( ARM / Snapdragon ) which has a much lower single core power draw figures and hence they try to push as much as possible.
The big cores got faster, but the little ones did not.
> the performance cores are 10 percent faster... the efficiency cores are more efficient rather than being faster
https://arstechnica.com/gadgets/2023/09/apples-new-iphone-15...
Which sounds to me like a new version of the big cores, but not of the little cores on a more power efficient process node.
However, as always, time will tell.
At the same time, the advent of a professional easy to access camera in everyones pocket transformed the world: Arab spring, George Floyd, everything we are witnessing in Ukraine. Made possible thanks to the ubiquity of the same device that causes a lot of harm.
>I also think the colour scheme is quite cynical. Pastel shades on the base model for the - let's say - less technically-oriented users. Strong blacks, whites, and metallics for the hard-core performance nerds who want that Pro tag.
I think they do pastels every other year no? And a lot of people buy Pros: all the "influencers" treat it as a tool to earn income so of course they prefer the best device of them all, I dont think they are actually looking at the specs though.
I though the hard core nerds buy things like the Pixel phones or the ASUS ROG type phones?
Legitimately asking. I'm not up to speed on the subject.
1. https://developer.apple.com/games/planning/#bring-games-to-a...
I would imagine that they don’t think they have much to bring to the table that would leaps and bounds get them over the current competition; their entry point would probably look like a premium Steam Deck or maybe the Vision Pro for AR gaming, but is that an Apple-sized market to sink their teeth into? Particularly when none of their other devices are traditional-gaming oriented.
The problem with touchscreen-only is that it doesn’t feel very good, and also any sort of control scheme will mean at least temporarily reducing usable area for UX since you can’t see through your hands.
And it wouldn't be their first attempt at such hardware:
https://lowendmac.com/2006/apples-pippin-and-bandais-world-m...
The touch screen is one of the least-used parts of the Switch. Which is a little disappointing, since it was so heavily and well used on the DS/3DS lines. But so many of the ways Nintendo intends you to use the system, the touchscreen isn't accessible. So games aren't built around it in the same way that it was for their previous handhelds.
Every once in a while I do, but it's usually a really basic game that uses hardly any resources to run, like a simple board game app.
Even people who wanted to play during Covid couldn't because it would just eat the battery to death.
This is not the first Ubisoft, or even first Assassin's Creed game to get released on iPhone. I don't see any reason why this time will be different than the others.
So yeah it's sad, but I'd be able to write a lot with it.
But, to give you an example, tonight I went home carrying a laptop as this week I'm on call, and can only use a corporate device to reach our internal systems if something goes pear shaped. I often (weather permitting) bike to work and back, so a laptop is a significant annoyance to bring along.
If you're familiar with the Raspberry Pi 4, those do the same thing. That SoC supports USB 2.0 client. The USB 3.0 host is done through an external (to the SoC) USB controller, a VIA Labs VL805. That's what the Mini and iPad Pros have done. The first iPad Pro didn't even have a USB 3.0 to USB-A cable for USB client because it didn't support it, just their host mode accessory. The newer Pros probably do the 40Gb USB4 through a similar USB controller and only in host most. Not client, where it's limited to 10Gb [1].
[0] https://forums.macrumors.com/threads/ipad-mini-6-is-still-us...
[1] https://forums.macrumors.com/threads/thunderbolt-3-cable-to-...
I mean.....millions of people play proper console games on their phones now using various streaming services and touch controls.....turns out playing games using shitty touch controls is preferable to not playing them at all I guess. So yeah, I imagine it's just a simple touch overlay, like the one used for XCloud.
To my knowledge you've always been allowed to provide optional game controller support, as long as you supported a touch interface too.
Not all, but tried out most of them, beat some of them, others are still in progress, and some were just not my cup of tea (even though it was obvious they were great games).
> Which ones would you recommend if I were to only buy 1 or 2?
It depends on what type of games you are into, so it is kind of difficult to just give a general rec without knowing what you are into. I will try to explain my points for some of them, hopefully it helps.
