Apple Reports Q2 2026 Revenue of $111.2 Billion

Today, Apple reported its 2026 Q2 earnings, posting quarterly revenue of $111.2 billion.

Apple CEO Tim Cook had this to say of the results:

Today Apple is proud to report our best March quarter ever, with revenue of $111.2 billion and double-digit growth across every geographic segment. iPhone achieved a March quarter revenue record, fueled by such extraordinary demand for the iPhone 17 lineup. During the quarter, Services achieved yet another all-time record, and we were excited to introduce remarkable new products to our strongest lineup ever. That included the addition of the iPhone 17e and the M4-powered iPad Air, along with the launch of MacBook Neo, which is captivating customers all around the world.”

As CFO Kevan Parekh noted in Apple’s press release, today’s results include the generation of over $28 billion in operating cash flow.

Going into today’s earnings call CNBC reported that analysts expected strong iPhone growth:

Analysts expect 15% year-over-year revenue growth at Apple from $95.4 billion a year earlier. The main driver is the iPhone, with Wall Street looking for a 20% jump in annual sales, thanks largely to the popularity of the iPhone 17, which went on sale last year.



GameHub’s Desktop Beta Promises to Expand Mac Gaming

If you follow our show NPC: Next Portable Console, you probably know about GameHub, an app from controller maker GameSir. GameHub first appeared on Android, where it has become one of the hottest recent developments in handheld gaming because it lets you play Windows PC games on Android devices. That’s not something that’s possible on iOS or iPadOS, which Apple tightly controls through the App Store, but macOS is a different story altogether, which is why GameSir is bringing GameHub to the Mac.

Currently in beta, GameHub isn’t the first to bring PC games to the Mac using a software compatibility layer, but it’s one of the more user-friendly implementations, thanks to tight integration with Steam and the Epic Games Store. In fact, GameHub itself is a fork of the Winlator open-source project. And, while it’s still early days for PC games on Android and even earlier for PC games on the Mac, GameHub’s beta is making steady progress as Russ Crandall of Retro Game Corps showed off in his most recent YouTube video:

Of the 20 games Crandall tried, none of which are otherwise available on the Mac, about 60% were playable. As on Android, some games required some tweaking to get them working, but overall, the results were impressive, especially when it comes to games like Pragmata, which has only been out for about a week.

What GameHub for Mac demonstrates is just how capable Apple silicon is. The compatibility layers built to run Windows games on Android, and now the Mac, are complex, but at its core, it’s the sheer horsepower of ARM-based processors that makes this possible, regardless of the OS they run. It also makes me wonder why Apple doesn’t turn its Game Porting Toolkit that helps developers translate PC games to the Mac into a consumer product. It’s been done before with Whisky, a SwiftUI wrapper around the Game Porting Toolkit and Wine, but that project is no longer maintained. It strikes me as a great way to expand the gaming universe on the Mac and encourage more developers to support macOS directly. Maybe we’ll hear something from Apple on the topic at WWDC in June.

In the meantime, you can visit the GameHub website and join its Discord server where you’ll find instructions on joining the beta. And, if you’re interested in learning more about how GameHub and similar solutions work on Android and Mac, a good place to start is with NPC, Episode 48, Steam Emulation on Android Gets Real.

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Cronos: The New Dawn Showcases the Mac’s MetalFX and Ray Tracing

Source: Bloober Team.

Source: Bloober Team.

Top-tier games continue to roll out on Apple’s platforms at a steady clip. Recently, Crimson Desert landed on the Mac on the same day as other platforms, and then last week, Control: Ultimate Edition added support for the iPhone and iPad, joining the Mac version that was released last year.

Today, Cronos: The New Dawn, a survival horror game by Bloober Team, joins the Mac gaming scene via Steam. In a post-apocalyptic, retro-tech setting, you play as the Traveller, who has been sent on a mysterious mission by a group called The Collective. Not long after you set out on your quest, you realize you aren’t alone. The landscape is littered with corpses that merge into mutant, zombie-like enemies that you have to fight off with a combination of weapons and melee attacks.

