Not knowing much about Macs, I would have thought games were supposed to render full screen around the notch for immersion but respect the safe area for UI and gameplay. Are they supposed to leave a menu bar on macOS?
> Control gets around the issue by just making up its own resolutions.
That's hilarious, I wonder if they had trouble enumerating resolutions and gave up or if they simply couldn't bother.
Depends also how the specific game is implemented, but often that area is just black and inaccessible, as in you cannot even move the cursor there. It is as if the screen does not include the area above the notch anymore, ie how the screen would be if there was no notch, like the m1 air.
So I guess rendering around the notch is the intended experience, but devs don't seem to know or care enough to opt-out, and the bug here is that enumerating display resolutions doesn't take this compatibility mode into account.
[1]: https://developer.apple.com/documentation/bundleresources/in...
Think of them as something that allows the overall screen area to increase, as bevels shrink.
And then when the corners of the screen are so close to the corner of the laptop, and the corner of the laptop is rounded, it looks weird if the corner of the screen isn't rounded. Like a square peg in a round hole.
Fortunately, it's all context-dependent. So when you watch a video that is inherently rectangular on a Mac, that takes precedence. It's only shown below the notch, and the rounded corners on the bottom disappear.
So it's kind of the best of all worlds. Bigger screen with round corners for actual work (the notch is not particularly objectionable in the menu bar), slightly smaller screen with rectangular corners for video (and games too I assume?).
The rounded laptop corners is a similar design decision. And also it doesn't look weird to me at all compared to rounded corners for windows, especially when they introduce visible desktop garbage in those now-not-perfectly-covering-rectangles corner areas
Now for the bezels, mind that an equidistant circle (or squircle) radius converges to zero. So to avoid having a large inner radius, avoid a large outer radius. The Macbook is not a tablet, you do not hold its corners in your hand.
However, at some point Apple must have decided that the squircle is its entire visual identity and that hard corners on the XY plane are bad. That creates design problems it would not otherwise have.
The fact that developers are led into the trap of not pixel matching to the display however just shows a lack of attention to detail.
Also, it's worth noting that notches are a hardware-specific. I haven't tried any of the MBAs with notches, but the MBPs have good-enough black levels that the notch just kind of vanishes into the black background when using full-screen apps.
It's an actual objective fact of life.
You don't get a larger 15"/16"/17" inch screen. You get a screen that size minus the notch because of a psychotic obsession with thinness. And then they struggle to compensate for that with barely working workarounds in software that don't cover even half of cases.
You have to hoop jump with janky tools[1] that actually let you see and access the icons silently hidden because they overshot the notch.
1. Don't have a front-facing camera on your laptop. Your actual laptop screen can be as close to the edge of the laptop case as technology will allow, with no bevel.
2. Have a front-facing camera on your laptop, with no bevel. Your actual laptop screen is now square, but has to be 5mm shorter now. There's a 5mm strip at the top of your laptop that can't be used for anything.
3. Have a front-facing camera on your laptop, with a bevel. Now the actual laptop screen has a "dead space" in middle at the top, but can again be as close to the edge of the laptop case as technology will allow. There's a narrow strip at the top that can't be used for anything, but the area to the left and right of the bevel can.
(A number 4 would be to somehow have a front-facing camera that operates without needing to displace screen area. Not clear how this would work without some complicated mechanism to extend the camera out the top of the screen, which would come with its own problems.)
Now, the vast majority of the time, you're going to be using your Mac in a windowed environment, with menus on the left, indicators on the right, and absolutely nothing in the middle.
In the case of #2, this menu bar has to take real estate from the top of your shorter screen, meaning that your windows are all 5mm shorter. #3 allows the menu bar and indicators to take up that space which on #2 is completely dead, freeing up extra space for your actual applications.
And the key thing is this: For modern full-screen games, in #3, you (apparently) can't use the areas to the side of the bezel; but this is the same situation you're in in #2.
IOW, as another commenter has said: The bevel design doesn't take away screen in the middle; it adds screen space on the side of the bevel.