* Resident Evil 4 Remake[completed], Dead Space Remake[completed] - action-horror games. Great remakes, especially RE4 (modernized the game in all the best ways possible, while still preserving the charm of the original). If you enjoyed the originals or wanted to experience them (but never got to it back when they came out), I heavily recommend. Or if you are into atmospheric third person action games. I am not a fan of horror games at all, but enjoyed those two greatly (given that it was more action that horror).
* Legend of Zelda: Tears of the Kingdom [played for a while, not completed] - an evolution of and a step up from the previous entry, Breath of the Wild. Very creative and free-form gameplay, open-world, heavily encouraging the player to experiment with building functional contraptions and exploration. Warning: Switch is greatly limiting the experience here, as the scale and physics of the game are clearly pushing the console to its max. 30fps and some graphical jankiness, but the art style and direction are great.
* Street Fighter 6 [still play online matches on a regular basis]- if you are into fighting games, this is a must-have, nothing more to say. They made this entry extremely approachable to newcomers, with amazing training modes and tutorials, as well as the "modern control scheme" option that makes things a bit easier for totally new people. If you aren't into fighting games as a genre though, I don't recommend.
* Hi-Fi Rush [in progress, about 25% way through] - reminds me of jet set radio aesthetically, really fun action-rpg game with a funky soundtrack, universe, and a fun gameplay. Kind of cheesy at times, but that's intentional.
* Bomb Rush Cyberfunk [almost finished it, about 85% done] - one of my personal favorite hidden gems this year. A spiritual successor to Jet Set Radio, some of the tracks were composed by the original composer of JSR. Platforming/light action game. I recommend watching a couple of videos and seeing if the vibe appeals to you. I have not played the original Jet Set Radio (but was aware of it), and I loved this game. If you enjoyed JSR in any capacity or if you like the vibe of the game (based on trailers and such), I recommend. Very off-beat and fun. If you want something unlike anything else out there, this is pretty much it. The only game that is even similar to it is the original Jet Set Radio.
* Blasphemous 2 [on the last boss at the moment] - indie metroidvania with some great atmosphere and a tight gameplay loop. If you are into 2d metroidvanias at all or liked the first game, this is a no-brainer. It is somewhat difficult and punishing, but not anywhere close to Dark Souls levels, very doable.
* Star Wars: Jedi Survivor [about halfway finished] - typical big budget western AAA game in Star Wars universe. Feels like a souls-like lite, making it more accessible. If you like star wars, or enjoyed the first game, or looking for something like Dark Souls but way more approachable, you will like this.
* Armored Core 6 [finished the main story, on new game+ right now] - mecha action game, made by Dark Souls devs. Combat is decent, but the star of the show is the garage/assembly mechanic. If you like tinkering with builds and managing all of that, or if you just like giant robots, this one is for you. Builds are easy to swap, no grind mechanics like in tons of RPGs, and the game has so much room to experiment with the builds, it is insane.
* Starfield [started, haven't played much], Hogwarts Legacy [90% done with the main story] - generally great games that would appeal to most people. Starfield is a typical massive open-world Bethesda RPG ala Skyrim. Hogwarts Legacy is a blockbuster open-world Harry Potter game. The aesthetics and vibes of Hogwarts Legacy are great, even for someone like me who hasn't finished all the books and isn't super into HP universe. Without knowing someone's general preferences for games, these two are the ones I would recommend to try out for most people (even though they aren't my two personal favorites out of this list).
* Baldur's Gate 3 [just started recently] - D&D system RPG game done incredibly well. A bit of a learning curve if you aren't familiar with D&D (I am not), and it might get a bit intense in terms of understanding the mechanics. However, this is a true love letter to D&D, and it is done incredibly well. If you have even some passing interest in D&D, or if you like complex RPG systems, this would be my #1 rec. I am personally a bit overwhelmed by it, but it is still an incredible game.
* Pikmin 4, Metroid Prime: Remastered - haven't played.
TLDR: General top recs without knowing anything about your preferences - RE4, Dead Space, Starfield, Hogwarts Legacy. For a more comprehensive explanation, see the details above. My personal biased favorites - RE4, Bomb Rush Cyberfunk, Blasphemous 2, and Street Fighter 6 (I am more of a Tekken player, but SF6 is just so good, it should have no issues sustaining me until Tekken 8 is out early next year).
https://arstechnica.com/gadgets/2023/09/contrary-to-rumors-t...
