[HN Gopher] Apple iPhone 15 Pro and iPhone 15 Pro Max
       ___________________________________________________________________
        
       Apple iPhone 15 Pro and iPhone 15 Pro Max
        
       Author : jnieminen
       Score  : 188 points
       Date   : 2023-09-12 18:21 UTC (4 hours ago)
        
 (HTM) web link (www.apple.com)
 (TXT) w3m dump (www.apple.com)
        
       | bradgessler wrote:
       | Anybody know what Titanium color of the Pro devices match the
       | Ultra watch?
        
         | layer8 wrote:
         | Apple has a history of inconsistent colors between models for
         | the same color names, so I wouldn't be surprised if there's no
         | exact match.
        
       | roland35 wrote:
       | 1 gram lighter!
        
         | ricardobeat wrote:
         | 206g -> 187g for the Pro
         | 
         | 240g -> 221g for the Pro Max
        
           | pretext-1 wrote:
           | 9% lighter Pro
           | 
           | 8% lighter Pro Max
        
         | cromka wrote:
         | 1 mm smaller, rather
        
           | falcolas wrote:
           | Ironically, this annoys me because I can't use any of my
           | Apple 14 pro cases.
        
             | andy_ppp wrote:
             | There's nothing noteworthy here to upgrade to is there?
             | Maybe save some carbon (god that woke video was
             | cringeworthy) and wait for the iPhone 16?
        
               | falcolas wrote:
               | That's my thought at this point. I really want the usb c,
               | but I can wait a year.
               | 
               | It just bugs me how they change sizes like this and cause
               | even more unnecessary waste.
        
             | layer8 wrote:
             | The thickness also increased by 0.4 mm.
        
         | jonplackett wrote:
         | I wish they would go back to having S years and just keep the
         | outside the same.
         | 
         | There is barely anything different this time and an S year
         | would have made sense.
        
       | sgt wrote:
       | Haven't watched it yet, but I bought a 14 Pro just two weeks ago
       | (well aware of the imminent 15 on its way). I guess secretly I
       | was hoping that the difference is not huge. ;)
        
         | checkyoursudo wrote:
         | I bought a 13 mini just a few weeks ago. Pretty sure the
         | salespeople were rolling their eyes. Might have been the last
         | one left at the store.
        
           | skykooler wrote:
           | I'm disappointed there's no 15 mini announced. Rather
           | disappointing that the only phones that fit in a pocket these
           | days are all Android - no choice left.
        
         | highwaylights wrote:
         | I'm assuming you got a really heavy discount anyway so don't
         | feel bad.
         | 
         | The big standouts are camera enhancements and (significant) GPU
         | enhancements for gaming.
        
           | sgt wrote:
           | Not a heavy one but a decent discount. So not too upset. I am
           | sure some people somewhere bought without discount.
        
         | paxys wrote:
         | USB-C support was the worst kept secret in the world, so I hope
         | you were anticipating it when you made your purchase.
        
       | sgjohnson wrote:
       | > Beginning September 18, iCloud+ will offer two new plans: 6TB
       | for $29.99 (U.S.) per month and 12TB for $59.99 (U.S.) per month.
       | 
       | 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.
        
       | simbas wrote:
       | Any details about USB-C? I bet this USB-C implementation is not
       | standard compliant in a typical Apple way.
        
         | Y-bar wrote:
         | EU would have field day with that (if you were correct, which I
         | bet you are not) considering they require standards-compliant
         | USB-C by law.
        
         | ShakataGaNai wrote:
         | It charges via USB-C, it does USB 3 data if you have the Pro.
         | 
         | > 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.
        
         | falcolas wrote:
         | You're at least partially correct since they require a MFI
         | approved cable to reach USB 3 speeds. Otherwise you're limited
         | to USB 2 speeds.
        
           | chx wrote:
           | Any source to this?
           | 
           | Because I think Alex Agius Saliba will have an unkind word to
           | Apple if they try to pull that shit.
        
             | falcolas wrote:
             | https://www.forbes.com/sites/gordonkelly/2023/05/06/apple-
             | ip... (there were a number of articles around this time
             | which are now buried by Google et.al.)
             | 
             | However, it does look like Apple may have walked this back
             | post-rumor. I genuinely hope they did. We'll find out soon
             | enough.
        
           | DRW_ wrote:
           | I can't find any reference to this on Apple's website. They
           | simply they a USB3 cable is required to get USB3 speeds,
           | which I assume they don't ship in the box.
        
           | piperswe wrote:
           | Source? I've heard rumors but I don't think they mentioned
           | MFi at all in this event.
        
             | falcolas wrote:
             | See sibling comment.
        
         | stouset wrote:
         | Which Apple device has shipped with a non-standard USB
         | implementation?
        
           | drdaeman wrote:
           | Quite a stretch and not exactly a standardization issue (more
           | like if something useful is implemented/supported or not),
           | but lack of DisplayPort MST in MacBooks had upset some folks.
           | 
           | More on point - the speculation about real fast charging
           | requiring Apple-blessed circuitry is - AFAIK - still neither
           | proven nor refuted.
        
             | dmitrygr wrote:
             | > lack of DisplayPort MST in MacBooks had upset some folks
             | 
             | MST has serious drawbacks. Not supporting it _could be_ for
             | reasons of not wanting to deliver a subpar experience.
        
           | lowbloodsugar wrote:
           | I've got a number of USB storage devices that work on my
           | intel macs but none of my silicon macs. One was a brand
           | associated with mac.
           | 
           | 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.
        
       | dang wrote:
       | Related ongoing thread:
       | 
       |  _iPhone 15 and iPhone 15 Plus_ -
       | https://news.ycombinator.com/item?id=37485290
        
       | lwhalen wrote:
       | Still can't install uBlock Origin or any other firefox add-on?
       | Deal-breaker. Sorry Apple, that's one more $1200 phone you're not
       | selling me.
        
         | mandelken wrote:
         | You can install uBlock Origin and other firefox/chrome add-ons
         | on the Orion iOS browser[1].
         | 
         | [1] https://browser.kagi.com/faq.html#ublock
        
           | lwhalen wrote:
           | That is good to know, thank you, but why must I use _an
           | entirely different browser_ for this? (Rhetorical question, I
           | know - 'because it's Apple and they hate anything not of
           | their beautiful walled garden')
        
       | xp84 wrote:
       | 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, 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.
        
         | theshrike79 wrote:
         | But now you'll get into the fun USB-C -land, where two USB-C
         | cables can have wildly different capabilities with no external
         | way to check it :)
         | 
         | 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!
        
           | wmf wrote:
           | Buy good cables and throw the others away. (You can't really
           | trust any cable you didn't buy anyway because of O.MG.)
        
         | willseth wrote:
         | I wouldn't get excited yet. TMK they are only required to
         | implement the connector and certain charging requirements, not
         | any particular complete USB protocol spec, so it seems likely
         | they'll continue the same MFi program over USB-C cables.
        
           | duskwuff wrote:
           | I would be _extremely_ surprised if Apple introduced a
           | requirement for specially marked USB-C cables for the iPhone.
           | The iPad already uses USB-C, and works with any USB-C cable.
        
       | overcast wrote:
       | Oh good, 128GB base storage, for 48MP camera + 4k@60 Pro Res
       | video.
        
         | [deleted]
        
         | ShakataGaNai wrote:
         | 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.
        
         | liminalsunset wrote:
         | Hopefully they don't block full resolution ProRes recording
         | like they did on the 13 series. The 128GB version of the 13 and
         | iirc the 14 was only able to record 1080p60 ProRes, regardless
         | of available space
        
         | askonomm wrote:
         | I'd imagine most people offload them to iCloud, and don't keep
         | copies on the iPhone. At least that's what I do.
        
       | minimaxir wrote:
       | Apple's continued focus on gaming image quality is weird (ray
       | tracing?), since despite Apple Arcade the mobile market still is
       | still dominated by freemium games with simple graphics / lower
       | graphical requirements.
       | 
       | 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.
        
