John Voorhees

5626 posts on MacStories since November 2015

John is MacStories' Managing Editor, has been writing about Apple and apps since joining the team in 2015, and today, runs the site alongside Federico. John also co-hosts four MacStories podcasts: AppStories, which covers the world of apps, MacStories Unwind, which explores the fun differences between American and Italian culture and recommends media to listeners, Ruminate, a show about the weird web and unusual snacks, and NPC: Next Portable Console, a show about the games we take with us.

AppStories, Episode 303 – macOS Ventura: The MacStories Review

This week on AppStories, we cover Apple’s controversial App Store advertising moves before going in-depth on my macOS Ventura review to discuss Stage Manager, System Settings, and Shortcuts.

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macOS Ventura: The MacStories Review

AppStories+ Deeper into the world of apps

AppStories Episode 303 - macOS Ventura: The MacStories Review

0:00
45:44

AppStories+ Deeper into the world of apps

This week, Federico and John cover Apple’s controversial App Store advertising moves before going in-depth on John’s macOS Ventura review to discuss Stage Manager, System Settings, and Shortcuts.

Read more


Controlling Apple Devices with a Videogame Controller

With iOS 16.1, Apple added support for Nintendo Online’s classic wireless controllers. When someone asked me on Twitter whether the Nintendo could be used to navigate Apple’s OSes, I said that, other than tvOS, they couldn’t. However, that’s not quite right as was pointed out to me by Nat Brown. You can’t navigate app UIs...


App Debuts

Sticker Drop Sticker Drop takes advantage of the ability to lift the subject from images in Apple’s OSes by turning them into stickers that work with iMessage. This week the app added a feature I’ve been looking forward to since Sticker Drop’s iPhone debut: iPad support. Now with Sticker Drop in Split View, with...


Interesting Links

Apple announced it was pausing the placement of gambling and other undesirable app ads on App Store product pages, following the outcry by developers. (Link) Swift Playgrounds has been updated on Apple’s platforms with UI updates and machine learning sessions. (Link) Apple’s Craig Federighi and Greg Joswiak were interviewed by The Wall Street Journal’s...


Why Time Track If You Don’t Bill Anyone?

As you probably know from our coverage of Timery, both Federico and I keep pretty close track of the time we spend working on MacStories projects. That’s something I did forever as a lawyer. Back then, I despised the time it took to time track and the crude tools I had available to me for...


MacStories Unwind: A Breaking Bad Rewatch and Metal 3 Comes to macOS Ventura with Resident Evil Village

AppStories+ Deeper into the world of apps
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22:37

AppStories+ Deeper into the world of apps


This week on MacStories Unwind, Federico is rewatching Breaking Bad having recently finished Better Call Saul, and I share what the Metal 3 frameworks could mean for Mac gaming having tested Resident Evil Village, the first Metal 3 game released on the Mac App Store.

Federico’s Pick:

John’s Pick:


Resident Evil Village, Featuring Metal 3, Debuts on the Mac App Store

Apple spent a considerable amount of time during June’s WWDC talking about Metal 3, the latest iteration of the company’s graphics frameworks for videogames. The suite of technologies offers numerous technologies and tools for developers, including hardware-accelerated graphics, MetalFX Upscaling, which render scenes faster by taking advantage of upscaling and anti-aliasing, fast resource loading that uses asynchronous I/O techniques to speed up the delivery of data to Metal textures, and more. With the release of macOS Ventura, Metal 3 gaming is now available to all Mac users.

Resident Evil Village at WWDC.

Resident Evil Village at WWDC.

At WWDC, Apple announced three games that would be coming to the Mac later in the year that will take advantage of Metal 3:

The first of the games to be released publicly is Resident Evil Village, which is available in the Mac App Store now. I’ve had a chance to test the game in advance of its release for a few days, and from what I’ve seen in my limited time with the game, what Metal 3 enables is impressive.

For those unfamiliar, Resident Evil Village from Capcom was first released in mid-2021 and is available on every major platform. The eighth game in the Resident Evil horror series, Village follows the story of Ethan, whose wife has been assassinated and child abducted. Ethan is abducted, too, but escapes from his captors after their vehicle crashes. In short order, Ethan finds himself in a European village terrorized by zombie-like creatures.

I don’t have a lot to say about the game itself because I’ve only been playing it for a few days and horror games generally aren’t one of my favorite genres. Instead, I spent my time testing the game at various settings to get a sense of what Metal 3 can do, repeating the same section of the game multiple times at different resolutions and with other settings enabled.

