Live data from Hacker News

Valve drops VR support for macOS

techcrunch.com

181–190 of 287 posts

Re: Valve drops VR support for macOS

#181

Earlier quoted context omitted.

What if linux is on apple hardware?

Then why not run macOS?

> Then why not run macOS?

You value controlling as much of your computing environment as possible? Want source to all the software you use?

Do we really need to explain the merits of libre software still in 2020?

Re: Valve drops VR support for macOS

#182

Earlier quoted context omitted.

Getting rid of Mac OS's acceleration isn't simply a matter of clicking "raw input" in a game's options. Even if you use the command line to actually disable it for some reason the mouse still feels off. If you google, for example "counterstrike mac os raw input" or something similar, you'll see lots of posts about people having the same issue. The raw input setting doesn't work properly. Granted the posts are from a…

I don’t think you understand what raw input means. It doesn’t mean telling the OS you don’t want it to mess with your input, it means bypassing the userland OS input framework entirely and grabbing the input at a lower level preventing the default OS stack from even processing those input events. A well-designed game would do that, anyway. I wouldn’t be surprised if the counter strike port for macOS doesn’t qualify a…

I understand what it means. There's an option in CS and it doesn't seem to actually do anything on Mac OS. Its one of the most popular games ever created and unlike many AAA devs Valve is still actually really good at what they do. If they can't get it right on a Mac it doesn't inspire much confidence that its an acceptable gaming platform.

Can you name an online FPS with a decent sized community with proper raw input on Mac OS? I'd be willing to give it a shot and see if its different. There are plenty of games that aren't CS that people have complained about over the years.

Also, raw input or not I was talking about multiple issues. Every mouse I have ever used on the 2 MBP's I've had felt terrible and nowhere near as smooth as the same mice on a PC even for general desktop use. Even Apple's mouse feels pretty bad.

I don't really know why, their touchpads are amazingly smooth and responsive.

Re: Valve drops VR support for macOS

#183
post #65

Earlier quoted context omitted.

Agree with everything except > 4. Culture. Steve Jobs disliked games, it shows in Apple's support. IMO their lack of support has less to do with hate and more that they just didn't find value in that demographic. No one is making money off gaming hardware. On the other hand Apple has put in a LOT of effort into iOS gaming. Steve Jobs himself had multiple games showcased in his keynotes.

Jobs’ view always seemed short sighted to me. Yes, they were a hardware company back when he made these decisions, but software sells the hardware in the market he was in.

> Jobs’ view always seemed short sighted to me

Halo was originally intended as a Mac release, and Steve was livid[1] when Microsoft bought Bungie and made it an Xbox exclusive. I think his apathy toward the games business probably grew from experiences like that, if not that one specifically.

1. https://www.mcvuk.com/business-news/publishing/steve-jobs-ra...

Re: Valve drops VR support for macOS

#184
post #39
post #32

Earlier quoted context omitted.

> 1. No cross platform builds allowed. This is SO annoying. I can cross compile to Windows from GNU/Linux quite easily. In fact with Wine I can even get MSVC running. But Apple, even though they employ many of the Clang/LLVM developers, believes that you must use their OS to target any Apple product. Your only reprieve outside of buying their extremely expensive hardware is using CI services like Travis or Github act…

What? I can use online CI services to compile for MacOS? TIL.

[deleted]

Re: Valve drops VR support for macOS

#185

Earlier quoted context omitted.

You could build a hackintosh instead. Pain to get software set up just right but when it is it works great.

It's too time consuming and risky for a company.

There is a large rate of failure and larger fix times for issues, as well.

Re: Valve drops VR support for macOS

#186

Earlier quoted context omitted.

That's obviously not in the same league. The gaming capabilities of Apple TV are still pretty much an afterthought. The games available are more likely to be ports from smartphones, not Xbox/PS platforms. The processing power is a small fraction of what a video game console or gaming PC requires, which is why Apple can use leftover old smartphone SoCs instead of having to invest in actual high-end chips for the devic…

Regarding the hardware, are you deliberately ignoring Nintendo? They have low cost, cheap hardware, good margins, and are able to get a huge part of the market. I agree on the need of a shift in product development, but the hardware isn’t what is lacking here.

This certainly has not always been the case. Nintendo lost money on consoles same as SEGA and everyone else.

Re: Valve drops VR support for macOS

#187
post #6

Mac is a horrible platform to support for video game developers. Speaking from experience the issues are: 1. No cross platform builds allowed. We can compile to Windows, Linux, Android, Switch, PS4, Xbox One all from one windows build machine. 2. Shifting sand of non-backwards compatibility. Notice how of the above list everyone except Linux and Android have solid back compat stories. Video games are in development f…

* 3. Small market. Mac users make up a share of sales similar to Linux. "What are you talking about! Linux is 1% while Mac is a whole 4%!", nope! Those numbers are the same insignificance per a video game business plan* As a Mac user, I buy other hardware to play games on! Probably the only real Apple game platform is iOS. And even then I’m a bit more careful of what games I buy. The only Mac gaming I do is with emul…

>> Probably the only real Apple game platform is iOS

Actually, I’d say the ‘platform’ is Apple Arcade. I imagine that’ll grow more.

Re: Valve drops VR support for macOS

#188

Earlier quoted context omitted.

You could build a hackintosh instead. Pain to get software set up just right but when it is it works great.

It is not a technical problem, but a legal one. It is that they do not want to expose themselves by violating agreements with Apple. Do you want to be the genius that saved a few dollars on hardware with a Hackintosh only to get the company sued?

I hadn’t considered this at all mainly because I haven’t heard of apple taking legal actions against people promoting hackintosh related things and methods. Though I guess it could become a problem for a company.

Re: Valve drops VR support for macOS

#189

Earlier quoted context omitted.

Then why not run macOS?

> Then why not run macOS? You value controlling as much of your computing environment as possible? Want source to all the software you use? Do we really need to explain the merits of libre software still in 2020?

I think you’re responding to a strawman rather than my comment, which was in a thread about developing for Macs being difficult on non-Apple hardware because they can’t run macOS and the “solution” being buying Apple hardware and not running macOS on it.

Re: Valve drops VR support for macOS

#190

Earlier quoted context omitted.

It's too time consuming and risky for a company.

There is a large rate of failure and larger fix times for issues, as well.

I forget if there’s a better way to describe it but usually if there’s going to be a failure, it’ll be at the beginning (unless you’re constantly updating software which does have some risk)
Post reply on HN