         | [deleted]
        
         | jasoneckert wrote:
         | Sometimes directions that don't make sense from a technical or
         | market point of view are made with something much further in
         | the future in mind. This could be the case here.
        
         | 3cats-in-a-coat wrote:
         | Hint: the raytracing GPU engines rely on general purpose GPU
         | compute.
         | 
         | 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.
        
         | Lorin wrote:
         | Perhaps the improvements also benefit their AR/VR products?
         | Could be a longer term play at hand.
        
           | theshrike79 wrote:
           | This was my first thought too, Apple always plays the long
           | game and that's why people keep saying "no innovation" after
           | every single keynote :D
           | 
           | 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.
        
         | Havoc wrote:
         | > Apple's continued focus on gaming image quality is weird (ray
         | tracing?)
         | 
         | Guessing it's important for an eventual vision pro integration
        
         | mezeek wrote:
         | This is like Spatial Audio. So many things have been built and
         | rolled out in support of Vision Pro. Obviously it'll be the A17
         | there too.
        
         | GeekyBear wrote:
         | > Apple's continued focus on gaming image quality is weird (ray
         | tracing?), since despite Apple Arcade the mobile market still
         | is still dominated by freemium games with simple graphics /
         | lower graphical requirements.
         | 
         | 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.
        
           | minimaxir wrote:
           | The M3 chip is rumored to also use the 3nm process, so that's
           | expected.
        
           | TomatoTomato wrote:
           | It also can improve DX and make for easier ports downstream.
           | If the new Assassin's Creed uses some ray tracing on their
           | console version, they use the same technique on the iPhone.
        
         | Someone wrote:
         | I guess they need such hardware for the Apple Vision Pro, and
         | are working with several heavily NDA-ed companies to get
         | software out that uses it when that launches.
        
         | kmlx wrote:
         | candy crush with ray tracing :)
        
         | photoGrant wrote:
         | It's a way to increase profits in an area of R&D that's
         | required for the AR side of things.
         | 
         | 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.
        
       | Night_Thastus wrote:
       | Sticking the 23-year-old USB 2.0 port on a device that is made in
       | 2023 and costs $1k is inexcusable. [non-pro]
       | 
       | 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.
        
         | acchow wrote:
         | Where are you seeing this? Their product page for the 15 non-
         | pro says it uses the same cable you use to charge your mac.
         | 
         | It also says "The included USB-C Charge Cable is compatible
         | with AirPods Pro (2nd generation) with MagSafe Charging Case
         | (USB-C)."
        
           | madeofpalk wrote:
           | USB-C is the physical connector, and on the iPhone 15 it
           | carries USB 2.0 for data.
        
         | inickt wrote:
         | The Pros do use USB3? Or are you talking about the regular 15?
         | I still agree with you, but unfortunately the vast majority of
         | regular iPhone users aren't transferring large files over a
         | cable and won't care.
        
           | Night_Thastus wrote:
           | The regular 15. And 3.0 also supports much faster charging.
           | 
           | 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.
        
             | stouset wrote:
             | USB 2.0 vs 3.0 has nothing to do with power delivery.
             | 
             | 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.
        
             | JumpCrisscross wrote:
             | > _cheap out by using USB 2.0_
             | 
             | 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.
        
               | ochoseis wrote:
               | It's obviously market segmentation.
        
               | PennRobotics wrote:
               | or USB-C (and its order of magnitude complexity) isn't a
               | SoC peripheral on the already-taped-out A16 but it is on
               | the A17?
        
               | masklinn wrote:
               | On the other hand, the 6th gen Mini uses an A15, and has
               | USB 3 speeds support (only 5Gb but still).
               | 
               | 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.
        
               | PennRobotics wrote:
               | Dunno, I don't own Apple products and was quite
               | disillusioned with my one workplace MBP. I'm unfamiliar
               | with their newest chips and feature support. Do they
               | maybe have an off-chip USB controller on the tablet?
               | 
               | 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.
        
               | dataworm wrote:
               | The 4th gen iPad Air uses an A14 and also has USB 3
               | support.
               | 
               | 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.
        
               | ArchOversight wrote:
               | > 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.
        
               | masklinn wrote:
               | Well for now it's likely just the IP blocks (the non-pros
               | uses the A16 which was certainly designed without since
               | none of the 14s was shipped with support).
               | 
               | 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...
        
             | Kirby64 wrote:
             | USB 2.0 data rates have absolutely nothing to do with
             | charging speed. You don't even need to support data (at
             | least, USB data) at all to support fast charging speeds.
             | You just need to support PD, which is on separate, required
             | pins that both phones support.
        
             | sbradford26 wrote:
             | USB 3.0 isn't really necessary to support higher charging
             | speeds that is mostly through Power Delivery which I
             | believe both the regular 15 and pro support since they both
             | advertise 20W fast charging.
        
             | willseth wrote:
             | 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.
        
               | s3p wrote:
               | Except iPads using older SoCs handle faster USB C speeds
               | just fine.
        
               | lloyddobbler wrote:
               | This. Consider the market. Samsung also doesn't add its
               | newly-engineered, top-of-the-line solutions to its lower-
               | end new models.
               | 
               | 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.
        
         | mplewis wrote:
         | The vast majority of people aren't transferring data to and
         | from their phone via USB cable.
        
           | Gigachad wrote:
           | Unless you are doing some kind of video production with your
           | phone, there is no real reason to plug it in. And anyone
           | doing that would have the pro.
        
         | brokencode wrote:
         | It makes sense though. The non-pro models are using last year's
         | A16 SOC without any updates. I assume they'll get USB 3 next
         | year when the SOC is updated. I'd be much more disappointed if
         | that's not the case though.
        
           | masklinn wrote:
           | I'd assume the non-pros will remain on USB2, and that serves
           | as a segmentation feature. Especially since only the pros can
           | shoot in ProRAW and ProRES.
           | 
           | 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...
        
             | brokencode wrote:
             | It would definitely be a disappointment if they have the
             | hardware on the device for 3, but arbitrarily limit to 2
             | for pure market segmentation. The iPad situation as you
             | described it is discouraging.
        
             | ThatPlayer wrote:
             | It's a bit more complicated than that with the iPads. The
             | Mini supports 5Gbps but only as USB Host mode. If you hook
             | it up to a computer as a USB client, it'll still be USB 2.0
             | [0]
             | 
             | 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-...
        
               | ArchOversight wrote:
               | I have an iPad Pro 11-inch 4th gen and that supports
               | Thunderbolt/USB 4 but when connected as to my MacBook Pro
               | it shows up as USB 3.1 at 10 Gbps. So that is correct.
        
       | PedroBatista wrote:
       | The whole thing felt they were milking it to last 90min.
       | 
       | 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.
        
         | GpuIsLife wrote:
         | You may be interested to know that Unreal Engine's Nanite
         | technology uses (mostly) software rasterisation.
        
           | jonplackett wrote:
           | Nanite isn't raytracing though, or even rendering. I think
           | it's more like a pre-render thing to reduce polygon count.
        
             | superb_dev wrote:
             | Nanite has a large pre-render step, but it also changes the
             | rendering quite significantly. (Which in some cases
             | includes a software rasterizer running on the GPU)
             | 
             | This is a really good deep dive if you're interested:
             | https://youtu.be/eviSykqSUUw?si=Vaj8pngU2Bug5LJX
        
         | ykl wrote:
         | Ray tracing has been 100% software (as in, either entirely on
         | the CPU or implemented in shader code or CUDA/OpenCL on the
         | GPU) up until 2018, which is when the first hardware-
         | accelerated ray tracing GPUs became widely available.
        
           | PedroBatista wrote:
           | That's why ray-tracing in games was not a thing up until
           | 2018.
           | 
           | The context is games, which is what they've shown on the
           | presentation to sell us the new iPhone.
        
         | xp84 wrote:
         | I also thought that was odd, with the 8fps on the left. Like,
         | what iOS game are people playing with software raytracing at
         | 8fps?
        