Cronos debuted on the Xbox, PlayStation 5, Switch, PC, and Linux last September, but I didn’t play it on any of those platforms. Instead, I dove in fresh when I got the chance to try it on the Mac, thanks to a few days’ early access. I haven’t played very far into the story yet, but despite not being a huge fan of horror games, I was immediately captivated by the game’s incredible sound design, retro tech vibe, and creepy story.

With limited time, I focused on the game’s performance on two Macs: my M1 Mac Studio connected to a 4K ASUS display and an M4 Max MacBook Pro, both on its own and connected to a BenQ 5K display I’ve been testing. As I expected, the difference between the two Macs was noticeable, showing just how far Apple silicon has come in terms of gaming. My Mac Studio may still pull its weight when it comes to productivity tasks, but the M4 Max MacBook Pro operates on an entirely different level.

Bloober Team is no stranger to Apple silicon, having released The Medium with Metal 3 support for Apple silicon in 2023. The experience shows in the studio’s incorporation of both MetalFX upscaling and hardware-accelerated ray tracing in Cronos.

By default, Cronos’ MetalFX and ray tracing settings are turned off, but both are worth trying along with frame generation because they make a big difference. After some experimentation on my M1 Max Mac Studio, I landed on a pretty consistent 70-75 FPS at 1440p with the help of MetalFX and frame generation. Hardware-accelerated ray tracing isn’t supported by Apple’s M1 family of chips, so that wasn’t an option at all.

As you’d expect, performance was much better on the M4 Max MacBook Pro, which does support hardware-accelerated ray tracing. Starting with the default settings and playing on the MacBook Pro’s display, I turned on ray tracing, MetalFX, and frame generation and got a consistent 55-65 FPS, and turning off ray tracing bumped that more consistently into the 60s. The game struggled a little bit when I connected to an external 5K display, but with a few more tweaks, it was running well, too.

What’s clear is that Cronos pushes the Mac’s hardware hard and that Apple’s latest gaming technologies make a big difference in performance. On the MacBook Pro, the fans spin up loudly soon after starting the game; plus, if you don’t have your laptop plugged in, you may be prompted to switch to Low Power Mode pretty quickly. However, the overall experience on Apple’s most recent hardware has come a long way since the M1 chipset, and with every hardware revision, more games like Cronos become viable. And whether you play it on the Mac or not, Cronos: The New Dawn is worth checking out for a creepy futuristic good time.

Cronos: The New Dawn is available on Steam and is 30% off until May 1.


Pedometer++ 8: Glimmers of an Apple Wrist Renaissance

Today, when you mention David Smith’s name, most people probably think of Widgetsmith, his runaway success that caught fire on TikTok and is still going strong today. But for me, Pedometer++ is what comes to mind first. Still a couple of years away from releasing my own apps or writing at MacStories, I was fascinated by the dynamics that made the app a success when it debuted in 2013. Part of that success was how quickly David got it onto the App Store in the wake of the iPhone 5s and its M7 coprocessor that made step counting possible.

It didn’t hurt that Pedometer++’s initial release was also free (and the core features still are), but the app’s elegant, simple design played a big part, too. Pedometer++ appealed to a wide audience who appreciated its focus and frequent updates that systematically took it from basic step counting to badges, confetti, workouts, maps, and more. It’s a great example of a developer who jumped on a new hardware feature quickly with a focused initial release and then relentlessly iterated year after year without sacrificing what made that first version a favorite of so many people.

Today’s 8.0 release is focused first and foremost on the Apple Watch, which is the other aspect of so many of David’s apps that I appreciate. Few people know the ins and outs – and frustrations – of watchOS (née WatchKit) development like David does. But despite the platform’s rudimentary beginnings, David has stuck with it, making the best watch version of Pedometer++ that was possible with each turn of the SDK and, later, OS. That’s as true with version 8.0 of the app as it has ever been.

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Remodex Is the Best Codex Remote Client for iOS (Until OpenAI Releases an Official Codex Mobile App)

Remodex for iOS.

Remodex for iOS.

