John Voorhees

3198 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.


Reuters Reports that Apple’s New EU Developer Terms May Avoid Further Penalties

Reuters reports that Apple is on the brink of satisfying EU regulators with the changes the company has made to its developer program in the EU:

Apple’s changes to its App Store rules and fees will likely secure the green light from EU antitrust regulators, people with direct knowledge of the matter said, a move that would stave off potentially hefty daily fines for the iPhone maker.

Reuters estimates that those fines, which would be on top of the 500 million euro fine already levied against Apple, could be as much as 50 million euros per day.

No deal is finished until it’s formally announced, but if Reuters’ sources are correct, we should see an announcement from the European Commission in the coming weeks.

Permalink

New Emoji Announced for World Emoji Day

Source: Unicode Consortium.

Source: Unicode Consortium.

Every year, the Unicode Consortium announces new emoji that will be added in the fall and incorporated in iOS and other OSes in the months that follow. The latest batch that were announced today to coincide with World Emoji Day will be part of Unicode 17 and include:

  • Trombone
  • Treasure Chest
  • Distorted Face
  • Apple Core
  • Fight Cloud
  • Ballet Dancers 
  • Hairy Creature 
  • Orca

As usual, it’s an eclectic mix that rounds out certain categories and includes other emoji that are just plain fun. I look forward to Federico trying to guess these on Connected. There’s an almost one-to-one overlap between the ones I know I’ll use the most and those that I think Federico will never guess.

Permalink

Ars Technica Takes CarPlay Ultra for a Spin

Michael Teo Van Runkle, writing for Ars Technica, spent eight days testing CarPlay Ultra in an Aston Martin DB12 Volante. Van Runkle walks readers through the setup process, covers the themes available, and describes the experience of monitoring and controlling the car’s systems using Apple’s next-generation version of CarPlay.

By and large, Van Runkle’s experience was positive:

Ultra’s biggest improvements over preceding CarPlay generations are in the center console infotainment integration. Being able to access climate controls, drive modes, and traction settings without leaving the intuitive suite of CarPlay makes life much easier. In fact, changing between drive modes and turning traction control off or down via Aston’s nifty adjustable system caused less latency and lagging in the displays in Ultra. And for climate, Ultra actually brings up a much better screen after spinning the physical rotaries on the center console than you get through Aston’s UI—plus, I found a way to make the ventilated seats blow stronger, which I never located through the innate UI despite purposefully searching for a similar menu page.

That said, it was not without glitches and hiccups along the way, some of which were difficult to pin on CarPlay Ultra versus Aston Martin’s systems.

Precious few auto makers have signed on to offer CarPlay Ultra, but Kia and Porsche have said they will, too, which is a start. I remember when CarPlay debuted in 2014 with a similarly small lineup composed mostly of luxury brands like Ferrari and Mercedes-Benz. So, it’s not surprising Ultra is debuting in a car that starts at $265,000. It took years before the original CarPlay trickled down to ordinary, everyday cars. But they did, and now, with a few notable exceptions, like Tesla, Rivian, and GM EVs, you can find CarPlay in most makes and models.

I hope CarPlay Ultra follows a similar trajectory. It looks great, and I’d love to have it in my next car, which I can confidently predict now will not be an Aston Martin.

Permalink

CD PROJEKT RED Publishes Mac System Requirements for Cyberpunk 2077

Yesterday, I wrote about the upcoming release of Cyberpunk 2077: Ultimate Edition on the Mac. Today, CD PROJEKT RED published a support document, listing the game’s Mac system requirements. As I wrote yesterday, the company says the game will work on all Apple silicon Macs; however, the beefier your CPU and memory, the better.

As reported by Tom Warren at The Verge today, the support document summarizes the game’s system requirements in four categories: Minimum, Recommended, High Fidelity, and Very High Fidelity. It’s worth checking out the support document and Warren’s coverage before buying Cyberpunk 2077, which still hasn’t shown up on the Mac App Store for pre-order, because if you want the Very High Fidelity experience, you’ll need at least an M3 Ultra or M4 Max with at least 36 GB of memory.

Permalink

Longplay for Mac Launches with Powerful AI and Shortcuts Integration

Longplay by Adrian Schönig is an excellent album-oriented music app that integrates with Apple Music. The app started on iOS and iPadOS, then later added support for visionOS. With today’s update, Longplay is available on macOS, too, where it adds unique automation features.

If you aren’t familiar with Longplay, be sure to check out my reviews of version 2.0 for iOS and iPadOS and the app’s debut on the Vision Pro. I love the app’s album art-forward design, collection and queuing systems for navigating and organizing large music libraries, and many other ways to sort, filter, and rediscover your favorite albums. Here’s how Adrian describes Longplay in a post introducing the Mac version:

It filters out the albums where you only have a handful of tracks, and focusses on those complete or nearly complete albums in your library instead. It analyses your album stats to help you rediscover forgotten favourites and explore your library in different ways. You can organise your albums into collections, including smart ones. And you can go deep with automation support.

With the introduction of Longplay for Mac, the app is now available everywhere, with feature parity across all versions. Plus, Longplay syncs across all devices, so your Collections and Smart Collections are available on every platform.

Read more


Cyberpunk 2077 for Mac Arrives Thursday

Source: CD PROJEKT RED.

Source: CD PROJEKT RED.