       | alanwreath wrote:
       | I'm interested to see what depth of field can be replicated with
       | lenses so close together. 3d (spatial) videos is the one feature
       | I would have bought a new phone for, but given it is not
       | available day one I'm a bit skeptical that an unproven lense set
       | up will replicate well to an unproven vr set up.
        
         | Syzygies wrote:
         | I want to see a scanner app that nails flattening out book
         | pages. The spatial data is needed to triangulate depth
         | accurately.
        
       | heisenzombie wrote:
       | I'm mostly interested in the manufacturing technology -- seems
       | like they're doing some kind of friction/ultrasonic/diffusion
       | welding between the titanium frame and the aluminium insides.
       | 
       | 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!
        
       | cs702 wrote:
       | TL;DR:
       | 
       | 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.)
        
       | gruturo wrote:
       | It looks like the one feature I was more eagerly awaiting is
       | there: It can drive a display through the USB-C cable
       | (https://www.apple.com/iphone-15-pro, scroll down to "Gigablast
       | your gigabits" and then click on "Explore Connectivity".
       | 
       | 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.
        
         | gessha wrote:
         | I really wish Apple let's you develop apps on
         | Linux/iPad/iPhone.
        
           | larme wrote:
           | I use blink[0] with a 40% keyboard to develop linux program
           | on a vps.
           | 
           | 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
        
           | Jtsummers wrote:
           | One third of your wish is already answered. You can develop
           | apps on the iPad.
        
             | hack4supper wrote:
             | How pray tell ... I was looking into doing that.
        
               | Jtsummers wrote:
               | Swift Playgrounds
               | 
               | https://www.apple.com/swift/playgrounds/
        
               | internetter wrote:
               | This is pitched as an education tool...
        
               | Jtsummers wrote:
               | > This is pitched as an education tool...
               | 
               | 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.
        
             | hbn wrote:
             | Show me one serious iOS developer who's using an iPad as
             | their primary dev machine.
        
         | konradb wrote:
         | Would be interesting to see how it can use a larger screen.
         | Definitely the phone is powerful enough for most tasks.
        
         | NavinF wrote:
         | I don't see anything about displays on that page. All I see is
         | "iPhone 15 Pro lets you shoot ProRes video directly to external
         | storage, so you can quickly switch drives and keep your iPhone
         | camera rolling on set. Want to capture slow motion Hollywood
         | style? Now you can record ProRes 4K at 60 fps to an external
         | SSD."
         | 
         | 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?
        
           | MarkMarine wrote:
           | " Now you can connect USB-C gear like thumb drives, fast
           | external storage, 4K displays, and microphones."
           | 
           | Right in the linked site
        
           | gruturo wrote:
           | The "Explore Connectivity" modal window you can open in the
           | "Gigablast your gigabits" (meh) section, as I quoted in my
           | original post, has this block of text:
           | 
           | 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
        
         | rcarmo wrote:
         | I don't think Apple will ever do that, to be honest. It took
         | nearly a decade for them to get keyboard support working
         | properly on the iPad, and they have zero incentive to copy
         | Samsung DeX given they prefer to sell 3 different devices to
         | people.
         | 
         | What they will do is allow you to record video directly to
         | storage devices and preview photos on large displays as they
         | are taken.
        
           | Xylakant wrote:
           | > I don't think Apple will ever do that, to be honest.
           | 
           | 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.
        
             | rcarmo wrote:
             | Yeah, I know -
             | https://taoofmac.com/space/blog/2022/12/14/1230
             | 
             | 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.
        
           | ricardobeat wrote:
           | This is already possible.
        
           | ako wrote:
           | I regularly use my bluetooth mechanical keyboard (nuphy air
           | 75) with both ipad and iphone. Works fine. Much better than
           | the keyboards sold by apple. What are you missing?
        
             | rcarmo wrote:
             | My point was that there will never be a full "desktop mode"
             | or even a good generic (supporting all apps) way of running
             | apps on an external display. Right now you can develop apps
             | that draw on an external display, but that has to be done
             | on a per-app basis (there was a notable one a few years
             | back that used "web apps" to build a "desktop" on the
             | external display, but it's not full, generic, zero code
             | changes native app support).
        
         | Havoc wrote:
         | > No more syncing with the phone - I am using the phone itself.
         | 
         | That sounds about as productive as the never ending stream of
         | "I tried switching to an iPad for dev" blogs
        
         | chx wrote:
         | edit: nevermind
        
           | zamadatix wrote:
           | You might want to check your math :). It's ~10 gbps by both
           | measures.
        
         | paxys wrote:
         | I bought an Android phone that transforms into a desktop
         | computer when you plug in a USB-C monitor, and the entire
         | experience is mind blowing. You can even connect a bluetooth
         | keyboard and use the phone screen as a touchpad. Unfortunately
         | I don't think Apple is going to go in that direction anytime
         | soon.
        
           | MuffinFlavored wrote:
           | Can you do a Bluetooth keyboard and mouse?
        
             | lostapathy wrote:
             | iphone has supported that forever.
        
           | bsimpson wrote:
           | This sounds like Motorola in about 2012.
        
           | automatoney wrote:
           | Ooooh more info please! Which phone? And what's the
           | experience like? Are you using it for development at all or
           | is it more things like word? I wanna know all about this
           | setup, since I'm definitely going to need to upgrade my phone
           | soon.
        
             | lostmsu wrote:
             | Sounds like Samsung Dex + something like VS Code on
             | Android.
        
             | paxys wrote:
             | Any Samsung flagship will work (make sure it supports DeX).
             | All the first party apps and plenty of store ones have a
             | desktop UI. I haven't tried any native IDEs yet, but a
             | cloud editor in the browser works perfect.
        
             | rcarr wrote:
             | Rumour has it Google are going to introduce a desktop mode
             | with the Pixel 8. In the mean time there's Samsung DeX,
             | Motorola Ready For, and Huawei Easy Projection. If it has
             | desktop mode I'll be getting the Pixel 8, if not the
             | Samsung Galaxy S22. Pair it with a Quadlock Mag Case and
             | the battery pack attachment and you just have one cable
             | going from your phone to your AR glasses and you can
             | quickly and easily swap battery packs when needed.
        
             | liminalsunset wrote:
             | I have had a number of Samsung devices that I bought
             | specifically to test out the DeX capabilities, and it's
             | really hard to say whether I recommend it. I ended up going
             | back to a real PC, and it was such a breath of fresh air.
             | 
             | 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.
        
         | colinjoy wrote:
         | > assuming it will work like the iPad Pro
         | 
         | 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.
        
           | rcarmo wrote:
           | It's not even that. It's just direct storage access for
           | recording and image previews.
        
         | ksec wrote:
         | I hope this is true. Even with a Keyboard and mouse and I can
         | browse Internet with it would be great.
        
           | masklinn wrote:
           | FWIW keyboards have worked OK all along, I regularly use one
           | of my wireless keyboards switched over to the phone to type
           | longer stuff, though the autocorrect gets more annoying in
           | that case.
           | 
           | 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.
        
       | losvedir wrote:
       | I missed the presentation but with talk of these new stereoscopic
       | cameras did they mention anything about Apple Vision Pro? Ever
       | since that keynote with the kind of dystopian example of wearing
       | a headset during the kid's birthday, I assumed the future would
       | be the next iPhone taking the "memories" (as I think they called
       | them). Was that mentioned at all today?
       | 
       | 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.
        
       | GeekyBear wrote:
       | The most interesting thing to me is that switching to a new SOC
       | process node gives you the option of bumping up performance or
       | reducing power draw, and it sounds like Apple has once again
       | chosen to reduce power draw.
       | 
       | 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.
        
         | ko27 wrote:
         | Your conclusion is wrong. There is no difference in battery
         | life if you compare to 14 Pro on their site.
        
           | GeekyBear wrote:
           | More than one component in the device draws power. Did you
           | see the part about the display getting twice as bright, for
           | instance?
        