Various OpenAI employees and members of the Codex team have been hinting at a native Codex app for iOS lately. While I very much hope that’s in the cards – especially if the project involves connecting to a remote Mac running the full Codex app – I wanted to highlight an indie utility I’ve been using a lot lately to access my Codex setup on my Mac Studio server from my iPhone.

The app is called Remodex, and it was created by Italian indie developer Emanuele Di Pietro. Remodex, as the name suggests, acts as a remote for the Codex CLI installed on a macOS computer, and it lets you operate your existing projects and chats with a UI that is reminiscent of the official Codex app for Mac. Even better, Remodex is not based on some hack-y workaround: it’s entirely powered by OpenAI’s official (and open-source) Codex App Server.

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Podcast Rewind: Steam Controllers on a Boat, Life with the MacBook Neo, North Carolina BBQ, and an Interview with Nate Parrott

Enjoy the latest episodes from MacStories’ family of podcasts:

AppStories

This week, we draw from Federico’s experience creating the Apple Frames 4 shortcut and CLI to discuss the multiplier effect that AI agents can have in the hands of someone with deep domain expertise.

On AppStories+, we share our AI agent mishaps and horror stories along with additional details on a John’s ongoing HomeKit makeover project.

NPC: Next Portable Console

This week, TrimUI’s slow drip of details on the Brick Pro continues, shipping manifests suggest the Steam Controller may beat the Steam Machine to market, and OnePlus makes a strong bid for weirdest handheld announcement of 2026.

Then on NPC XL, Federico reports on his trip to Romics and the trading card takeover of Italian comic-cons, plus how not to sell a “pristine” Nintendo DS.

First, Last, Everything

Jonathan is joined by Nate Parrott, a designer and coder known for his work as a founding designer at The Browser Company, working on Arc. He also creates playful software and apps that blend utility with whimsy.

Comfort Zone

Chris and Matt are on their own this week and do a deeper dive into the MacBook Neo after a month using it. Do they still love it? Hate it? Probably somewhere in the middle, huh?

On Cozy Zone, the gang tier lists macOS default wallpapers, and you just know someone’s going to have some very wrong opinions.

MacStories Unwind

This week, John schools Federico on the differences between Eastern and Western North Carolina BBQ before they both share several TV show and album picks for the weekend.

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OpenAI Targets Coding and Knowledge Work with Its New GPT-5.5 Model

OpenAI announced GPT-5.5 and GPT-5.5 Pro today, which it says are faster and able to work more autonomously than the company’s previous models. It’s a message that is sure to interest business users whether their goal is accelerating software development or increasing productivity more generally. Some of the areas that OpenAI says GPT-5.5 and GPT-5.5 Pro excel at include:

  • writing and debugging code;
  • analyzing data;
  • conducting web research;
  • creating business documents such as spreadsheets and presentations;
  • using apps; and
  • juggling multiple tools.

In its press release, OpenAI claims that:

The gains are especially strong in agentic coding, computer use, knowledge work, and early scientific research—areas where progress depends on reasoning across context and taking action over time. GPT‑5.5 delivers this step up in intelligence without compromising on speed: larger, more capable models are often slower to serve, but GPT‑5.5 matches GPT‑5.4 per-token latency in real-world serving, while performing at a much higher level of intelligence. It also uses significantly fewer tokens to complete the same Codex tasks, making it more efficient as well as more capable.

I haven’t tried either model yet, but early reactions seem to support OpenAI’s claims that GPT-5.5 understands user intent better, requiring less precise instructions. The company says it is better at using the tools at its disposal, and checking its own work, too. OpenAI says the Pro model takes that up a notch, working faster on more complex tasks, such as programming, research, and document-intensive workflows. Whether the early hype translates into real-world gains that are noticeable in everday work, remains to be seen, but we shouldn’t have long to wait though, since GPT-5.5 is rolling out to users now.

GPT-5.5 is available in ChatGPT and Codex to Plus, Pro, Business, and Enterprise subscribers, and GPT-5.5 Pro is limited to Pro, Business, and Enterprise subscribers in ChatGPT. Neither model is available through OpenAI’s API, but the company says they will be soon.