This week on Ruminate, snack follow up, a WeblogPoMo progress update, the 100 best albums, and AI on iOS.
Links and Show Notes
- Snacks
- WeblogPoMo
- Apple’s 100 Best Albums list
- App Store
The Festival of Artisanal Software
This week on Ruminate, snack follow up, a WeblogPoMo progress update, the 100 best albums, and AI on iOS.
There are so many parts of Steve’s iPad Pro manifesto I would quote here on MacStories, but I’m going to limit myself to just a couple of excerpts.
What I like about this story is that it’s a balanced take on the limitations of iPadOS from the perspective of a developer, laid out in a comprehensive roundup. It serves as a great companion piece to my story, but from a more technical angle.
Here, for instance, is a well-reasoned assessment of why Stage Manager isn’t ideal for developers of iPad apps:
Stage Manager was such a missed opportunity: it tried to bolt-on a windowing model onto iPadOS without providing developers any way to optimize for it, and has had virtually no meaningful improvements in two years. What I really want to see are APIs. APIs to know when an app is running in Stage Manager and give it an opportunity to enable extra functionality to accommodate that — like having an ‘open in New Window’ context menu option that it would otherwise hide. APIs to set window size/shape, minimum and maximum size. APIs to open a window in split view if possible, with a preferred screen side. APIs to drag a window on mouse-down. Auxiliary views or inspector panels that can be floated on/near a primary window, like visionOS’ ornaments.
Many of these features are available as APIs to apps using the iOS SDK… on macOS and visionOS. Which is why it boggles the mind that iPad’s own Stage Manager spec completely shunned them, and ignored the explicit intent provided by developers as to how they want their apps to work. Stage Manager wasn’t provided as an opportunity to make our apps better, it was inflicted on developers in a way that harmed the developer, and user, experience. Which is why today you can very quickly stumble upon apps that don’t quite resize correctly, or have important parts of the UI covered by the virtual keyboard, or toolbars floating in strange places.
To this day, developers have no way to fine-tune their apps so that they behave differently (and better!) when Stage Manager is active. This part about JIT is also worth calling out:
Just-in-time compilation is essential to power things like web browsers, console and PC emulators, and language-based virtual machines. It is used by Apple’s own apps, like Playgrounds, to empower key functionality that no third party app can match. And it is provided in a very limited way (with a ton of asterisks) to Alternative Web Browsers in the EU under the DMA, so they can implement their own JavaScript engines. The DolphiniOS project, which emulates Nintendo’s GameCube, recently posted a video that perfectly encapsulates the problem and demonstrates why emulators for newer consoles just can’t come to iPadOS. Other app stores, like Microsoft’s Windows Store, offer a JIT entitlement as standard, and I think Apple should, too.
It’s not like JIT cannot exist on iPadOS; it’s that Apple has chosen not to offer it as an entitlement for third-party developers.
I also want to point out two more aspects of Steve’s manifesto. It’s almost a 1:1 match of a story he wrote for us in 2019, which is quite sad as it tells you a lot about iPadOS’ state of affairs. Five years later, and we’re still asking for the same changes. Additionally, it should be noted that Steve is not asking for Apple to call it a day and put macOS on iPad. Claiming that someone who criticizes iPadOS does so because “they just want the iPad to turn into a Mac” has become the de rigueur dismissal for some reply guys these days, and it completely misses the point.
I highly recommend reading Steve’s full story here.
This week on MacStories Unwind, Federico and I discuss how Apple crushed it at its iPad event, and Federico lets loose in London.
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This week’s “Let Loose” Apple event was filmed on the iPhone and edited on the Mac and iPad. During the event, filmmaker Stu Maschwitz noticed that some scenes featured a shallower depth of field than is possible with the iPhone’s cameras. Although he doesn’t cite a source, Maschwitz says he figured out how Apple got those shots:
“Let Loose” was shot on iPhone 15 Pro Max, and for several shots where a shallow depth-of-field was desired, Panavision lenses were attached to the iPhones using a Panavision-developed mount called the “Lens Relay System.” This rig is publicly available for rent from Panavision today, although not currently listed on their website.