And it's justified, because it's really not that important in money making in grand scheme of things.
Where did you read about this? Is there some publication that publishes insights into things like this?
Sometimes I just want to charge my matchbox sized flashlight from Aliexpress. I really don't want to use the full-on 120W + network + 8k video capable cable for that. It's so thick that the weight of the flashlight can't hold it down =)
Maybe they'll figure out some kind of markings for the cables eventually.
I'd mostly use three categories: Charge Tiny Device (5-10W enough), Charge Medium Device + data (20-30W, phones and tablets), Charge Big Device (laptops, power banks - as much as the spec can handle)
And my 3rd party kinda_known_name -cable does the same but is at least twice as thick and really hard to wrestle in tight corners. =)
You can do dev work using the Termux terminal and online VSCode/Codespaces/CodeCatalyst or someone recently (like just this week I think) ported a native version of VSCode to the Play store.
My setup was: Anker A8383 USB-C hub, 1440p 120hz monitor, USB keyboard/mouse
-Apps close themselves even when the RAM isn't full, and the "RAM Plus" feature which gives you 8 GB of swap on a 12GB RAM phone doesn't necessarily fix it.
-Multiple apps can play audio at the same time if you install Sound Assistant and enable the requisite feature (multi-app sound). Similarly, you should get the Good Guardians and Good Lock apps from the Galaxy store (or apkmirror if in Canada) and tinker with the settings to taste. This is necessary to get 4K60 support or anything more than 1080p.
-I use Kiwi Browser, which supports all Chrome extensions and otherwise works like normal desktop Chrome. You'll want to go into the flags and enable the zoom thing (search for zoom) and then enable the zoom option under Accessbility in Kiwi settings, to fix websites that don't scale correctly. Tabs get unloaded/lazy loaded in background due to RAM issue.
-Doing anything moderately describable as "productive" or "intensive" (example: google maps website) creates more heat than the phone can handle over more than 10 minutes. Do not buy a Snapdragon 888, or other weak processor device (I am aware it is old but some people like used phones). Things like particles.js, hidden autoplays, etc that don't cause issues on desktop waste TDP on phones. The problem isn't necessarily that the phone overheats, it's that Samsung makes it so that not only does the battery stop charging if it gets over 36 C, it actually starts draining. For reference, your body temperature is around 36 C. On the S23 Ultra, with the Snapdragon 8 Gen 2, it's more or less usable now, with some battery drain from time to time. Weirdly, the battery drain issue is solved if you use a charger that supports USB PD PPS. The PPS part is VERY important. If you look at Samsung schematics, you will see that the PMIC does normal USB PD and there's a separate chip for PPS. Not all docks support PPS, in fact I'm not certain if ANY do. This is an area where more research is required. Of course, the fact that the PPS chip isn't affected might not be a thermal issue, but rather a "Samsung forgot to throttle charging on PPS", which would not be a good thing to talk about then because I don't want them to "fix" this.
-I cannot imagine development would be particularly easy on this device. I briefly looked into getting VSCode on there and whatnot but the Android Linux projects seem to have fallen quite some from their former glory. While web based stuff is likely fine, the aforementioned memory and CPU problems will make this difficult to use for anything too serious.
-All of the current common remote desktop solutions i.e. RustDesk (slow performance), Parsec (keyboard issues, no zoom), Reemo (mostly works, no keyboard shortcuts, lag, thermal problems), TeamViewer (3fps), Moonlight (mouse capture issue, thermal problems), RDP (low fps) etc have some kind of usability problem that makes them difficult to use for this application, in case you wanted to use the phone as a thin client.
It was also rotating screen as I was rotating the phone. Nothing installed nor enabled on top of default install, didnt even know it could do it.
I’ve been doing that for years now on the iPad, and knowing Apple (my site’s 20+ years old, BTW), I would be extremely surprised if they ever put Stage Manager or anything similar on an iPhone. You can hack your way around things (Blink and Remote Desktop support external displays, etc., and there has been an external display API for a while that third-party apps have used creatively), but it is just not the way Apple thinks about the iPhone.