           | awestroke wrote:
           | Their website is not a reliable source for performance
           | numbers. We'll have to wait for third party benchmarks
        
         | ksec wrote:
         | >and it sounds like Apple has once again chosen to reduce power
         | draw
         | 
         | 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.
        
           | GeekyBear wrote:
           | > We will have to see. They have a 10% performance increase
           | and I am betting there will be 5% coming from Clock Speed.
           | 
           | 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.
        
         | dmitrygr wrote:
         | Why run faster if you are already comfortably number one? It
         | makes sense to focus on something that everyone wants
         | improvement on: battery life.
        
           | kaba0 wrote:
           | To be honest, in general it does improve battery life if you
           | are faster. Battery life is a race to CPU sleep mode, and if
           | you finish the job faster, the more energy you can save.
        
             | dmitrygr wrote:
             | Only for things that are "completable", not for things that
             | run in the background persistently
        
         | kaba0 wrote:
         | On the CPU game, apple is so far ahead that it might not even
         | make sense to talk about other vendors. Apple could
         | deliberately downclock their CPUs and still beat the shit out
         | of any flagship android. Hell, their 3 years old lineup
         | actually beats the current year's top.
        
         | lotsofpulp wrote:
         | I imagine the reasoning is that most people do not use the
         | performance, but would value less need to charge the battery.
        
       | highwaylights wrote:
       | 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-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.
        
         | 3cats-in-a-coat wrote:
         | It also shows the direction the M series, and I'm frankly happy
         | with what they've shipped this year. Solid strategy, design and
         | engineering.
        
         | turtlebits wrote:
         | People have been saying that Mac gaming is around the corner
         | for years now. GPU upgrades are the least exiting part of new
         | iPhones. I have zero faith that they move the gaming needle,
         | especially on iPhones.
         | 
         | The most exciting thing for Mac gaming is probably the Game
         | porting toolkit.
        
           | thaanpaa wrote:
           | I'm not sure they have. When Macs came with Intel processors,
           | everyone who wanted to play games on their Mac just booted
           | into Windows for gaming, so there wasn't much pressure to
           | make them work on the MacOS side. Because Bootcamp no longer
           | works, Apple is under increased pressure to improve game
           | performance.
        
           | dimitrios1 wrote:
           | > I have zero faith that they move the gaming needle
           | 
           | 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.
        
         | imbusy111 wrote:
         | Pointing out the obvious, but the iPhone only has the touch
         | input, and no physical controls, so it's not going to work as a
         | serious gaming device.
        
           | theshrike79 wrote:
           | Serious or not, but for example Diablo Immortal is mobile
           | only and it reportedly brings in $1M _daily_.
           | 
           | 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.
        
           | ErneX wrote:
           | You can use modern gamepads with it, like the PS5 DualSense.
        
             | jwells89 wrote:
             | Yeah, bluetooth controller of choice and a kickstand case
             | on the biggest iPhone gets you very close to a Switch or
             | Deck conceptually.
             | 
             | Once the A17 makes its way to the iPad mini, that'll be
             | even closer.
        
               | falcolas wrote:
               | If, and only if the developers include controller
               | support. Which they largely don't, _even when controllers
               | are supported on every other platform._
               | 
               | 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.
        
               | 0x457 wrote:
               | Even if they do include, it's often weird. I wanted to
               | try play genshin with controller - you have to complete
               | certain parts of the game to unlock settings button. Why?
        
               | jwells89 wrote:
               | It's a shame because the UX of controller configuration
               | on iOS/macOS/tvOS is the best I've seen outside of
               | consoles. Even Windows, the king of gaming, doesn't do as
               | well with configuration of Microsoft's own Xbox
               | controllers (let alone those of competing companies).
               | Instead on Windows Steam is required for any level of
               | sanity with controllers.
        
             | dbbk wrote:
             | Then you've gotta figure out how to prop your phone up...
        
               | DRW_ wrote:
               | There are also plenty of clips for Xbox or PlayStation
               | controllers that whilst being a little top heavy, are
               | quite comfortable and work well.
        
           | cloin wrote:
           | It does however pair very nicely with popular console
           | controllers
        
           | jonahhorowitz wrote:
           | It works really well with a PS5 controller, and they make
           | controllers that snap on the sides too.
        
           | KoftaBob wrote:
           | Well yeah but that's a trivial problem to solve by just
           | getting a case/attachment with gaming controls on it, like
           | the Razer Kishi.
        
             | lp0_on_fire wrote:
             | With this announcement it wouldn't surprise me if Apple is
             | already working on a first-party case/attachment
             | specifically for gaming.
             | 
             | And it wouldn't be their first attempt at such hardware:
             | 
             | https://lowendmac.com/2006/apples-pippin-and-bandais-
             | world-m...
        
           | basisword wrote:
           | This applies to the Switch too. It's touch screen but has
           | external controls (they detach and you can use the
           | kickstand). iOS supports gaming controllers so you could use
           | it in the same way as the Switch (albeit it doesn't have a
           | built in kickstand).
        
             | SketchySeaBeast wrote:
             | But if you're bringing your switch you're not just bringing
             | the screen. If you are bringing your phone somewhere you
             | are bringing just the phone. It's harder to sell and
             | justify.
        
             | mcphage wrote:
             | > It's touch screen but has external controls
             | 
             | 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.
        
           | sbuk wrote:
           | Didn't an infamous CEO say similar about the 'missing'
           | physical keyboard and not being a good business device?
        
         | bradgessler wrote:
         | I question if Apple really cares about or is serious about
         | gaming. My impression is they use it as an excuse to showcase
         | hardware improvements since games are happy to soak up pretty
         | much any hardware that's thrown at it.
         | 
         | 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.
        
           | philistine wrote:
           | Apple is making 30%, just like all the console makers and
           | Steam, on every single game transaction on iPhone.
           | 
           | 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...
        
             | smoldesu wrote:
             | > The reality is that Apple is a bigger gaming company, by
             | revenue, than Microsoft or Sony
             | 
             | 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.
        
             | bombcar wrote:
             | But how much of "mobile gaming revenue" is shitty "buy
             | coins to skip this puzzle" in whatever polished shitpuzzle
             | game is the current hotness?
             | 
             | You can only pay-to-play Bejeweled so many times, after
             | all.
        
               | wiseowise wrote:
               | As much as I want this cesspool to die, unfortunately,
               | parent is talking about revenue. And there I can imagine
               | mobile market being even bigger than traditional gaming.
               | All those shitty casinos and gacha games should rot in
               | hell.
        
           | dahwolf wrote:
           | That currently seems to be the case, but it's a puzzling
           | strategy.
           | 
           | 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.
        
             | bombcar wrote:
             | I assume they don't want to compete with their customers on
             | gaming, not just yet.
        
             | bobthepanda wrote:
             | Gaming has a high cost of entry. Xbox posted its first
             | profit in 2007, six years after the Xbox launch.
             | 
             | 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.
        
           | kaba0 wrote:
           | Based on the last two events, they increasingly invest more
           | and more money into games. And to be honest, it absolutely
           | makes sense -- apple's biggest competitor in many areas is
           | themselves: people use their iphones for many many years. So
           | it does makes sense to invest into services as well.
        
         | _hzw wrote:
         | And they will likely have to enable side-loading in the EU next
         | year, which will allow us to play almost all retro games
         | through emulation.
        
           | moritzwarhier wrote:
           | Maybe Apple will embrace this then.
           | 
           | 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?
        
             | _hzw wrote:
             | Actually, this is up to Nintendo and Sony, not Apple...
        
               | duskwuff wrote:
               | And, speaking from experience, Nintendo definitely
               | wouldn't be on board. As far as I'm aware, they have
               | _never_ authorized any kind of third-party emulation of
               | their games; even their first-party emulators like the
               | NES Mini or Virtual Console have always been limited-time
               | offerings with relatively small selections of games.
        
               | kaba0 wrote:
               | Getting the game ROMs is definitely illegal. But they
               | can't have any say in the actual emulation and emulation
               | software.
        
