John Voorhees

5429 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.

Last Week, on Club MacStories: Anybox, Music Tips, A Universal and VNC Desk Setup, and Lessons Learned From Going Indie

Because Club MacStories now encompasses more than just newsletters, we’ve created a guide to the past week’s happenings along with a look at what’s coming up next:

MacStories Weekly: Issue 347

Anybox.

Anybox.

The Monthly Log, November 2022


Gone but Not Forgotten

AppStories+ Deeper into the world of apps

AppStories Episode 308 - Gone but Not Forgotten

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AppStories+ Deeper into the world of apps

This week, Federico and John explore the Apple apps and features that have disappeared from its platforms in recent years.

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MacStories Unwind: The Best Music of 2022

AppStories+ Deeper into the world of apps
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AppStories+ Deeper into the world of apps


This week on MacStories Unwind, we kick off the first of our annual ‘best of’ Unwind recaps with the best music releases of 2022.

The Best Music of 2022

Federico’s Pick:

John’s Pick:


Stable Diffusion Optimizations Are Coming to iOS and iPadOS 16.2 and macOS 13.1 Via Core ML

Today, Apple announced on its Machine Learning Research website that iOS and iPadOS 16.2 and macOS 13.1 will gain optimizations to its Core ML framework for Stable Diffusion, the model that powers a wide variety of tools that allow users to do things like generate an image from text prompts and more. The post explains the advantages of running Stable Diffusion locally on Apple silicon devices:

One of the key questions for Stable Diffusion in any app is where the model is running. There are a number of reasons why on-device deployment of Stable Diffusion in an app is preferable to a server-based approach. First, the privacy of the end user is protected because any data the user provided as input to the model stays on the user’s device. Second, after initial download, users don’t require an internet connection to use the model. Finally, locally deploying this model enables developers to reduce or eliminate their server-related costs.

The optimizations to the Core ML framework are designed to simplify the process of incorporating Stable Diffusion into developers’ apps:

Optimizing Core ML for Stable Diffusion and simplifying model conversion makes it easier for developers to incorporate this technology in their apps in a privacy-preserving and economically feasible way, while getting the best performance on Apple Silicon.

The development of Stable Diffusion’s has been rapid since it became publicly available in August. I expect the optimizations to Core ML will only accelerate that trend in the Apple community and have the added benefit to Apple of enticing more developers to try Core ML.

If you want to take a look at the Core ML optimizations, they’re available on GitHub here and include “a Python package for converting Stable Diffusion models from PyTorch to Core ML using diffusers and coremltools, as well as a Swift package to deploy the models.”

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What Wreckfest Tells Us About the Future of iPhone and iPad Gaming

In November, HandyGames released Wreckfest for iPhones and iPads. The demolition racing game was originally released by Bugbear Entertainment on PC in 2018 and the following year on PS4 and Xbox One. Since then, the game has been brought to current-generation consoles, streaming, and now, mobile platforms.

Although Wreckfest is several years old, it’s one of the more demanding console games brought to mobile recently, which makes it a good test for Apple’s latest SoCs. That’s what MrMacRight did on his YouTube channel, testing the game on everything from an original iPhone SE with an A9 chip to a 12.9” iPad Pro with an M2 chip.

There’s a lot of the sort of technical detail in MrMacRight’s video that I love, along with settings recommendations if you want to get the most out of whatever device you’re using to play the game. To me, though, the most interesting part of the video is the point in the Apple silicon lineup where the game’s performance drops off and how the choices the publisher made to bring Wreckfest to mobile affect the game.

The M1 and M2 SoCs handle Wreckfest well, maintaining an almost steady 60fps throughout. The first dip comes when trying to run the game at 60fps on an iPhone 14 Plus with an A15 SoC that ran into thermal throttling issues. Still, with tweaks to the game’s settings, it remains playable on a wide variety of iPhones and iPads thanks to quality reductions of some graphics assets, which also serve to reduce the size of the game and its memory footprint. Those graphical compromises made by HandyGames are understandable but also a bit disappointing for anyone with an M1, M2, or A16 device, which could handle better graphics and textures.

Wreckfest on mobile compromises on some assets to reduce the size and memory footprint of the game.

Wreckfest on mobile compromises on some assets to reduce the size and memory footprint of the game.

Big picture, MrMacRight’s analysis of Wreckfest suggests that we’re still in the early days when it comes to games that approach console quality coming to the iPhone and iPad. Plus, the sheer size of the gaming market that is still on older A-series SoCs means the sweet spot for game development will likely take a few more years before the performance that is possible on M-series and A16-based devices becomes the norm for most mobile gamers. Whether Apple silicon gets to that point before another solution, like game streaming, takes widespread hold, it will likely be one of the most interesting stories to follow in mobile gaming.

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