Independent benchmarks are good, but Apple keeps everything very focused on what an average person buying it would experience, even benchmarks.
Maybe we need a pornography-like definition ("I know it when I see it") but I think there is certainly a continuum from high-quality DLC / expansions to existing games (which can be basically a new game) down to crystals which allow you to instantly buy something which you'd have got anyway if you had waited.
So, consider a basic, Mario-kart like racing game - which of these are OK, and which are micro-transactions?
- buying additional courses,
- buying additional characters (drivers), vehicles, or components of vehicle (e.g. wheels, engines, bodies),
- buying purely cosmetic changes (e.g. driver outfits, vehicle colours),
- buying permanent upgrades to your vehicle(s) (i.e. more speed, better acceleration, better handling)
- buying one-off power-ups that last for a single race, or are time-limited (+50% acceleration for 1 hour)
- buying 'cheats' - obvious play-to-win items (e.g. needing to complete 1 fewer lap than your opponent),
- buying regular game-progression; e.g. maybe 100 races/wins/hours of play are normally required to unlock all courses, but this can also be instantly purchased.
- any of the above options, but not bought directly, but rather via purchasing 'crystals' which can be exchanged for the above.
- any of the above options, but in a 'gatcha' style (i.e. loot boxes; you cannot choose which upgrade you want),
I think I'd be totally OK with the top three, maybe OK with buying permanent upgrades, and unlocking game progression (in this case), but the others are too far for me.
Some micro transactions are tolerable, some of the time, but every single one of these commercializes the product. IMO if they exist, the game should be free-to-play. Where I really get annoyed are games like Lego2K (racing game) where you pay $60 to play, and then it's also full of microtransactions (for cars, courses, cosmetics, you name it).
I think it's a different matter when it's a content-filled DLC add-on to the game. Yes, the line for that is a bit arbitrary, but the classic example would be Starcraft: Brood War (well, technically that was an expansion pack, but same idea). Adding a single additional course to a racing game blurs the line, I generally think content should be bundled so the gamer isn't constantly making financial decisions while playing.
I don't see governments doing this, but I think we'll see something like this soon in the EU when we can install competing app stores.
Looks like any IPC will likely be in A18.
[1] https://www.macrumors.com/2023/09/14/iphone-15-pro-geekbench...
- sn30 pro
- lite 2
- zero
- micro
The latter two are comically miniscule. In my opinion the sn30 pro is the sweet spot between portability and actually being able to play comfortably.
Once the A17 makes its way to the iPad mini, that'll be even closer.
Two egregious examples: The Final Fantasy Pixel Remastered series, and Monster Hunter Stories. The first has controller support on both the PC and consoles, but not on phones (which came out first). The second launched on a console (the 3DS), and has no controller support on the phone.
That caveat alone makes it so frustrating to play games on the phone IME.
One of the reasons I got Apple One, the kids can install an endless amount of decent to excellent games from there and I don't need to worry about them wasting money on them or getting predatory ads.
Sneaky Sasquatch is the hidden gem in there. It starts off simple, but it's a really cool and complex world you can explore
The "reality" is that Apple still has to pay other studios to port games to their systems. We spent 8 tragic years watching them wheel out Tomb Raider demos each keynote as if it was a shiny new release. Larian Studios came, Blizzard Studios went, but nobody changed the tide of gaming on iPhone or Mac. The fact that Boom Beach is more profitable than dear esther is not exactly an allegorical victory for Apple.
So... here we are. A world where a $300, 20nm Nintendo Switch is a better gaming console than a shiny new $800 3nm iPhone. Apple's service revenue isn't driven by good games, so they have no incentive to build a better system. The entire iOS runtime is an antitrust meltdown waiting to happen.
In the end it's a business, whoever makes the most money is the market leader. Until the government steps in. You are right that antitrust action is the most credible threat to Apple's positon in gaming. The fact the leadership at Apple has not moved an inch to satisfy governments will be Tim Cook's black mark on his tenure.
You can only pay-to-play Bejeweled so many times, after all.
Not so when all the big gaming mobile companies are assigning their top talent to building stuff like Clash of Kings. And why wouldn't they, when they can make so much more money doing so than working on a quality prestige game that no one will pay for.