That said, the API here seems obviously mad: What's the point of giving you a resolution if it's going to silently resize it behind your back? It should either give you the resolution which it won't resize, or throw an error when you try to make one higher.
When you look at the remaining bezel along with the camera unit, the lens is the same size. They really could have built a bezelless mac more or less if they only stretched out the components in that camera unit.
> There's a 5mm strip at the top of your laptop that can't be used for anything.
Well, it can - on mine I have a physical switch that allows me to block the lens, and it saved me a few times. (I just wish I had a similar one for the microphone.)
I don't know, Lenovo figured it out, and it's no more ridiculous than Apple's solution. Their notch just goes the other way. It's actually a little bit better, because it gives me a space to put my thumb when I'm opening the laptop to, you know, use it.
Sometimes it seems to me like Apple engineers do not use Apple products, because if they did, there's no way we'd have problems like disappearing icons without a way to get them back (Hell, Windows has had this ability for DECADES, why can't Apple "invent" this technology?). We wouldn't have edge-to-edge glass screens which seem to exist solely to get fingerprints on the screen. We wouldn't have closed lids touching the keyboard, leaving weird patterns on the smudgy glass.
The only other option is that design at Apple is not driven by designers or engineers, but by executives who have no clue. And that's worse.
These software rounded corners disappeared in software when CRTs gave way to flat panels, but they are indisputably part of the Apple design aesthetic.
IMO the notch is pointless, but they need space for the front camera. With OLED they can just turn the pixels off when it suits the application and it becomes like a big bevel, which was the alternative anyway.
Bezel not bevel FYI.
Apple chose not to have hinting so as to make the text more dimensionally accurate. That did look blurry ... so Apple then doubled the screen resolution.
obligatory: https://www.folklore.org/Round_Rects_Are_Everywhere.html
I have no idea why people praise these laptops, for a cpu I guess. Their design is a joke and feels like a Playskool laptop toy.
At least when the old Apple forced “phablets” as the standard phone size they included a software work around for reaching the top of the screen.
Not adding a dropdown menu for the toolbar is brain dead.
https://github.com/jordanbaird/Ice
https://github.com/FelixKratz/SketchyBar
I think there's a native solution (finally) coming in the next MacOS.
This was an issue I also discovered on Xbox 360 in 2008. TV’s have overscan and depending on that setting, your resolutions will be off.
However, at the time, we couldn’t create render targets that matched the overscan safe area. XNA added a Screen SafeArea rect to help guide people but it was still an issue that you had to consciously develop for.
Now, we can create any back buffer size we want. It’s best to create one 1:1 or use DLSS with a target of 1:1 to the safe area for best results. I’m glad the author went and reported it but ultimately it’s up to developers to know Screen Resolution != Render Resolution.
Anyone using wgpu/vulkan/AppKit/SDL/glfw/etc need to know this.
(Besides, TV overscan is a solved problem: instead of specifically rendering a smaller frame games should let users set a custom FoV and custom HUD/GUI size - thus solving 3 problems at once without having to compromise anything).
Basically, if you rendered an avatar image in the top left of the screen, perfectly placed on your monitor, on the TV its head would be cut off. So you change to safe area resolution and it’s perfect again (but on your monitor safe area and screen resolution are the same, except Apple apparently). Make sense?
You can see how if your screen says it’s 4k, but really it’s short 40 pixels, you render at 4k - the screen will shrink it by 40 pixels and introduce nasty pixel artifacts. TV overscan goes the other way. Interesting find by the author about the notch.
Many games do let users set the things you mention but it is not always so simple. For example, handling rounded edges and notches is a huge pain.
I remember first implementing this in Planimeter Game Engine 2D, we got a massive resolution list from SDL (through LÖVE, which is what we're built on).
If I remember correctly, we filtered the list ourselves by allowing users to explicitly select supported display ratios first, then showing the narrowed list from there. Not great. Technically there's a 683:384 ratio in there.[1]
But it did enough of the job that users who knew what resolution they wanted to pick in the first place didn't have to scroll a gargantuan list!
