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Apple Reports Q3 2024 Financial Results

Last quarter, Apple reported revenue of $90.8 billion, which was a 4% year-over-year drop. The decline reflected weak iPhone sales in China, which were somewhat mitigated by increases in the company’s services business.

Today, third-quarter earnings are out and Apple reported revenue of $85.8 billion, a 5% year-over-year gain.

Quarterly Revenue.

Quarterly Revenue.

According to Apple CEO Tim Cook:

Today Apple is reporting a new June quarter revenue record of $85.8 billion, up 5 percent from a year ago. During the quarter, we were excited to announce incredible updates to our software platforms at our Worldwide Developers Conference, including Apple Intelligence, a breakthrough personal intelligence system that puts powerful, private generative AI models at the core of iPhone, iPad, and Mac. We very much look forward to sharing these tools with our users, and we continue to invest significantly in the innovations that will enrich our customers’ lives, while leading with the values that drive our work.

Revenue by region.

Revenue by region.

Going into today’s earnings call, Reuters reported that analysts expected a 2.2% decline in iPhone sales, which is substantially less than the 10.5% decline the previous quarter. The same report also explained that analysts expect the iPhone 16 to sell well this fall, driven, in part, by iOS’s upcoming artificial intelligence features.

Services revenue continues to grow.

Services revenue continues to grow.

This fall will be an interesting one for the iPhone. Many of the Apple Intelligence features that were shown off at WWDC are unlikely to ship with the iPhone 16. That could have a negative impact on the bump in iPhone 16 sales that analysts are expecting. However with iOS 18.1 already in developer beta, I expect Apple will be able to deliver enough of its promised AI features to keep Wall Street happy for another quarter.


Developers Claim Apple Arcade is ‘Directionless’

Earlier this year, Neil Long of mobilegamer.biz published an inside look at Apple Arcade from game developers’ perspectives. The story reflected developers’ frustration stemming from their interactions with Apple, project cancelations, declining revenue, and more. The story didn’t paint a pretty picture.

This week, Long is back with a follow-up story that cites anonymous developer sources, claiming that developers have to wait months for payments, Apple is slow and unresponsive to support requests and other inquiries, and the Vision Pro struggles to run ‘complex’ games.

The list of problems cited is long and worth reading in full because it has led some of Long’s sources to conclude that they’re symptoms of a more fundamental problem:

…[J]ust like last time, most developers agreed that Apple sees games and game developers as a ‘necessary evil’, and that Arcade appears to be directionless and lacking in support from the rest of the tech giant.

“Arcade has no clear strategy and feels like a bolt-on to the Apple company ecosystem rather than like it is truly supported inside the company,” said one source. “Apple 100% does not understand gamers – they have little to no info on who plays their games that they can share with developers, or how they interact with games on the platform already.”

It’s important to take the complaints of unnamed sources with a grain of salt. However, it’s impossible to look at what’s going on with Arcade and App Store gaming in general – which Brendon and I discussed on NPC: Next Portable Console this week – and not conclude that Apple needs to shake up its approach to videogames.

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The Latest from NPC: Next Portable Console

Enjoy the latest episodes from MacStories’ family of podcasts:

In the latest episode, Brendon and John go it alone without Federico with Powkiddy V10 follow-up, a report on Brendon’s first week with the Nothing CMF Phone 1 and a first look at the Ayn Odin2 Mini. Along the way, they also consider the less-than-stellar sales of AAA games on the iPhone, Analogue’s spendy aluminum Pocket, and the Xreal Beam Pro, before veering into a philosophical discussion of gaming on phones versus dedicated devices, comparing notes on their Miyoo Mini A30 setup experiences, and mulling over whether to start modding handhelds.

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Unread 4.0 Brings a Fast and Native RSS Reader to the Mac

Unread by Golden Hill Software has long been an excellent and elegant RSS client for iOS and iPadOS. Today, it arrives on macOS with version 4.0. While I have been exploring new ways to keep up with my favorite feeds as the web enters its federated era, using Unread on the Mac hasn’t felt like a step backwards. Unread 4.0 is a fully native, fully-featured app built using AppKit and SwiftUI that feels modern and performs incredibly quickly.

Let’s check it out.

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The Latest from Magic Rays of Light and Comfort Zone

Enjoy the latest episodes from MacStories’ family of podcasts:

This week, Sigmund is joined by guest co-host Christopher Lawley to highlight the debut of Time Bandits and talk about Apple’s upcoming slate of immersive video releases.


This week, Niléane reviews the AirPods Max, Matt got a new GPU, and Chris keeps things non-controversial by bringing up The Acolyte. Then we get into using the Vision Pro for something new and Niléane challenges us to bring some old tech back to life.

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Fortnite Coming to AltStore PAL as Epic Announces New Plans for Distribution

Yesterday, AltStore co-creator Riley Testut posted on Mastodon that the ‘cat’s out of the bag.’ That cat was the announcement from Epic Games that their hugely popular game ‘Fortnite’ would be coming to AltStore PAL in the EU.

Epic had previously announced they would be launching the Epic Games Store in the EU on iOS and worldwide on Android ‘soon’ with what they called ‘great terms’ for developers. However, this announcement of their most popular title coming to an alternate App Store was somewhat of a surprise.

