As I understand things, proton allows windows games to just work (pun intended) on Linux. No porting, no rebuild - just download and run.
Who is going to bother doing all the extra work to port their game for Mac?! Time and time again there have been loads of articles on here over the years with developers saying it is simply not worth the hassle to support Linux and Mac.
The downside of relying on translation layers rather than porting from the perspective of Apple is likely that they vey much detest the lack of control that would result from that. Game devs targeting Linux have started viewing Proton/Windows runtime as a target, which has lead to native Linux ports becoming less common. As a person wanting to play the odd game on Linux, this has been a godsend, but for Apple, this would be viewed as an existential threat.
Personally, I'd wish for more extensive Vulkan support, but I have been informed that this is likely not as easily done considering Apples GPUs with TBDR differ somewhat from the industry standard.
At the end though, if Apple truly wanted, they could simply spent money on studios and incentives ports. None-Mobile-Gaming remains no priority for them, simple as that. I haven't seen any indication that the AVP has changed that in any way and I wouldn't be surprised if they view GoDot not as a game engine, but rather another way to create experiences.
The same folks that bother for iOS and iPad games, Nintendo Switch and PlayStation.
Most studios aren't religious about APIs like FOSS developers, they create API agnostic engines with plugabble backends and move on with what is relevant for their game IP.
It has been like this since the dawn of computer games being fully written in Assembly across 8 bit snowflakes.
And for additional context, when it comes to Vision Pro, Ubisoft has one game that is designed with it in mind (Rabbids: Legends of the Multiverse) and CAPCOM has none.
That should tell us something about the appetite to support visionOS.
They have not done that, though. With Proton, almost every Windows game on Steam "Just Works" (and many others do with a small amount of configuration.)
As far as I can tell, there is no way for a player to use GPT to run games from their Steam library on Mac.
I will note the existence of that, but I feel comfortable saying that's not actually a CD. Especially since only one drive could ever use it. More importantly, it's still single layer.
And compared to the not-fully-compatible 99 minute CD-Rs, they only get an extra 50% space. Not a very impressive format there when burnable DVDs were already out and would obviously drop in price over time. Plus you could get another 14% by using mode 2 with reduced error correction...
I think you are talking about "Get Featured Playlists", which is more geared towards Spotify created playlists, which is under the 'Browse' tab in Spotify.
A really neat thing about the netboot setup is it takes zero time to clone the image to all the machines. As soon as I'm done installing updates on one machine, I shut down, run one command that completes instantly, and now I can boot all the machines immediately with that image.
There have been a decent number of times when I actually did this during a party to fix an issue, or between parties just to keep the machines maintained for the family to play with, etc. It'd be hard to do that if I have to spend hours transferring a large image every time.
Aside from the stability issues at boot time, there isn't really a down side. I don't have any problems with load times. So I'm pretty happy with the setup.
You don't need to modify the HTTPS traffic. You get a VPS that is in the US, and set the device up so that when it requests the ___domain (gspe1-ssl.ls.apple.com) that the IP address returned is not an Apple IP address, but the VPS IP.
The VPS simply forwards traffic on port 443 to gspe1-ssl.ls.apple.com.
> There's still no travel card integration with phones
This is not 100% accurate. There is no card integration, but the Opal app does allow you too see pre-paid balances. It does usually show the tapped on/off status, but it may be delayed by a few hours (so it's not completely useful) especially outside of metro areas.
> They actually did develop a digital wallet card
Which never worked on iOS, it was Android only iirc.
> the only mobile device tap that's supported are standard credit cards
You can use Samsung Pay. Make the card inaccessible for normal NFC/touch payments, and only allow Samsung Pay Transit. On iOS I think you can use Express Mode? https://support.apple.com/en-gb/105079
We attempted smart card transport in NSW three times. TCard. There was another one that went bankrupt iirc.
Arguably there is much greater success with Opal vs. Myki.
I’ll go back a little further: at one point before Apple purchased NeXT, Apple had its own version of the Linux kernel called Mklinux (https://en.m.wikipedia.org/wiki/MkLinux).
Oh please. OpenDarwin lasted what, 2 years? The people running it realized their efforts were merely going towards enriching OSX, it was not a truly open source effort.
They gave some cash money to CodeWeavers, the company that created wine. It's called the Game Porting Toolkit: https://developer.apple.com/games/game-porting-toolkit/
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