               | SahAssar wrote:
               | Getting ROMs is legal in a lot of circumstances, either
               | by backuping the game yourself or if you own the game but
               | download a ROM (like
               | https://law.stackexchange.com/a/41876)
        
               | 0x457 wrote:
               | Good luck having apple to approve a game where to do
               | anything you have to google things, the game cannot tell
               | you how to google and any public popular resources
               | telling how to do it getting struck with DMCA.
        
               | kaba0 wrote:
               | They can approve the emulators though, which they don't
               | currently.
        
               | moritzwarhier wrote:
               | Sure! As I said I was fantasizing, maybe I should have
               | qualified this a bit more :)
        
         | klausa wrote:
         | >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.
         | 
         | 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.
        
           | wmf wrote:
           | No, all the rumors say M3 is based on A17.
        
         | ErneX wrote:
         | I think the M3 Macs will start to come out in 2024.
        
         | summarity wrote:
         | To me this is a signal of reusing the GPU innovations that were
         | required for the Vision Pro in currently available products and
         | then finding a martket for it (gaming)
        
           | sroussey wrote:
           | 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.
        
             | stirlo wrote:
             | >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?
        
             | nebula8804 wrote:
             | >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.
             | 
             | Where did you read about this? Is there some publication
             | that publishes insights into things like this?
        
           | saagarjha wrote:
           | Vision Pro is based on the A15 SoC.
        
             | wmf wrote:
             | We don't know what's in the R1.
        
               | klausa wrote:
               | We know it doesn't have any general purpose compute.
        
           | lofaszvanitt wrote:
           | [flagged]
        
             | alanwreath wrote:
             | I already have a couple 3D videos that I've recorded. It's
             | one of the most powerful aspects of VR computing. I'm
             | hopeful that they continue to iterate on 3d photos and
             | video.
             | 
             | It's a space that needs standardization and more big
             | players need to be there.
        
               | lofaszvanitt wrote:
               | Yeah, we are waiting for the saviour for 20+ years.
        
         | yakz wrote:
         | I don't think they care about Switch or other consoles, really.
         | Switch sales are nothing compared to what they already sell for
         | non-gaming systems.
         | 
         | 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.
        
         | paxys wrote:
         | 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 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.
        
           | carlosjobim wrote:
           | Before smart phones became something for everybody, 99% of
           | "gamers" would game on lottery tickets, casinos, slot
           | machines and such. They are still the majority and they want
           | their slot machines, where they don't have to think or learn
           | to progress. Computer / video game tropes are just an
           | aesthetic to skin a slot machine on your phone.
        
             | lawlessone wrote:
             | Some truth to this, many people playing mobile games would
             | never have owned a laptop/PC/console. They play these games
             | on the commute or while watching TV. A "full fledged" game
             | and it's large upfront costs wouldn't interest them.
        
           | wmf wrote:
           | Apple's new gaming strategy (as of today) is ports of console
           | games. It's not worth developing good games specifically for
           | mobile but that's not necessary if iDevices can run console
           | ports.
        
           | gretch wrote:
           | This is a really short sighted and defeatist view on the
           | potential of mobile gaming. Mobile gaming started before
           | iPhones, and it will be around probably for the rest of human
           | civilization.
           | 
           | 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
        
             | make3 wrote:
             | I'm sorry but console and PC games have been infinitely
             | better since forever, giving much better products with much
             | more limited resources for much of their existence.
             | 
             | 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.
        
             | pradn wrote:
             | Nothing will change barring a change in economics
             | (subsidies for quality games, Apple not taking a 30% cut on
             | microtransactions, somehow prices for good indie games
             | going up) or a change in human nature (people seem to just
             | play shitty games from what I see in the NYC subway).
             | 
             | 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.
        
               | __loam wrote:
               | Steam also takes 30% from the first $10 million in sales,
               | so I'm not sure what it is about the app store that
               | incentivizes this. The incentives are arguably identical
               | on Steam. I think it has more to do with the nature of
               | the device (Touch controls, people using it on their
               | bathroom breaks, etc) than it does with any economic
               | situations.
        
               | internetter wrote:
               | To be fair, steam offers a massive amount of goodies on
               | top, including a built in mod store, tools for
               | multiplayer, forums, and many more. I'd argue that the
               | platform is worth _at least_ 10% if used to it 's fullest
               | (and after a certain threshold the 30% goes down anyway
               | -- though imo it should start low for small studios)
               | 
               | 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.
        
               | Chatting wrote:
               | Plus, as a developer, you're not required to go through
               | Steam, if you don't think it's worth it.
               | 
               | 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)
        
               | ask_b123 wrote:
               | For me mods and multiplayer are worth more than 10%. That
               | said, I also play multiplayer games on the AppStore,
               | although the Game Center friends functionality isn't as
               | good as Steam's.
        
               | gretch wrote:
               | > 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.
               | 
               | 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.
        
               | derefr wrote:
               | > You also need everyone else to live their life a
               | certain way?
               | 
               | 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."
        
             | madeofpalk wrote:
             | The potential of mobile gaming has came and gone.
             | 
             | 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.
        
           | nebula8804 wrote:
           | At least on a positive note: an iPhone + Dev account + some
           | tiny controller addon can equal a great pocket emulation
           | machine on the go. If someone can design a nice controller
           | add on, we can ditch the Chinese pocket gameboy/switch/other
           | extra devices you dont need.
           | 
           | 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. :/
        
             | rcarr wrote:
             | You might want to have a look at the razer kishi.
             | Alternatively if you want a standalone controller, you
             | might want to look at the following 8bitdo products:
             | 
             | - 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.
        
           | mdavidn wrote:
           | 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 Store now bury any new gems. It's
           | quite disappointing.
           | 
           | A better GPU isn't going to help the situation.
        
             | jerojero wrote:
             | I still play Threes! to this day, still haven't been able
             | to get a 6000 card even after all these years.
             | 
             | I don't think there's a mobile game out there that has
             | given me more entertainment.
        
             | simonh wrote:
             | It's still a bit thin on top class games, but I still hold
             | out hope for Apple Arcade.
        
             | javajosh wrote:
             | _> Angry Birds, Plants vs Zombies, Cut the Rope, Flight
             | Control, Threes_
             | 
             | 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.
        
             | itishappy wrote:
             | Anybody remember GeoDefence or Tap Tap Revenge?
             | 
             | 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.
        
           | absoluteunit1 wrote:
           | I really wish micro transactions were made illegal in
           | applications on the app stores...and video games in general.
           | It encourages additive behaviour and lowers the quality of
           | games as the purpose becomes to make the additive micro
           | transaction aspect as addictive as possible.
           | 
           | If some new policy changed this, I think we'd see a whole new
           | wave of higher quality games
        
             | NeoTar wrote:
             | How would you define a micro-transaction?
             | 
             | 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.
        
           | jordanmorgan10 wrote:
           | I mean...I don't entirely agree, they've created an entire
           | service to avoid the problems you are describing with Apple
           | Arcade.
        
           | xienze wrote:
           | Yeah, exactly. They've been playing up how the latest
           | iPad/iPhone/etc. is just as powerful as <some previous
           | generation console> for years now. And I don't doubt that.
           | But it doesn't do much good when barely anything approaching
           | AAA gaming shows up on the platform. The potential is wasted
           | on lots of garbage freemium games.
        
             | Firmwarrior wrote:
             | Yeah, I'm so sick of lugging a Switch and a ridiculously
             | huge Steam Deck around when my iPhone 14 is way more
             | powerful than either one, but all that power is wasted
             | since there just aren't enough decent games to play
        
           | armchairhacker wrote:
           | > 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.
           | 
           | 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?
        
             | runjake wrote:
             | Did the Game Porting Toolkit[1] and the Unity integrations
             | not meet that last need? If not, where have they fallen
             | short?
             | 
             | Legitimately asking. I'm not up to speed on the subject.
             | 
             | 1. https://developer.apple.com/games/planning/#bring-games-
             | to-a...
        
           | jacobr1 wrote:
           | They built Arcade+ in part to provide alternative to
           | microtransaction games.
        
