>the console manufacturer is actually adding significant value and taking a fair (or not so fair) margin in exchage.
I don't get this. What does a game console manufacturer do that Apple does not? Both provide hardware, system-level APIs, dev systems, developer support, customers. In the old days, game manufacturers didn't even provide a sales channel.
And when you say Apple provides nothing, my above list is pretty solid. In the old days, developer margins were way slimmer, with physical stores taking a 50% cut on top of the console licensing fees and physical manufacturing.
> What does a game console manufacturer do that Apple does not?
Take it to the other extreme: what does a PC manufacturer do that Apple does not? Why not let Windows close down and take 30% on any program installed on Windows? Or go along with its old plans to enforce only signed Windows Store apps to be installed on Windows 12?
It's ultimately just history and culture. We consider general purpose computing to be open and specialized computing to be closed. Apple wants to keep claiming it's just a phone when in reality it's basically a PC. They even unified their hardware so that Mac and IOS run on the same architecture; hardware and software wise there isn't much a mac can do that an iPhone can't do.
> Take it to the other extreme: what does a PC manufacturer do that Apple does not? Why not let Windows close down and take 30% on any program installed on Windows?
I mean, why not? They did so in the past (Windows 10 S).
I think it turned out to be a terrible business move on Microsoft's part that didn't pan out, but why would it be regulated against now?
>I mean, why not? They did so in the past (Windows 10 S).
probably because they don't want to bring up old wounds regarding antitrust. 10 S was trying to go around it by more or less making a mobile device with some desktop functionality. Worked out about as well as Windows 10 mobile.
>but why would it be regulated against now?
well, IOS is being regulated against now, so there's your reason.
They create dedicated hardware designed to excel at gaming and then sell it at or near cost. In a very real sense they create the market that games producers sell into, and the business model is explicitly centered around those software sales. They participate in marketing, branding, etc. There's a genuine holistic value exchange that happens. Apple's value exchange is almost negative. They invest nothing in gaming as an industry, charge a premium for the hardware and then add burdensome restrictions on how the software is delivered. And then they try to take the same cut that authentic gaming ecosystem players have as their whole revenue source.
> They create dedicated hardware designed to excel at gaming and then sell it at or near cost. In a very real sense they create the market that games producers sell into, and the business model is explicitly centered around those software sales.
So like Apple releasing the iPhone, increasing graphics performance by double-digit percentages consistently year after year?
> They participate in marketing, branding, etc. There's a genuine holistic value exchange that happens.
You would need to give me examples for non-AAA games of console makers providing exceptional value here. My understanding is that this is primarily the role of the publisher, not the console maker.
Apple does showcase _certain_ apps on stage at keynotes, during commercials, with prime placement on the App Store, promoting special events, and so on. This is the level of promotion that I'm used to with game consoles as well.
> Apple's value exchange is almost negative. They invest nothing in gaming as an industry, charge a premium for the hardware and then add burdensome restrictions on how the software is delivered.
What is Playstation's big investment into gaming as an industry, if not for the hardware and the platform creating an ecosystem for games the same way iPhone/iOS have?
Microsoft created DirectX the same way Apple created and promoted Metal. Could you elaborate on the differences?
> And then they try to take the same cut that authentic gaming ecosystem players have as their whole revenue source.
Yes, could you elaborate on what additional work console makers have done here to justify their cut that Apple hasn't?
Kind of... Windows itself actually has zero native support for Vulkan, it's all implemented through backdoor APIs exposed by the three major graphics drivers. In practice that works well enough in Win32, but it doesn't work at all in the UWP sandbox, so if UWP had succeeded in the way Microsoft wanted it to then Vulkan would be locked out. Luckily UWP was a complete flop.
Apple make a huge profit on the iPhone, they make back R&D costs and then some, just from hardware sale. The same cannot be said for the game console industry. Don't be disingenuous.
It is in the linked-to article, including discussion about lobes, polarization, more directional replacement antennas, and comparative measurements while being jammed.
Yep. The 65C02 has a SYNC output that goes high to indicate an instruction is being fetched on the current cycle. Since there is no cache, it's pretty simple to use this to determine the PC.
Related question: I've seen news reports that the plane had experienced three recent pressurization issues (cabin pressure warnings). Does anyone know what kind of warning this was? Was it:
- too low pressure, meaning that the door might have been leaking before it blew out.
- too high pressure, meaning that the door had extra force on it.
This is the sensor for the custom camera used to film content for The Sphere - a 316MP sensor capable of shooting HDR at 120FPS. The single CMOS chip is about the size of a 3.5" floppy. Technical paper at https://www.mdpi.com/1424-8220/23/20/8383
That was my first thought, too. My ideas was to make the plastic UV-curable so it would become rigid and not require inflation. I looked it up, and that's what they're doing - UV-curable ribs. It's also not a sphere; it has an inflatable ring. Pictures & paper here: https://asteroid.arizona.edu/KABAND_Inflatable_v3_public.pdf
There was a company that did this circa 2003 - SMaL. Their "autobrite" sensor is built to capture log-scale natively. They've switched owners twice since then, but it seems like they're getting more traction in car vision systems than in professional video.
Blast from the past. You could do things like that [0] in 2005... Autobrite was the first thing to go out the window, once we knew how the chip worked we did or own exposure control...
That's really interesting. Chirality is one of the six indicators[1] we'll use to detect life on Titan when we land there in 2034. But Titan doesn't have its own magnetosphere; there is one from Saturn that shields the moon from radiation, but it's not consistent like it is on Earth. I wonder what we'll find!
I don't get this. What does a game console manufacturer do that Apple does not? Both provide hardware, system-level APIs, dev systems, developer support, customers. In the old days, game manufacturers didn't even provide a sales channel.
And when you say Apple provides nothing, my above list is pretty solid. In the old days, developer margins were way slimmer, with physical stores taking a 50% cut on top of the console licensing fees and physical manufacturing.