[1]: https://github.com/Planimeter/game-engine-2d/blob/v9.0.1/eng...
Actually, I think the last time I installed Steam on a Mac I did so in a CrossOver Games bottle, so even there Steam would have seen that install as a non-Mac user.
EDIT: Also just because I think it's interesting to note this, Steam Deck accounts for most of Linux's headroom there, if you subtract the SteamOS numbers from the rest of Linux it's at 2.07% instead, which is much closer to Mac.
I think the only game I've put serious time into on my Mac was Hades 1, which I pretty much finished before the console ports happened.
I know why they do it though. Apple can't take their undeserved 30% cut of Mac games the same way they take their iOS cuts.
We had a teacher years ago who said something that remains true until today: "everything is about money, especially the ones that appear to have non-monetary reasons."
They now tell people to watch WWDC videos as if those relatively short videos contained the same amount of information a proper API documentation does.
Libraries and SDL, GLFW and Sokol handle this for you, and I had to poke inside them to actually figure out how to get the same performance of other games.
In a nutshell, the trick is simple, you call [NSApplication finishLaunching] and do a while-loop yourself instead of calling [NSApplication run].
Introducing the notch creates this "here but not really usable" area that is specific to some displays, and Apple touts it as something that will just work thanks to their software layer.
Yet every app has to deal with it one way or another and most apps that care about screen estate or resolution will need hacks.
It will be the same for every feature that pushes the boundaries and offers an abstraction layer as an answer to how the issues will be solved.
The problem here is 100% that Apple, for some reason, provides both 16:10 "safe" resolutions and the actual whole screen resolutions. All those non-16:10 resolutions are a trap, because they cause the compositor to downscale the window to fit below the notch anyway -- they serve literally no point. There is no situation where a user would want a window that's 16:10.39 or whatever and then downscaled to fit within the bounds of the 16:10 safe area, so there is no reason to provide those 16:10.39 resolutions in the list of display modes.
Apple botched the implementation, but the hardware would've been perfectly reasonable and caused no issues or complexities for either users or developers if Apple hadn't botched the software.
Why would Apple be deliberately sabotaging the experience? They would gain nothing from it. That argument makes even less sense when you consider most of the games mentioned in the article are on the Mac App Store, Apple can take their cut.
https://apps.apple.com/us/app/control-ultimate-edition/id650...
https://apps.apple.com/us/app/shadow-of-the-tomb-raider/id14...
https://apps.apple.com/us/app/riven/id1437437535
https://apps.apple.com/us/app/cyberpunk-2077-ultimate/id6633...
https://apps.apple.com/us/app/stray/id6451498949
This is an obvious case of Hanlon’s Razor. Anyone who develops for Apple platforms and has had to file Feedbacks is aware of Apple’s incompetence and lack of care.
On iOS there is no choice.
The difference in power consumption is insane. Nuc was 67 watts. The mini is 4-10. I don’t have enough data for a long term average on the mini yet, but it’s ludicrously efficient.
Well, Apple doesn't sell 'em with RGB LEDs built-in, so I dunno.
...more seriously though: I don't know how you can say that with a straight-face. On paper, the Apple Silicon M3 and M4 seem comparable to NVIDIA's mid-tier offerings from 3-4 years ago... when rendering to a 1080p-sized display; assuming you'd like to render your games at native Retina or even 5K resolution (given that Apple would really rather you used their display hardware for the best experience, right?) then you'll have to limit yourself to games from the last decade (assuming they've even been ported to macOS in the first place) or convince yourself that this year's AAA titles are fully playable as a slideshow.
...and that's assuming your Mac doesn't start thermal-throttling itself too.
Also, you'll also need a very non-Apple mouse: I'm flabbergasted by how even still in 2025 you cannot independently left-click and right-click on Apple's Magic Mouse[1]; while, ergonomically a multitouch mouse is great for many things, but navigating a wheel-driven UI (e.g. weapon-wheels) is not one of them.
[1] https://superuser.com/questions/188431/apples-magic-mouse-an...
