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Apple iPhone 15 Pro and iPhone 15 Pro Max

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451–460 of 512 posts

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#451
post #24

The most interesting part of this to me isn't the titanium or the camera (impressive as it looks), it's the GPU. 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-rat…

Is it though? The promise of gaming on iPhone (and mobile gaming in general) has been taken over and destroyed by freemium games whose only goal is to push microtransactions. What is a marginally better GPU going to accomplish? Help games sell me their "bundle of gems" faster? Developers simply do not have the incentive to build any other kinds of games when the current crop of addictive shovelware is so damn profita…

Between terrible incentives created by Apple's cut structure, and Apple's disregard for backwards compatibility, mobile indie devs never stood a chance. Rami from Vlambeer said it well.

“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...

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#452
post #24

Earlier quoted context omitted.

Is it though? The promise of gaming on iPhone (and mobile gaming in general) has been taken over and destroyed by freemium games whose only goal is to push microtransactions. What is a marginally better GPU going to accomplish? Help games sell me their "bundle of gems" faster? Developers simply do not have the incentive to build any other kinds of games when the current crop of addictive shovelware is so damn profita…

Early mobile games were such a delight. I have fond memories of Angry Birds, Plants vs Zombies, Cut the Rope, Flight Control, Threes, Monument Valley, Bad Piggies... 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 S…

TouchHLE supports emulating a bunch of these (only on android devices, windows or macos, because, you know, Apple)

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#453
post #238

Earlier quoted context omitted.

They indicated in the pitch for the Pro that they added logic to the new CPU to drive USB 3 at 10gbps. The non-Pro is using last year's CPU, so while yes I guess that means they did "cheap out", I imagine the cost to include 3.0 on the non-Pro is pretty high and most people don't care.

Except iPads using older SoCs handle faster USB C speeds just fine.

iPad models which support USB 3 don't use the same chip as iPhones

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#454

Oh good, 128GB base storage, for 48MP camera + 4k@60 Pro Res video.

Yea, but you have USB3 high speed, record pro-res directly onto, external storage. 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 didn’t say “external storage”, they said “a Mac”. Could be a significant distinction

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#455

Earlier quoted context omitted.

I really, really hate the mindset that it "makes no sense" to do something that's not absolutely the most profitable course possible . 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,…

The cold hard fact is that F2P games bring in RIDICULOUS amounts of money. 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 understandi…

> All the "ethical problems" usually are just older (usually) men in IT not understanding that people want to pay money to have fun.

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.

https://www.youtube.com/watch?v=xNjI03CGkb4

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#456
post #41

Assassin's Creed Mirage launching on iOS shows that Apple is taking gaming seriously. A large part of the presentation was talking about the new GPU and the newly developed shader architecture. It will be interesting to compare the numbers once the devices are available.

It'll be interesting sure, but porting struggles have never really been about the numbers. Porting to iPhone takes time because the API is starkly different from consoles or Linux/Windows systems. Apple won't publish your game unless it's using Metal, there's no way around it. Games like Tomb Raider and Resident Evil have been touted for the same purposes in the past, but they never signaled any major internal shifts…

I think if Ubisoft will see good adoption from the mobile gamers, it may very well be the push for them to consider porting their game library over to iOS. After all, the mobile market is pretty damn huge.

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#457
post #41

Assassin's Creed Mirage launching on iOS shows that Apple is taking gaming seriously. A large part of the presentation was talking about the new GPU and the newly developed shader architecture. It will be interesting to compare the numbers once the devices are available.

A large part as in 1 minute?

A large part as in the part of the presentation where Silicon was being talked about. GPU is the main focus of A17 Pro, with the performance cores being upto 10% faster and no significant numbers to show for the efficiency cores.

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#458
post #430

Earlier quoted context omitted.

So there is an external way to check it-thickness

BUUUT for example the USB-C cable that comes with Apple's laptops is relatively thin and can still handle around 80-100W, can't remember exactly. 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. =)

But that laptop cable is also visually distinct

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#459
post #204

Earlier quoted context omitted.

Eh, the GPU changes with ray tracing were supposed to land last year as part of A16 but heat issues required them to pull it. 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.

>Your are right on that the Vision Pro will have a M3 not M2. It's been publicly announced as using M2 but I assume they just plan to say "we made it even faster" and launch with M3 then?

possibly a more affordable standard tier with the m2

Re: Apple iPhone 15 Pro and iPhone 15 Pro Max

#460
post #52

I'm excited for the most silly pedestrian reason: Because I detest the Apple 'DRM' chip that is implicit in Lightning even when used just for charging. I call it "DRM'd Electricity." 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, w…

I agree with the sentiment of anti-DRM but Anker (who are highly reputable) have been doing licensed cables for <$10 for years.
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