> the premium game market still exists and still is going strong, no reason it couldn't live on mobile devices also.
It's actually the opposite. Mobile-style microtransactions are slowly taking over the premium PC/console gaming market.
If you look at the numbers on mobile, it makes no sense from a business perspective to create non-F2P games on this platform.
You can still make money with so-called "premium" games, that were simply normal games before Apple poisoned the well, but the potential is considerably lower.
If a game developer can make a living making "premium" games, then it makes sense to do so, especially with the very real ethical problems with making free-to-play games laden with microtransactions.
Just because you would only ever choose to do what makes you the most money possible, and damn the rest of the world, that doesn't mean everyone would or should make that choice.
Most developers cannot make a living selling premium games on mobile. There have been plenty of cost breakdowns posted to HN by game developers.
Occasionally a big mega-hit can make a profit, but for the majority of developers, free is now the only viable way.
I moved from doing code for industrial use and public admin as a consultant to mobile gaming.
We have one hit game and the _daily_ marketing (a.k.a. user acquisition) budget for us is an order of magnitude bigger than the biggest projects I did at my old job.
All the "ethical problems" usually are just older (usually) men in IT not understanding that people want to pay money to have fun.
Some people go to bars to relax after a work week and drop $100 gladly. Others use that for going to the movies, some go to have a nice dinner. And some people really like relaxing while playing games and they want to pay for that, because they think it's worth the price.
Part of it may be the "don't want to pay upfront" but shareware knows how that goes (free first part of the game, then pay $30 for the rest or whatever).
Anyway I really hope that text refers to DP alt mode, not displaylink. Any USB port works with displaylink chips as long as the OS has the driver
> Video mirroring and video out support: Up to 4K HDR through native DisplayPort output over USB-C or USB-C Digital AV Adapter
Also TIL iPhone SoCs are used in Apple TVs. Apparently they use a MCDP2920A4 DisplayPort 1.4 to HDMI 2.0 converter for that: https://www.ifixit.com/Teardown/Apple+TV+4K+2021+Teardown/14...
I'm considering upgrading but I don't want to carry around a Max sized device. I doubt it will fit in my pockets even.
I want the Pro version. I want all of the features, but not the Max size. But that phone doesn't exist for some reason. I want to believe it's a practical limitation, but my guess is the main reason is to up sell.
Monnney. Monney monney money.
They did the same thing with the iPhone 7 Plus, the first iPhone with two cameras.
It could also be because there’s extra room in the larger phone but… I’ll stick with because Timmy loooves money. Point in case, they just increased the price of the Max and said “same price as last year (for the higher storage you don’t need)!”
Man, I was really hoping for at least 4. There is just no way I want to carry a Max.
Plus, reading glasses are hardly an inconvenience in everyday life.
We already have beautiful mobile games, like Monument Valley. But that's not what the market is about. The very term "mobile game" reeks of low quality at this point. I don't see it changing.
What exactly is it that you are after? It seems like you are not content simply getting the games you want, such as Monument Valley. You also need everyone else to live their life a certain way?
Why not simply conclude that the market is big enough for everyone to coexist. And as long as there's games for you, you don't have to lament other people sitting around enjoying candy crush.
Well, yes, I need — or rather, would prefer — all the people who are addicted to portable slot machines, to stop throwing their lives away being addicted to portable slot machines.
But I don't blame those people for that, nor do I think that trying to get them to each personally attempt to overcome their addiction would be practical.
People with gambling addictions are people with a particular cognitive vulnerability to variable-scheduled rewards. Unlike people with other addictions, who "go overboard" on something that other people can "enjoy responsibly" (and so which society has a reason to otherwise permit), people with gambling addictions are the targets of products and services produced solely to target them, that people without gambling addictions just... don't see the point of. Slot machines of all sorts exist to commercially exploit gambling addicts. And they do so very well.
That very exploitation was why the US had outlawed casinos in almost every state; why casinos are 19+ to enter, even when not serving alcohol; why "casino game" video games must be rated M; why even depictions of gambling affect the age-ratings for TV shows and movies.