Games with app purchases are just a lucky turn of events for Apple because they still don't understand what games are. Hence the "oh, we now have desktop-level graphics on iPhone" or some other drivel they pronounce from time to time at WWDC.
From time to time someone in the company manages to push something forward (see Game Porting Toolkit), but those remain very few and far in between.
[1] To be honest, I doubt any of the top brass even uses computers these days looking at the decisions they make wrt Mac OS.
I had a similar thought about the Microsoft manager who just claimed that in 2030 no one will use a mouse and keyboard anymore and people won't want to be "mousing around". If he actually believes that it says a lot about the way he interacts with computers. And how rarely he uses it outside of a quiet office.
Steve Jobs was dismissive about gaming, even when PC gaming was on the rise, that's the reason.
I mean... yeah why would they change?
The profit maximising trade-off for Apple might however be where they are right now. Not sure.
White-hot take: you’re allowed to own a PC and a Mac. They aren’t like matter and antimatter, you won’t collapse the galaxy or anything.
And this is not a matter of laptop vs desktop because most of these issues (not the notch) will be present for a mac studio.
In fact apple itself has started advertising gaming in macs in WWDCs last years. So it is only fair that people will complain about it.
But in general gaming in macs is perfectly feasible (maybe not the latest most demanding graphics game at max settings, but most of the stuff). You may miss certain graphics features that may not be available for macs, but otherwise performance is not bad. Even playing windows versions of games through whisky or CrossOver is perfectly feasible.
Well that's where you're wrong then. It's perfectly possible to game on a laptop. Over the last decade with the development of the lightning ecosystem and docks it's become a very low friction endeavor as well.
There are a myriad of quality "gaming" laptops out there, but obviously that's not for everybody, and that's one of many reasons why workstation laptops exist (basically the same thing - ability to run at high loads for extended periods of time - without the gamer aesthetic).
There are many casual gamers out there who don't want to shell out for a dedicated gaming device, nor should they win a laptop is a perfectly adequate device to game on. It's not that hard to comprehend.
Push this logic one or two notches further and people should write and build code on desktop only with an e-ink portrait monitor.
Specialization has its place but asking a generic computing device to gracefully handle most applications isn't a big ask IMHO.
They're not running the latest top notch games or anything exotic, it should be fine with no tinkering.
Just like people like the hand held form factor of the Nintendo Switch, but it's still entirely fine for them to complain about the system's low specs. Especially when the Steam Deck and the Rog Ally show that you can do better.
Additionally, laptops are more than capable of playing demanding games these days.
> White-hot take: you’re allowed to own a PC and a Mac.
I do own a console, a pc and two macs. But for what I've paid for the macs Apple should make it easy for me to play games on their hardware if i so choose.
There is some hope: Lies of P is actually very playable on the minimum requirements M2/16G ram. And you get the Mac version on Steam with the Windows version so you're not limited to a single platform.
That's more of an aspiration than a statement of fact.
Eg I'd happily have organised a crowdfunding to give Vladimir Putin a few dozen billion dollars to bribe him away from starting a war. And if you look at Russia's finances that's effectively what happened: he (and even more his oligarchs) predictably lost untold billions in revenue and profit for this war.
Also, migration from poor to rich countries increases workers' pay so much, that you could charge them a hefty sum for the privilege and they would still benefit from coming. However voters by and large don't like it, even if you were to distribute the proceeds amongst them (as a "citizen's dividend" or whatever).
They have non-monetary reasons.
See https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&d... for an interesting collection of historical cases drawn from such diverse sources as Apartheid and Post-Apartheid South Africa, Malaysia, Nazi Germany.
Even if they did, 100w should be room enough to play relatively recent titles, specially indie ones. Nothing really excuses Apple from this contempt it has for the gaming market.
There are countless other incentives as tangible as money including meaning, status, security, fame, etc.
If you spend time around people with money you will find they will happily trade it to achieve these.
What this belief signals most strongly to me is your class.
What this "classism" mentality signals is your sense of superiority due to the amount of $ you have in a bank.
Not sure how much of that is still around but it was rampant for many years and likely a key to Windows success in gaming.