             | danudey wrote:
             | And there are a lot of games out there featuring
             | microtransactions, but which also have Apple Arcade
             | versions which don't have microtransactions. It's pretty
             | great to be able to grab a game that looks fun and know
             | that you can just sit down and play it, rather than having
             | to tap through seven different pop-up windows trying to
             | sell you on the battle pass, buying boosts, buying more
             | coins, spending the coins you already have so that you'll
             | have to buy more coins next time you need coins, three
             | different currencies, are you sure you want to restart the
             | level you can just keep playing for only a buck!, and so
             | on.
        
               | mjamesaustin wrote:
               | Oh, I did not know this! Can you confirm if
               | microtransactions are prohibited amongst Apple Arcade
               | games? This would be a big selling point for me.
        
               | theshrike79 wrote:
               | They are 100% IAP and ad free.
               | 
               | 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
        
               | simonh wrote:
               | They are. Apple Arcade is about at the point where it has
               | enough great games that it might be worth it. Certainly
               | it's well worth paying for a few months to try them all
               | out.
        
               | lxgr wrote:
               | They are indeed prohibited as far as I know and
               | experienced, which makes it a great selling (and gifting)
               | point of me as well!
        
               | edualm wrote:
               | Not who you are replying to, but I can confirm it!
        
               | snotrockets wrote:
               | Not all the conversions are good enough: there are Apple
               | arcade games where you can feel the grind of the free-to-
               | play mechanisms, only now there's no money involved.
        
           | GeekyBear wrote:
           | > 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.
           | 
           | 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.
        
             | albedoa wrote:
             | > Wasn't that a reaction to users who refused to pay for
             | games and just sideloaded them instead?
             | 
             | No. That was a minuscule number of people.
             | 
             | It was a reaction to Candy Crush making insane amounts of
             | money using casino mechanics.
        
               | GeekyBear wrote:
               | > No. That was a minuscule number of people.
               | 
               | 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,
        
               | lawlessone wrote:
               | It's far easier to pirate on PC yet we have plenty of non
               | freemium games. And hardest to pirate games on iOS yet
               | theres a glut of freemium games. On Android you'd still
               | have to explicitly enable side loading
               | 
               | 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.
        
             | michaelt wrote:
             | _> Wasn 't that a reaction to users who refused to pay for
             | games and just sideloaded them instead?_
             | 
             | 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.
        
               | GeekyBear wrote:
               | I'm talking about early standouts, not also rans. I think
               | 2010's Infinity Blade pulled in two million dollars the
               | first week, back when the user base of the devices were
               | comparatively tiny.
               | 
               | 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.
        
               | smoldesu wrote:
               | Seems like an odd scapegoat. Apple themselves was
               | promoting the iPhone with gachapon games earlier today,
               | it's not like lootbox titles magically disappeared with
               | good DRM. If anything, overly-strong DRM enforcement
               | reinforces the power that lootbox-style games have over
               | the user. It gives the developer more control over the
               | runtime than the end-user, encouraging developers to
               | extort the user however they can.
               | 
               | Sideloading makes piracy a service problem instead of a
               | freedom one, and Apple knows their service can't compete
               | on an unstacked deck.
        
               | GeekyBear wrote:
               | > Seems like an odd scapegoat.
               | 
               | 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.
        
               | smoldesu wrote:
               | Valve had no problem porting thousands of games to Steam
               | Deck without paying developers a dime. It is a proven
               | fact that a functional DXVK/Wine runtime can support more
               | AAA video games than whatever Apple is paying for.
               | 
               | 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.
        
               | chaostheory wrote:
               | Steam is a DRM platform. Other than that I agree with
               | everything you said.
               | 
               | 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"
        
               | smoldesu wrote:
               | Apple's Proton is just a fork of DXVK with less upstream
               | support and a more restrictive redistribution license.
               | The best "support" money can buy is killing Game Porting
               | Toolkit and supporting Vulkan in-OS. They're already an
               | underdog in the graphics API world, playing hardball with
               | people who don't care will just end up in a lot of
               | unported games.
        
               | Karunamon wrote:
               | Because data collection and upselling, and because
               | advertising. Blaming the tiny minority of people who
               | pirate for the enshittification plaguing basically all
               | software right now is a poor excuse. Show me the numbers.
        
             | paxys wrote:
             | If piracy was really that big a problem then the entire PC
             | gaming industry wouldn't exist. The issue really was that
             | microtransactions were too easy on mobile, and
             | freemium/casino-like games were simply making too much
             | money, so no developer had the incentive to make anything
             | else.
        
               | com2kid wrote:
               | Steam, Steam sales, and constantly updated games were the
               | fixes to piracy.
               | 
               | 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.
        
               | GeekyBear wrote:
               | > Steam, Steam sales, and constantly updated games were
               | the fixes to piracy.
               | 
               | Steam is a DRM platform.
        
               | GeekyBear wrote:
               | > If piracy was really that big a problem then the entire
               | PC gaming industry wouldn't exist.
               | 
               | Ever hear of DRM? How about consoles that brick
               | themselves if they detect that they've been modified?
        
               | setr wrote:
               | Isn't iOS already one big DRM? Probably much more
               | effective versus piracy than something like Denuvo as
               | well. And anyways we've already come to expect DRM to for
               | any reasonably popular game to be cracked in short order.
               | 
               | In which case, we'd still expect PCs to be in an
               | equivalent, if not worse state.
        
           | mcphage wrote:
           | I think there will always be a market for freemium games,
           | because it's nice to try things without having to put money
           | down. But I think the freemium market can co-exist with a
           | premium game market. Like, the premium game market still
           | exists and still is going strong, no reason it couldn't live
           | on mobile devices _also_.
        
             | stephc_int13 wrote:
             | Gamedev here.
             | 
             | 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.
        
               | danaris wrote:
               | 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, and damn the rest of
               | the world, that doesn 't mean everyone would _or should_
               | make that choice.
        
               | com2kid wrote:
               | > 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.
               | 
               | 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.
        
               | theshrike79 wrote:
               | 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 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.
        
               | stephc_int13 wrote:
               | To be clear, I hate f2p, I don't play them and I don't
               | make them. But try to raise some funds with that story.
        
               | bombcar wrote:
               | I can't think of (offhand) even one premium game that is
               | native to iOS, everything is or got a port.
               | 
               | 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).
        
             | afavour wrote:
             | > But I think the freemium market can co-exist with a
             | premium game market
             | 
             | I agree... but there isn't one. And I don't think it's
             | because of an underpowered GPU.
        
               | mcphage wrote:
               | I agree.
        
             | paxys wrote:
             | > But I think the freemium market can co-exist with a
             | premium game market
             | 
             | 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.
        
         | aaomidi wrote:
         | iPhones are useless for AAA games unless they open the platform
         | up more.
         | 
         | 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.
        
         | stephc_int13 wrote:
         | Most smartphones are already faster than the Switch. The
         | quality of games on a platform is not directly related to its
         | technical capabilities or SDK, but to the business model and
         | platform incentives.
         | 
         | 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.
        
           | iLoveOncall wrote:
           | > The quality of games on a platform is not directly related
           | to its technical capabilities or SDK, but to the business
           | model and platform incentives.
           | 
           | 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.
        
             | bobthepanda wrote:
             | Yes.
             | 
             | 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.
        
           | The_Colonel wrote:
           | I remember being completely impressed by my Note 3 (10 years
           | ago almost exactly) playing games like Dead Trigger 2 and
           | NFS: Underground. From then on, GPU performance / graphics on
           | these tiny displays seemed good enough for me with only minor
           | subjective improvements.
           | 
           | I'll second another comment, that another big challenge is
           | the simple lack of ergonomics on any phone.
        
           | TheOtherHobbes wrote:
           | It seems so immensely cynical. The latest-and-best Apple
           | Event PR is in a car crash with the reality - from a gaming
           | POV, the iPhone is a platform for user addiction.
           | 
           | 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.
        
