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In a letter from Matt Firor, the Studio Director for Zenimax Online Studios and developer of Elder Scrolls Online, it has been noted that the new ARM CPU Macs will not be supported, and due to the ARM CPU's not supporting bootcamp additionally, dual booting will not be available.
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I'm not completely clear on why they are doign this but I read an article that proposed that they wanted to have their main operating system the same as their mobile. I imagine that means having their mac operating system changed to something similar to iOS.
Don't get me wrong, I love my mac and I use it for all my creative work but I play games on my PC which is used solely for that purpose.
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Moving Macs to ARM might well make sense for Apple. They had their choice of making compatibility between Mac and Windows easier or making compatibility between Mac and iOS easier. Considering that iOS is where Apple makes most of their money and they don't build PCs at all, it's understandable that they'd prioritize Macs working smoothly with iOS and not PCs. While this is the end of using a Mac as a gaming desktop, that use case was never important to Apple in the first place.
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I'm especially glad about Mac becoming an even shittier environment that's harder to do anything on.
MS will undoubtedly have an influence on the timing of releases and exclusives in the future but this has nothing to do with that,
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As for whole thing, it us exactly that as to they say. Porting existing software is a lot of work, since ARM essentially is completely different architecture and has different instruction set. Si it us not just matter of recompiling the code, it requires rewrite and a ton of validation. Which at least early on costs a ton for not much in return. Maybe at some point with enough potential spending customers it will be worth it. But ESO is not some essential software people would flock to and vast majority of gaming audience there is on Windows. So at this point it us about cutting loses. And sadly that is Mac users.
Microsoft on the other hand wants to see their subscription based services be used universally and they want you to play that game on any platform so they are not going to limit that because it isn't about the platform it is about the steady monthly income. They will kill with that even if more units of PS 5 get sold in the long run. Microsoft has already laid the groundwork to win this round and probably change the future of GAAS.
foo = 5;
bar = 10;
In a different thread, you check the value of bar and see that it is 10. As such, you know that the first thread has reached that line of its own code. Are you guaranteed that the second thread will see a value of foo of 5 rather than 0?
On x86, the answer to that is "yes". If one thread writes one value before another, the latter value cannot appear in a different thread before the former. On ARM, the answer is "no". You have to have some sort of explicit synchronization to guarantee that the new value of foo will be visible to the second thread.
How many times are there that a large software project does something like that in its code base? It might not be very many. But if you're assuming that you'll see the new value of foo and get the old one instead, that could cause arbitrarily weird behavior. If the variables are pointers, it's likely to be a quick crash, but for anything else, it's much harder to predict.
Tracking down the two places that you implicitly made that memory order assumption for subtle reasons out of 300k lines of code is really a pain, especially when the code works flawlessly on x86. The code might even work flawlessly on ARM 99% of the time, or even 99.999% of the time. It might only cause the game to crash once per hour in spite of running many times per second. But that's still enough to be a huge problem.
In Lak'Ech
Im another of you