In the statement, Epic also said they plan to bring their games — including Fortnite — to other mobile stores, though AltStore PAL was the only one confirmed.

This being Epic Games, the statement didn’t forget to take some shots at the larger App Store owners. In addition to mentioning the recent legal battles Apple and Google have faced in Europe, the statement also reminded everyone of Epic’s win against Google in the US before making one final announcement.

In what Epic Games called a ‘protest of Samsung’s anticompetitive decision to block side-loading by default on Samsung Android devices,’ the company announced it would be withdrawing Fortnite and their other games from the Samsung Galaxy Store.

While it was only one sentence in another spicy statement from Epic Games, the announcement of Fortnite on AltStore PAL is a testament to the hard work Riley Testut and Shane Gill have put into the store. It’s also the realization of a joke Riley made way back in 2020.

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Apple Maps Launches in Beta on the Web

Today, Apple has launched Apple Maps on the web in a surprise announcement. This beta version of Apple Maps on the web is accessible via the url beta.maps.apple.com, and is said by the company to be compatible with Google Chrome, Safari, and Microsoft Edge on Windows. Additionally, developers will now be able to link out to Apple Maps on the web using MapKit JS.

Apple Maps on the web seems to be rather limited so far. The web app supports panning and zooming on the map, searching and tapping on locations, looking up directions, and browsing curated guides. However, it isn’t currently possible to tilt the map to view 3D building models or terrain elevation, and directions are limited to Driving and Walking. Look Around (Apple’s equivalent to Google Street View) is not available on the web either, but Apple says the feature will arrive in the coming months.

The web UI itself is reminiscent of Apple Maps on macOS and iPadOS. Recent locations can be found in a sidebar, and buttons to navigate the map are located in the top-right and bottom-right-hand corners of the page.

Just like on macOS and iPadOS, location details open in a collapsible sidebar.

Just like on macOS and iPadOS, location details open in a collapsible sidebar.

Curated guides and satellite imagery are also supported in Apple Maps on the web.

Curated guides and satellite imagery are also supported in Apple Maps on the web.

Directions are limited to Driving and Walking.

Directions are limited to Driving and Walking.

In my testing, performance across Apple Maps on the web isn’t stellar in Safari. I’m observing stutters in transition animations, as well as when panning the map. In Google Chrome, however, the web app feels significantly smoother. If you attempt to access Apple Maps from Firefox, the app will not load and redirect you to Apple’s (short) list of supported browsers. The same message is displayed if you access the URL from Safari on iOS.

Firefox isn't supported yet.

Firefox isn’t supported yet.

Apple Maps on the web is a welcome addition. Google Maps has always been available on the web for all to use, and I’m glad to finally see Apple try and compete beyond its native apps on iOS, iPadOS, and macOS. Hopefully more languages and features are coming to the web version soon.


EarPods Rule

Even though we have a podcast together, I promise I did not talk to my friend Brendon about something I started doing myself last month: using EarPods – yes, the old wired ones – as my “universal earbuds” that can connect to just about anything these days. In any case, Brendon came to the same conclusion:

At the death of my most recent pair of Beats Fit Pro — the left earbud started to emit a loud electrical sound every so often or just disconnect entirely — I decided to give up on them for the time being. I instead bought some wired Apple EarPods which I haven’t used since the final days of the iPod. It’s hard to overstate how much I’ve loved having them with me for the past month.

And:

I’m not about to wax poetic about all of the ways using wired headphones in 2024 “changes everything” like a clickbaity YouTube video, but I will say that the proliferation of USB-C on pretty much every device is slowly returning the EarPods to their once-ubiquitous days of the 3.5mm jack. Yes I’m using them on my iPhone when I’m commuting, doing chores around the house, meditating, and what-have-you — but being able to plug them into my gaming devices, laptop, and tablet does in some ways feel like a return to form when it comes to ease of use.

I’m still using AirPods when I want to listen to music or podcasts without bothering my girlfriend at home or when I’m taking the dogs for a walk (although the Meta Ray-Bans have replaced a lot of my AirPods usage outdoors – something I plan to write about soon). A few weeks ago, however, fed up with limitations of Bluetooth multipoint-enabled earbuds, I thought: maybe I should just get Apple’s $20 USB-C EarPods and stop worrying about which wireless earbuds I use with my Apple devices and various gaming handhelds.

I’m here to tell you, like Brendon, that those $20 earbuds still rule. The ubiquity of USB-C means I can use them with my iPhone, iPad, Legion Go, Steam Deck, and even more novel devices such as the RG Cube and ROG Ally X (stay tuned for my thoughts on these on a future episode of NPC). I don’t have to worry about battery life, pairing, or latency. Sure, there’s a wire, and there’s no noise cancelling when using them – but these are my “downtime earbuds” anyway, so I don’t care.

Wireless earbuds – and specifically AirPods – are amazing. But if, like me, you often find yourself playing around with non-Apple devices and wishing you didn’t have to buy separate wireless earbuds for them…Apple’s EarPods are still great, and they’re better than ever thanks to USB-C.

Hear me out: a single cable standard that ensures headphones can work with any device, with no concerns regarding wireless protocols, batteries, and latency. What a concept, right?

Hear me out: a single cable standard that ensures headphones can work with any device, with no concerns regarding wireless protocols, batteries, and latency. What a concept, right?

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