             | kaba0 wrote:
             | I mean, there is a point where user agency should
             | definitely be taken into account. For what it's worth,
             | apple does have good tools in this area, like measuring
             | screen time, limiting it, parental controls. But you can't
             | stop people from drinking bleach either..
        
             | nebula8804 wrote:
             | People talk about Gen-Z having the most depressed/suicide
             | driven people of any generation and they largely came of
             | age after the smartphone took over.
             | 
             | 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?
        
         | gloryjulio wrote:
         | The problem is apple actively working against the game
         | developers, or they just ignore the market completely. See the
         | example of vulkan, and deprecation of 32bit games. It doesn't
         | matter how good the hardware is. If the platform is not
         | supporting the games and all they have are the occasional
         | courting of the some of the games, the games won't come to the
         | apple platform for free.
         | 
         | Also they are already making the mobile gaming money which is
         | already lucrative. Are they also committing enough to the
         | 'conventional' gaming?
        
           | kaba0 wrote:
           | Metal predates vulkan, and the latter is mostly used on
           | Android only. It is not particularly well-liked (too low-
           | level for most things), also.
        
           | thaanpaa wrote:
           | The App Store is the real issue. Apple's antipathy towards
           | developers is perplexing. The number of stories I've heard
           | about companies having problems due to some interpretation of
           | their policies is ridiculous. There are even horror stories
           | about businesses going bankrupt simply because Apple decided
           | they were in violation of something and banned them from the
           | App Store entirely. I mean, no game company wants to spend
           | millions on a game only to have all of their games pulled
           | because one of them was too similar to someone else's game or
           | something (according to some Apple reviewer with way too much
           | power!).
        
         | danhor wrote:
         | AAA-like titles were previously tried at the beginning of the
         | App Store, mostly ports of older titles. Most Indie Games would
         | also run fine on most Smartphones, but never succeeded. Stuff
         | that sold great on the Switch. I think the lack of "official"
         | nice, high-quality, hasslefree Gamepad, continuing cooling-
         | issues and especially the expectation of consumers for low
         | prices on Apps results in the Market for "real" games on Phones
         | remaining very small.
         | 
         | Apple tried to counteract it with Apple Arcade, but that hasn't
         | worked out.
        
           | ThatPlayer wrote:
           | It's hard to charge for full priced AAA-games too. There's
           | still plenty of good ports on mobile. Games like Civ VI and
           | Minecraft, but my friends who have a console or PC would
           | rather buy it on mobile. Even if it was a reduced price,
           | which Civ VI is.
        
           | mortenjorck wrote:
           | I don't know if this is still the case, but for a long time,
           | your game would get rejected from the App Store if it
           | required an external controller to play. And yet being able
           | to design games around that baseline is critical for
           | triple-A.
           | 
           | 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.
        
             | GeekyBear wrote:
             | > I don't know if this is still the case, but for a long
             | time, your game would get rejected from the App Store if it
             | required an external controller to play.
             | 
             | To my knowledge you've always been allowed to provide
             | optional game controller support, as long as you supported
             | a touch interface too.
        
               | gambiting wrote:
               | >>if it required
        
             | gambiting wrote:
             | >>there is no way the core gameplay of that franchise could
             | translate to touch controls
             | 
             | 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.
        
           | johnmaguire wrote:
           | Just gonna throw this out there... for me, one of the main
           | reasons I don't play games on my phone, is because it will
           | absolutely tank the battery life.
           | 
           | 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.
        
             | cableshaft wrote:
             | Yep, same here. I already have enough issues keeping my
             | phone charged enough, playing games on it just makes it
             | worse.
             | 
             | 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.
        
             | bombcar wrote:
             | This, more than anything, killed Minecraft Earth if I
             | recall correctly.
             | 
             | Even people who wanted to play _during Covid_ couldn 't
             | because it would just eat the battery to death.
        
             | truncate wrote:
             | A power bank is easy cheap and fairly light alternative.
             | Instead of carrying additional gaming device, I can carry a
             | power bank instead...which is kinda useful even if I drain
             | battery for whatever reason. If it completely dies, you'd
             | be offline for like what 5 minutes until phone gets enough
             | charge to boot again?
        
           | ghaff wrote:
           | >Apple tried to counteract it with Apple Arcade, but that
           | hasn't worked out.
           | 
           | 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.
        
             | lotsofpulp wrote:
             | I love Apple Arcade because I can trust whatever I get from
             | it for my kids is not a gambling app in disguise.
        
               | ghaff wrote:
               | There is that--especially for kids. It may not be very
               | good but at least it's not evil.
        
           | wincy wrote:
           | There are a few major missteps Apple made over the years that
           | make me hesitant to buy any games on iPhone or iPad.
           | 
           | 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".
        
         | salil999 wrote:
         | I could totally see Apple turning the iPhone into a Nintendo
         | Switch type device. You can connect it to your Apple TV (maybe
         | even wirelessly) and stream games + play with a controller. The
         | HW is definitely impressive.
        
         | lofaszvanitt wrote:
         | Yeah, very good for your eyesight.
        
           | falcolas wrote:
           | I recommend reading glasses, they reduce the eyestrain from
           | using up close devices.
        
             | lofaszvanitt wrote:
             | Sure, you gonna use glasses for a phone.
        
               | falcolas wrote:
               | Yes, yes I do. Especially when I'm using my phone for a
               | long period of time.
        
               | lofaszvanitt wrote:
               | Why not use a bigger screen?!?!
        
               | falcolas wrote:
               | It's more distance than screen size that causes strain,
               | and I can't really pull out a laptop where I use my
               | phone.
               | 
               | Plus, reading glasses are hardly an inconvenience in
               | everyday life.
        
         | trumbitta2 wrote:
         | Serious gaming on iPhone destroys the battery in 1 year, 2
         | tops, tho.
        
           | theshrike79 wrote:
           | How about serious gaming on a Samsung or Google device?
        
       | pradn wrote:
       | The reduction in weight is a major feature - my iPhone 14 Pro
       | routinely strains my hand.
        
         | hbn wrote:
         | When the 14 Pro came out I bought one day 1 to replace my 12
         | mini.
         | 
         | 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.
        
         | MuffinFlavored wrote:
         | iPhone 14 Pro weight: 206g
         | 
         | iPhone 15 Pro weight: 188g
         | 
         | 8.7%
        
       | HatchedLake721 wrote:
       | The best part for me that wasn't mentioned, the slightly rounded
       | corners!
       | 
       | 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.
        
         | sroussey wrote:
         | I like the flat side as the phone doesn't slip out of my hand
         | so easily, but definitely agree that the slight curving will
         | make it feel better!
        
         | sneak wrote:
         | On the contrary, I vastly prefer the 6/SE/13/14 design, as it
         | doesn't rotate along the long axis as easily in my hand.
         | 
         | 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.)
        
         | deergomoo wrote:
         | Visually I much prefer the squared off edges, but I agree. The
         | 14 Pro is the first iPhone I've regulsrly used a case with
         | because I just cannot keep hold of the damn thing--when the
         | phone angles as I reach across the screen I guess the lack of
         | surface area touching my hand means it sorta just pops out. I
         | find it really bad ergonomically. Flat edges with rounded
         | corners seems a nice middle ground.
         | 
         | 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.
        
           | hbn wrote:
           | The 14 Pro's edges are also worse because of how damn heavy
           | the thing is.
           | 
           | The 15 Pro is said to be about 9% lighter thanks to the
           | titanium, so hopefully that will alleviate some of that issue
           | too.
        
       | eclipticplane wrote:
       | > and the thinnest borders on iPhone.
       | 
       | 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!).
        
         | Simulacra wrote:
         | I have never gotten used the notch. It ruined it visually for
         | me.
        
         | theshrike79 wrote:
         | On phones it's tolerable, because you can kinda palm it and
         | just use the edges of your hand to hold it.
         | 
         | 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?
        
         | etrautmann wrote:
         | I agree, but that's mostly addressed by putting a case on it.
        