I started the game on my M1 Max Mac Studio and Studio Display at 2560 x 1440 with the game’s Prioritize Graphics preset enabled. At those settings, Village generally maintained 60-70 fps with a rare dip into the 50s during one particularly intense scene. Next, I enabled MetalFX Upscaling, which helped hold the frames above 60 and allowed me to increase other settings, like mesh quality, while maintaining 60fps.

At higher resolutions, the frame rates took a hit. For example, 2880 x 1620 dropped the frame rate to around 50 fps. However, once I enabled MetalFX Upscaling, I was right back up to 60 fps. I was even able to maintain a steady 60 fps when I bumped the resolution to 3840 x 2160 and switched the MetalFX Upscaling from the Quality to Performance setting. Bumping up other settings like the shadow and mesh quality didn’t significantly degrade performance either.

I also ran some tests with the game running on my M1 MacBook Air, where I was able to use the same sort of settings tweaks to maintain around 30 fps. The experience wasn’t bad, but Village definitely looked nicer, running on more powerful hardware paired with a Studio Display.

Overall, my first impressions of Metal 3’s enhancements to gaming on the Mac are positive. The results aren’t in the same league as a gaming PC with a dedicated graphics card. For example, I’ve seen benchmarks for Resident Evil Village running with an NVIDIA 3080 card that can run the game at over 120 fps. That’s double what I saw with my Mac Studio, but it’s still better than I’ve experienced in the past with games as recent as Village.

Metal 3 is promising. With just one big-name game taking advantage of it at the moment, it’s too early to judge its impact on Mac gaming, but it’s a step in the right direction. Hopefully, more game publishers will adopt the technology and bring their games to the Mac soon.

Resident Evil Village is available on the Mac App Store for $39.99.


Apple Reports Expectations-Beating Q4 2022 Results of $90.1 Billion

Foreign exchange headwinds dampened Apple results. Source: Apple.

Foreign exchange headwinds dampened Apple results. Source: Apple.

Today, Apple announced its fourth quarter 2022 earnings, exceeding Wall Street expectations and setting a record for Q4 results. During the quarter, Apple recorded $90.1 billion in revenue, an 8% year-over-year increase. Annual earnings per diluted share were $6.11, which is an increase of 9% year over year. In after-hours trading, Apple’s stock was trading down.

Apple's quarterly revenue.

Apple’s quarterly revenue.

According to Apple’s CFO Luca Maestri:

Our record September quarter results continue to demonstrate our ability to execute effectively in spite of a challenging and volatile macroeconomic backdrop. We continued to invest in our long-term growth plans, generated over $24 billion in operating cash flow, and returned over $29 billion to our shareholders during the quarter. The strength of our ecosystem, unmatched customer loyalty, and record sales spurred our active installed base of devices to a new all-time high. This quarter capped another record-breaking year for Apple, with revenue growing over $28 billion and operating cash flow up $18 billion versus last year.

Services were down for the quarter.

Services were down for the quarter.

Looking at the results, Services revenue declined slightly, and iPhone sales were less than analysts expected, both of which contributed to the decline in Apple’s stock price after hours. iPad sales were down too. Although Apple just recently refreshed the iPad lineup, none of those sales were part of today’s results.

Mac had a good quarter, while iPad sales were down a bit, changing the overall mix of the company's revenue sources.

Mac had a good quarter, while iPad sales were down a bit, changing the overall mix of the company’s revenue sources.

Foreign currency exchange rates had a significant impact on Apple’s latest results too. Tim Cook, who was interviewed by CNBC, told Steve Kovach:

The foreign exchange headwinds were over 600 basis points for the quarter. So it was significant. We would have grown in double digits without the foreign exchange headwinds.

To help control ongoing costs, Cook also revealed to CNBC that it has slowed hiring.

Despite some areas of softness, the results reported by Apple were positive overall, especially compared to other recent earnings misses in the tech world. Yesterday, Meta announced a significant earnings miss that led to a nearly 25% drop in its stock price today. Then today, Amazon came up short compared to Wall Street expectations leading to a 16% dip in its stock price.

Additional details regarding Apple’s fourth-quarter performance, including its consolidated financial statement are available on the company’s website. If you missed the earnings call, you can replay it on Apple’s Investors site or read the transcript prepared by Jason Snell at Six Colors, where you’ll also find additional charts.