Or, even simpler (and AFAIK modern Windows does that too): if the running application doesn't say in its application manifest "I'm a modern application which understands the new things from operating system versions A, B, C and features X, Y, Z", you know it's a legacy application and you can activate the relevant compatibility shims.
(Upholding HN tradition here)
Group all resolutions returned that are the same +-5% together and choose the lowest one in the desired bucket.
My is a lovely machine for the most part but overheats a lot when gaming, so much so that it worries me. So I don't bother.
How is vague "safety" is better than a simple descriptive rect_below_notch?
I assume they also wanted to choose something that would still be named appropriately if they had other kinds of notches or things in the future (and that even now it already accounts for, say, the curved corners where things also can't display).
Your container views can extend the safe areas for their children as well. In our apps, which allow users to run their own custom projects, we increase the safe area for our UI so that users can avoid it in their own rendering
Safe area is a fairly neat and functional API. The unfortunate thing is the older `CGDisplayCopyAllDisplayModes` API is just lumping all resolutions together
But also you don't need to degrade Mac dev experience for games to tackle ipads the games will not be developed on, aliases exist
Your suggestion here and in the responses would be bucking industry standard terminology for content creation.
Your suggestion for unobstructed area is also incorrect because you cannot guarantee it’s unobstructed depending on the display it’s on. Different displays and configurations might have differing levels of overscan causing content to be clipped.
> The distances from the screen’s edges at which content isn’t obscured.
> because you cannot guarantee
That's a condition you've added without justification. Nothing in the term requires it. The term's core benefit is that it's more clarity. Nothing more (in terms of extra guarantees), but nothing less.
But also, you can guarantee, read the API docs again:
> Content in the safe area is guaranteed to be unobscured
Like,
> “safe area to display in”.
So it's not a "safe area", it's a "potentially a safe area"
> bucking industry standard terminology
yes, bad standards should be bucked, preferably before they become standards, but the next best time is immediately after that or any time later.
Well, yes.
There's a kind of entitlement among developers coming from PC/Windows expecting Apple to give them everything on a silver plate, yet they gladly bend over when porting to consoles without a peep.
I mean yeah Apple documentation sucks ass sometimes but sheesh you know the notch is fucking there, you have to account for it. You gotta do some specific shit for PS/XBox/Switch too, can't always just expect a one-click port (yet). Hell, there isn't even any public/3rd-party documentation or articles or YouTube tutorials for consoles but you don't see anyone bitching about that.
A few months ago I would have assumed you're correct.
But recently I've played some games on my laptop with Lutris on Ubuntu which uses Wine or Proton under the hood.
The performance and stability is excellent. Although I haven't done any testing, subjectively it feels superior or at least equal to Windows. I've played several intense titles which are pushing my laptop's GPU (Nvidia 3070m) to it's limit, most recently the new Indiana Jones game (which is excellent FYI).
It is easier for me to reboot into Windows.
I have both a powerful gaming PC with Windows and all that, and a PS5, but some games I just like on my MacBook.
iPhones have the same problem. Ever played a fullscreen game and had part of the UI cut off into the notch or island. Yep, it's a problem.
I put "downside" in quotes because the alternative is just not having those vertical pixels at all, and having the screen end below the sensors.
Most applications do not handle this well, and I'm willing to bet that will continue to be the case for the foreseeable future.
I can see the allure. If you're a default macOS user with the menu bar not set to slide up when not in use, that space nicely fits. Problem still remains for fullscreen apps though.
And it's not even really a hardware problem. Apple could fix this in software. Just make using the unsafe region an opt-in for developers instead of the default. You want to paint in the unsafe region, call NSAllowUnsafeRegionResolution(). Boom done. By default, when the menu bar isn't shown, expose a rectangle to the viewport.
The notch is wider than need be. As far as I can tell the main reason is aesthetics. But I agree, it is better than nothing
Notch: Camera, ambient light sensor, and a camera status LED
Dynamic island: camera, infrared camera and flood illuminator, proximity sensor, and an ambient light sensor... also half the width and height