         | ksec wrote:
         | Same here. I dont mind the larger trackpad with smaller edge on
         | the new MacBook, or the thin edge on iPhone, providing they can
         | make the false sensitive trigger at 100% accuracy. Not 99%, or
         | 99.9999%, but infinitely close to 100%. I am not sure even sure
         | if that is possible. But right now it isn't. And the random
         | trigger is annoying enough to side with you on the subject
         | matter.
        
       | tracerbulletx wrote:
       | A consumer stereo camera in a significant portion of the
       | populations pocket is a big deal imo. Going to make the volume of
       | VR content much higher.
        
         | seydor wrote:
         | a 360 camera , or at least the ability to take 360 photos
         | easily would make a bigger difference
        
           | BudaDude wrote:
           | 180 camera makes more sense at this stage. 360-degree cameras
           | on a phone would be weird when recording with the phone in
           | hand. It would be better on a tripod, but I think Apple is
           | trying not to complicate it unless professionals want it.
        
         | [deleted]
        
         | ffitch wrote:
         | From what I gather the distance between the left and right lens
         | will be less than an inch. Technically it's still stereo, but
         | don't get your hopes high.
        
           | tracerbulletx wrote:
           | They didn't say much about it but hopefully they can infer
           | enough to do a good job. You can already do mildly ok fake
           | depth maps from a single image. I also would like to know if
           | this is going to be somehow locked down to Apple Vision or a
           | format we could use in a Quest3 or other VR headset.
        
       | artursapek wrote:
       | COOL! It looks exactly like my iPhone 14 Pro!
        
       | edandersen wrote:
       | USB-C supporting writing ProRes video and photo files directly to
       | external storage is something I did not see coming.
       | 
       | That's Apple actually undercutting their own storage upgrades...
       | what is going on?
        
         | pretext-1 wrote:
         | They also increased the smallest storage size for the 15 Pro
         | Max to 256 GB, which is a welcome change.
        
           | satysin wrote:
           | Indeed. It effectively drops the price in Europe by EUR130
           | (if you wanted a 256GB model)
           | 
           | iPhone 15 Pro Max 256GB is EUR1479
           | 
           | iPhone 14 Pro Max 256GB was EUR1609
           | 
           | 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.
        
           | migreenberg wrote:
           | They just dropping the 156GB Pro Max SKU. The 15 Pro Max's
           | starting price is 100 USD more than the 14 Pro Max's starting
           | price.
        
         | jonplackett wrote:
         | Only for the 0.01% of users who want to do that.
         | 
         | Also, they kinda had to announce _something_ new this phone
         | could do.
        
         | [deleted]
        
         | dan-robertson wrote:
         | Think it's basically for actual professional uses for recording
         | video (iPhone's often get used as small high-quality cameras
         | that can be used in places that larger cameras cannot). If you
         | record at 4k in ProRes you will run at (potentially a lot) over
         | 1GB/min. Adding another TB is not going to be that big a deal.
         | I assume the main limiting thing before was having a reliable
         | way to transfer the data out rather than some desire to prevent
         | users from doing it.
        
         | amluto wrote:
         | If you are recording videos of any length with ProRes, you will
         | rapidly run out or space on even the largest capacity iPhone.
         | So I think Apple is enabling a new use case more than
         | cannibalizing sales of lower storage models.
        
       | MuffinFlavored wrote:
       | What time on September 15th can you pre-order? I forgot what time
       | I had to wake up early for my iPhone 14 Pro. I think it was 6am
       | Eastern?
        
         | rootusrootus wrote:
         | I haven't heard an official announcement, but in the past it
         | has been 5am Pacific, so 8am Eastern.
        
         | klinquist wrote:
         | 8AM eastern. I recommend you go to store.apple.com and "pre-pre
         | order" which you can do right now (pick phone, verify carrier).
         | Then you just 'check out' on Friday.
        
       | boarush wrote:
       | 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.
        
         | dahwolf wrote:
         | A large part as in 1 minute?
        
       | 2OEH8eoCRo0 wrote:
       | No AV1 encode?
        
         | skrrtww wrote:
         | It's a phone. Does it really need AV1 encoding?
        
           | 2OEH8eoCRo0 wrote:
           | Does it record video?
        
             | skrrtww wrote:
             | If Apple is going to support AV1, it starts with decoding.
             | Apple isn't going to give their phone the ability to record
             | videos in a format that the desktop OS and the desktop
             | computers don't even support.
             | 
             | 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.
        
             | sroussey wrote:
             | They have too many choices already. Even if they do add an
             | encoder at a later iteration, it will likely only be for
             | video conferencing. Too small to care about really, given
             | that those transistors can used for something else.
        
         | [deleted]
        
         | [deleted]
        
         | [deleted]
        
         | ksec wrote:
         | They might later add VVC Video encoder instead.
        
       | alanbernstein wrote:
       | Hoping this inspires Android manufacturers to finally adopt the
       | fantastical technological innovation of "another button".
        
         | liminalsunset wrote:
         | Samsung used to provide this on their Galaxy phones. They
         | called it the "Bixby" button and unfortunately for a while,
         | only hacky solutions to remap it for general usage were
         | available.
         | 
         | 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"
        
       | mikkqu wrote:
       | Does that mean that iPhone 15 Pro camera has the same physical
       | module as iPhone 14 Pro, apart from some software changes? Or did
       | they release a wrong data for their comparator on apple website?
       | 
       | https://pasteboard.co/2vRyDDgKlHCV.png
        
         | sva_ wrote:
         | The data must be wrong because the announcement speaks of 5x
         | optical zoom.
        
           | drdaeman wrote:
           | If I got it right, 5x optical zoom is only available in 15
           | Pro Max, not the normal-sized 15 Pro.
        
             | llbeansandrice wrote:
             | What's the damn point of having the base line and the "Pro"
             | line if some features are still going to be locked behind a
             | larger (more expensive) device?
             | 
             | 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.
        
               | ChristianGeek wrote:
               | I have a 13 Pro Max and carry it in my jeans back pocket.
        
               | zamadatix wrote:
               | For those that want the rest of the Pro features like
               | newer SoC which don't require additional physical space
               | in the phone.
        
               | llbeansandrice wrote:
               | Right. But why have the "pro" line if the phones aren't
               | equivalent? I'm sure there's probably some opaque reason
               | why the smaller size can't have the 5x optical zoom as
               | well but I still think it's dumb.
               | 
               | 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.
        
               | brandall10 wrote:
               | As the person you responded to just stated, the reason is
               | the physical size of the device itself. Apple has done
               | this before before w/ the 12 pro vs. pro max.
        
             | mcphage wrote:
             | I think you're right--Pro Max has 5x, Pro has 3x.
        
               | SV_BubbleTime wrote:
               | 3x :(
               | 
               | Man, I was really hoping for at least 4. There is just no
               | way I want to carry a Max.
        
         | sambe wrote:
         | I got exactly the same impression. They announced things like
         | improved low light performance (but same aperture).
        
         | cromka wrote:
         | I got the same exact conclusion.
        
         | noahtallen wrote:
         | It's not the same physical module. The physical aspects they
         | list (megapixels, aperature) are the same, but the actual 48MP
         | sensor they use is improved.
         | 
         | "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.
        
       | treprinum wrote:
       | The EU prices of iPhone make them luxury objects, there is barely
       | any meaningful pricing difference between the cheapest iPhone 15
       | (950EUR) and iPhone 15 Pro (1200EUR).
        
         | mplewis wrote:
         | How does this compare to the prices of other phones which
         | receive 6+ years of manufacturer software support?
        
         | randomdata wrote:
         | _> there is barely any meaningful pricing difference between
         | the cheapest iPhone 15 (950EUR) and iPhone 15 Pro (1200EUR)._
         | 
         | 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.
        
         | [deleted]
        
       | kantord wrote:
       | Great that they finally include USB-C. I am waiting for
       | 
       | - 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
        
         | alberth wrote:
         | You're asking for software updates, not hardware updates.
         | 
         | Today is a hardware day.
         | 
         | WWDC (June) is their software day.
        
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