As he further explains:
With Panavision’s new system, the iPhone’s own lens captures the areal image created by any Panavision lens you like. The iPhone provides the image capture, in ProRes Apple Log, of course.
In fact, “Let Loose” is the first Apple Event finished and streamed in HDR, pushing the iPhone’s capture abilities even further than “Scary Fast.”
The wildest part of all is the seamlessness of it all:
Or think of it this way: Apple confidently intercut footage shot with the most elite cinema lenses available with footage shot with unadorned iPhone lenses.
I appreciate Maschwitz’s perspective on the capabilities of the iPhone’s cameras. Having rewatched this week’s event a couple of nights ago, I would never have suspected it was shot on a mobile phone if I didn’t know to look for the note at the end of the video.
Tandem OLED display panels were new to me when Apple mentioned them during the “Let Loose” event yesterday. I figured it was another marketing term like Ultra Retina XDR, but it’s not.
As Quinn Nelson of Snazzy Labs explains in his excellent video, tandem OLED is a technology that stacks two OLED displays on top of each other, creating more light, greater electrical efficiency, and longer-lasting displays. The catch is that tandem OLED displays are hard to make without losing a lot of the light they generate. There have been multiple proposed solutions as Quinn explains, but it’s not clear how Apple has solved the issue with the new iPad Pros. What is clear, though, is that the technology is a big deal.
Quinn also explains the differences between TSMC’s 3-nanometer chip processes and why the M4 ‘…is a necessary strategic leap. It’s not a computational leap.’ The entire video is worth watching a couple of times to understand the nerdiest bits and why they hold so much promise for Apple’s future hardware releases.
This week on Magic Rays of Light, Sigmund and Devon break down all of the announcements from Apple’s Let Loose event, grade their event predictions, and highlight this week’s release of sci-fi series Dark Matter.
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This week on AppStories, we are joined by Riley Testut for a conversation about the history of AltStore from side-loaded app to official alternative app marketplace in the EU and Delta’s dominance of the Top Free App chart in the US and elsewhere..
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This week on Magic Rays of Light, Sigmund and Devon make their long-awaited return to Las Colinas with Acapulco season three, share their predictions for Apple’s upcoming Let Loose event, and recap Constellation.
Send us a voice message all week via iMessage or email to [email protected].
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Devon Dundee | Follow Devon on Mastodon or Threads
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Jason Snell, writing at Six Colors about the arrival of emulators on the App Store:
So where do we go from here? While Apple’s acceptance of emulators in the App Store is groundbreaking, and should delight many fans of retro gaming consoles, it’s an extremely limited change. Nobody really knows how Apple defines any of the words in that phrase. How old is retro? Is an old computer on which you can play games a console?
I grew up playing games on early computers, including the Apple IIe. Does the ability to open a spreadsheet in AppleWorks disqualify an Apple II emulator that would otherwise let me play Lode Runner and Choplifter? And if so, why?
I continue to be perplexed by Apple’s (intentionally?) vague designation of “retro” consoles for emulators. Perhaps the company is waiting for the market to figure itself out without having to intervene by selectively banning certain types of emulators? Perhaps rejecting requests to use JIT recompilers is Apple’s way of implicitly drawing the “retro” line?
Jason mentions another interesting point: what about emulating old computers that also happened to have games on them, or emulating old iOS games that are no longer compatible with modern iPhones? There are some precedents for old computers on the App Store: a Sinclair ZX80 emulator was recently updated with the ability to load external ROMs, and there appear or be some Commodore 64 emulators too (some of them with… questionable features). In the age of entire vintage OSes running inside a web browser, I think it’d only make sense for Apple to approve them on the App Store too.
As for old iOS games, while I agree with Jason, I’d be very surprised if Apple went down that path rather than cutting deals with developers to remaster old games for Apple Arcade. I’ve always cared about game and app preservation on the App Store, but I’m afraid that ship has sailed.