Last fall, alongside the announcement of the M4 MacBook Pro, Apple and CD PROJEKT RED said that Cyberpunk 2077 was coming to the Mac in early 2025. But when WWDC rolled around last month with no more news about when the game would come to the Mac, I thought it might slip to the fall when macOS Tahoe is expected to be released with Metal 4 and other game-friendly features.

So it was a pleasant surprise to find out that Cyberpunk 2077: Ultimate Edition, which includes the Phantom Liberty DLC, will be out this Thursday on the Mac App Store, as well as on GOG.com, Steam, and the Epic Games Store. Cyberpunk, a notoriously demanding game when it comes to system resources, will run on any Apple silicon Mac with 16GB of memory that is running macOS Sequoia (or the Tahoe developer beta).

Source: CD PROJEKT RED.

Source: CD PROJEKT RED.

To support every 16GB Apple silicon Mac since the M1 MacBook Air, Cyberpunk relies on the latest Metal technologies, including Tile-Based Deferred Rendering and tools like Metal’s C++ interface and the Metal Shader Converter, to optimize for Apple GPUs. The game also takes advantage of Apple’s MetalFX Upscaling.

CD PROJEKT RED has gone all out with other compatibility features to make its game feel at home on the Mac, too, including:

  • “For This Mac” graphics presets that are optimized for the Apple silicon hardware running the game, which promises to take the guess work out of configuring graphics settings;
  • AMD FSR upscaling and frame generation optimized for Apple silicon Macs;
  • Support for Spatial Audio and head tracking for those playing with AirPods;
  • HDR support that is dynamically optimized for Apple’s XDR displays and HDR output for calibrated external displays;
  • Magic Mouse, Magic Trackpad, and controller support; and
  • Cross-progression across all platforms.

In the fall, Apple says Cyberpunk will get a boost from the videogame technologies announced at WWDC 2025. Those include MetalFX Frame Interpolation to increase and stabilize frame rates, which Apple says will allow the game to hit 120 fps using the game’s Ultra settings when combined with MetalFX Upscaling. Cyberpunk will utilize MetalFX Frame Denoising to clean up the noise produced by its path-tracing renderer, too.

Source: CD PROJEKT RED.

Source: CD PROJEKT RED.

I’m looking forward to trying Cyberpunk on the Mac. I already own it on Steam and have played it on the Steam Deck and the Nintendo Switch 2, both of which should be excellent points of comparison to the wide range of Macs that Apple says will run Cyberpunk 2077.

The Mac version of Cyberpunk 2077 will debut this Thursday, July 17. There is no additional charge for the Mac version if you already purchased the game from one of the stores that offers it. Alternatively, you can purchase the game from the Mac App Store, where Cyberpunk 2077 is making its debut.


Two-Day Indie App Sales Event Begins Today with Over 250 Apps

Matt Corey has once again gathered indie developers to organize a huge sale today and tomorrow. Corey, the maker of Bills to Budget and Signals, has organized a collection of over 250 apps that will be offered at a discount through Wednesday. The list is too long to publish here, but it includes many apps we’ve covered here on MacStories and on Club MacStories in the past, including:

There are a lot of great deals, with many apps discounted 50% or more. What’s listed above is a small fraction of the participating apps, so be sure to visit Indie App Sales and support these great indie apps.


Web Advocates Challenge Apple’s EU Browser Policies

The EU’s Digital Markets Act requires Apple to allow third parties to offer web browsers with their own browser engines. However, more than a year later, there are no browsers built with Chromium, Gecko, or any other engine in the EU.

At a recent EU workshop on Apple’s compliance with the DMA’s browser requirements, Apple representatives were asked some pointed questions by Open Web Advocacy (OWA), and others about its browser engine policies. OWA, a non-profit that advocates for the open web, raised multiple issues with Apple’s approach to browser engines in the EU that they believe are holding back third-party engines.

One issue is that versions of the same browser with different engines can’t be part of the same app bundle. According to OWA, that effectively means vendors like Google and Mozilla would need to release a new EU-only version of their browsers, starting the process of acquiring users from scratch, which I can’t imagine any browser company would sign up to do voluntarily.

Another issue OWA raised is that there is currently no way for web developers outside the EU who are not associated with the browser makers to obtain browsers with competing engines for testing purposes. That’s a problem that’s been solved with other apps by allowing test versions to be distributed outside the EU. However, as things stand today, OWA says that web developers couldn’t use EU-only browsers for testing even if there were any available.

Other issues were raised, too, but these two strike me as practical impediments to third-party browser engines that can and should be resolved. Apple’s responses to OWA’s challenges focused on privacy and security, which are legitimate factors to consider, but it’s disappointing that more than a year after the DMA took effect, the practical problems raised by OWA and others still haven’t been solved.

Permalink

The Search for Nintendo’s Elusive iMac G3-Inspired Game Boy Colors

Retro Dodo, linking to the website Console Variations, has a story about the time Nintendo produced variants of the Game Boy Color that matched the iMac G3. All that seemingly remains of these color-matched Game Boys is the low-resolution image above from a 1999 issue of 64 Dream Magazine because Retro Dodo’s Sebastian Santabarbara went looking for the handhelds and was unable to find them anywhere online.

Nintendo wasn’t alone in copying the vibrant translucency of the iMac G3. In the late ’90s it seemed like every consumer product maker did something similar. Most of those products have been lost to time and forgotten, but Nintendo fans are an intrepid bunch. I wouldn’t be surprised if these iMac-themed Game Boy Colors turn up in an auction online eventually.

Permalink