But now that exploitation has leaked. It's no longer limited to casinos; it's now everywhere in the palm of your hand — and not just bare-faced as "casino games", but also in the guise of everything from shooters to RPGs, all with their own variable-scheduled rewards that can suck up unbounded amounts of your very real money.
Obviously, I blame the exploiters — the "gaming" [i.e. casino] industry, and the ex-"gaming"-industry professionals infecting the games industry with their exploitation tactics. And also, I blame society, for not punishing the exploiters, not outlawing the exploitation.
> sitting around enjoying candy crush
My dude, Candy Crush is a great, fun, classic, and ethical game compared to what they have these days. Have you looked at the mobile casual games market in the last five years? If the words "rare JPEG" don't mean anything to you, then you should really spend a few minutes looking into the people throwing away their life savings on some of these "games."
In comparison games that can't survive under the Nintendo rules but still need a wide platform flourish on smartphones. That's where we see the split between games that can stand without micro-transaction and dark patterns, and those that can't. Genshin has been announced to come to the Switch for years now, and I'm not holding my breath given their mechanics, while the new iPhone's GPU capabilities are straight aimed at letting Hoyo thrive.
The same cannot be said for the app store. Save from basic DRM (steam has this), leaderboards (steam has this) & achievements (steam has this), you get much less for that cut.
Outside of small, niche indie games (which are great and do well within their own respect), free-to-play gacha games is the 'state of the art.
Smartphones have existed for a long time now, and the games absolutely suck, except the extremely rare high quality indie game port like Papers Please or Slay the Spire.
And? From the page:
> When you’re ready to share your completed app, you can submit it to App Store Connect right from your iPad or Mac with Swift Playgrounds.
Someone asked about developing apps on the iPad, this is a way to develop (and submit to the App Store) apps on the iPad.
There are plenty of other options (Epic Games, Microsoft Store, etc.), each with a different revenue share arrangement. Or you can self-publish on your own website and infrastructure (Minecraft did this and it worked out pretty well for them).
Most developers (not all!) clearly have decided that the value Steam provides (features+audience) is worth it. But, crucially, with Steam, it's a choice. With iOS, it's not. You are forced to go through the App Store whether you like it or not (for now, at least). And if tomorrow Apple decides that 30% is not enough and they'd like a bit more, there's not much you can do about it.
(Apologies if this is not terribly relevant to the rest of the thread, but it bugs me when I see this kind of "apples to apples" comparisons between Steam and the App Store)
Fucking absurd, to be frank. Watch a GDC talk on growing mobile F2P revenue and you will be exposed to a slew of deceptive methods for psychologically manipulating players (who are often kids) into addictive spending habits, often literally through gambling mechanisms.
But games like Diablo Immortal, Genshin Impact and Honkai: Star Rail wouldn't keep their player base if they were just a 100% psychologically manipulative cash grabs.
Unfortunately that isn't just true for games but also for apps. I wish Apple had focused more on building a healthier App Store ecosystem.
Soon we'll be able to install whichever apps we like in the EU thanks to the DMA. I think there is a hunger for alternative app stores.
My list of games is basically the same. I think they are legitimately rare, and we believe at the time that they are not. It's like YouTube. You find one 3blue1brown or Adam Neely and you think there are a hundred more. There aren't.
I don't think there's a mobile game out there that has given me more entertainment.
Just over 200k is my high-score and I've yet to witness the 6144 card. Still out here trying though!
But as you say, still out there trying.
Of course, the shitty free clone 2048 took the concept, made it worse, and somehow (because it was free) captured the majority of the market.
I still play Threes! regularly as well.
These weren't hidden gems either, these were front and center promoted links in the App Store. I'm sure it's possible to find experiences like these in modern games, but I've given up hope long ago. I don't have time to sift through the trash.
Almost all the people on this forum are in the target market for the Pro. The standard iPhone is not built for us, nor will most of its users have a problem with 480Mbps-over-wire transfer speeds.
The only meaningful difference between 2.0 and 3.0 for the iPhone use-case is transfer speeds, and the simple reality is that the overwhelming majority of iPhone owners only use a cable to charge their phone, not to transfer data on/off it.
Could there have been other tradeoffs? Power consumption, silicon footprint, et cetera. Most people never use USB to transfer data to and from their phones. It would be slightly ridiculous to support 3.0 if it meant tradeoffs in anything practical just so they can say they support a new protocol.
When the non-pros get the A17 we'll see if they disable the USB3 controller and it's market seg. I'd assume so but...
If a game gets content updates every other month, re-downloading a pirated game, and possibly losing all progress, meh.
If a game is going to go on sale for $20 (or $10) after awhile, why bother pirating it, just wait.
And Steam is absurdly convenient. Built in voice chat, collectables, and forums, means playing games on Steam is better than playing pirated games.
Steam is a DRM platform.
Ever hear of DRM? How about consoles that brick themselves if they detect that they've been modified?
In which case, we’d still expect PCs to be in an equivalent, if not worse state.
No. That was a minuscule number of people.
It was a reaction to Candy Crush making insane amounts of money using casino mechanics.
I can certainly remember developers of early popular games that you paid for up front saying that they tracked how many copies of their game were out there, and only a minuscule percentage of those games had been paid for,
I don't think piracy is the issue here, the issue is on mobile devices you already have quick payments setup for very fast transactions through the app stores. It's easier to assume to assume the person using the phone authorized to make the transaction and enable lots of small transactions.
On PC it's much easier to enter my card details for each new transaction, so i never save the card in Steam etc. Doing the same on the phone is tiring, so i have my card saved.
Apple and Google also make a little money on these transactions and have less incentive to promote non freemium games.
My impression at the time was that the supply of games in the app store was just too great, with hundreds of casual games being released every day. Thus driving down prices.
And Apple was more than happy to commoditise their complement; if 20 developers decided to clone Flappy Bird that was fine with Apple.
People were willing to pay up front on iOS, but Android users just sideloaded, leading to Skinner box free-to-play games being the most reliable way to monetize.
Sideloading makes piracy a service problem instead of a freedom one, and Apple knows their service can't compete on an unstacked deck.
So apple might have had USB3 speeds support in the A15 specifically for the mini, or they might have included USB3 support for a while in all SoC and enable it selectively for segmentation purposes.
That would gel with the comparison between the iPad Air 5th gen and the iPad Pro 5th gen: they both use the desktop-class M1, but the Pro supports full TB3 and USB4, while the Air only supports 10GB.
Honestly, I'd expect any Armv8.3+ or Armv9 to have USB PD/USB-C, Thunderbolt, etc. on the chip itself. USB PD is even halfway-or-more supported on some budget Cortex-M targets. Apple, though, is a special case; the chipmaker and developer are the same, so they have the freedom to say "no USB-C on mobile chips" and include only the features they want.
My post was pure speculation and a little giving them the benefit of the doubt.
So Apple is using a PCIe USB 3.0 controller for USB 3.0 iPads.
They could've easily done that on the iPhone 15, so it's market segmentation.
Adding additional chips/additional controllers is not "easily" done. The iPads have more space to spare on their boards, and have larger batteries that can absorb the additional power requirements for running those additional chips much easier.
Only if you expect developers and/or studios to work for no pay.
Why do you think we live in a world where you need an internet connection to play a single player game? Developers need a way to be sure you've paid up.
You keep bringing this around to revenue, but Apple could solve this problem if they didn't benefit from the status quo. A company 10x smaller than them did it, a company with full control over their hardware stack has no excuse to drag their feet and copy Open Source's homework.
What you’re missing is that Apple has their own proton that they’re using to help developers port their games like what Valve is doing with proton. Imo most of Apple still hates games if it didn’t bring in so much revenue. Now we have a small team trying to change that at Apple similar to how WSL for Windows came to being. I just hope that the higher ups continue to support and promote Apple’s “proton”
Well Apple and Valve are doing exact opposite things with their tools. Let me explain.
Valve runs your windows game unmodified. There is no 'porting process' and there is no 'port'. As person working with large publisher I am still in shock and disbelief that it is legal and works well in practice but here we are. The funny part is when developer of windows version of a game is asked 'how well do you support Steam Deck?'. And developer has to do windows version changes and produce new windows version that has tweaks for Steam Deck.