(btw I did try to tell friends similarly that half way is at around 35-40, don't look at 50 as start of the B side)
That said, this meant that slow disk transfer was not a handicap for C64 in the UK. Since tape was the medium of choice for ZX Spectrum and other rivals, C64 was on a level playing field. If anything C64 still had the advantage, because the Commodore Datasette is a digital format and very reliable, while Spectrum and US rivals like Apple and TRS-80 use analog formats and are incredibly unreliable that made people cry, groan, moan, and curse. Apple II's tape storage is also analog, but Disk II caused the Apple market to very soon move to disk-only (and Disk II is perhaps the greatest of Woz's many late-1970s engineering triumphs) so it didn't matter.
Three things I am unclear on:
* The extent of the above-mentioned abridgement process. My understanding is that both cosmetic things like loading screens, and sometimes entire portions like (say) a couple of the sports in the Epyx Games series, were removed. I don't know if there is a compendium of the abridgements; I don't see the information at Lemon64, but perhaps I missed it.
* Why software crackers had to crack cassette games in the first place, given that they can be duplicated with any dual-bay tape deck. Was there a reason other than to say they could do it (see next point), and perhaps to allow for cheating?
* The extent of crack intros for cassette games. In the US, crackers (then and now) put small animations before loading to announce themselves send greetings to friends and rivals. I'm sure this happened in the UK but the medium no doubt restricted the intros' size.
(Eastern EU context) Cracked games came with speed loader "built in", they weren't bad to load, but we did have to fine tune the head position on the C64 too (often per game)!
Floppy drives weren't really accessible for a long time (they were more expensive than the computers, which you were lucky to have at all).
Perhaps a Safari TP bug? I'd appreciate some browser version info so I can dig deeper.
I do not take away from Apple that their customer service is top notch and for many users that matters as much as how good the SW is.
This way, we could actually improve the housing situation across the country, because otherwise, it all concentrates in the biggest cities.
Big cities are built for many ppl. Allowing 100% remote work makes it possible to move to smaller towns/cities, which are not prepared for the extra intake.
Many towns struggle with this exact issue in Australia. You can view it as just a temporal issue as it will settle on the long term. But on the short term many of the locals can not afford to live in the town they grew up and the same goes for their children too.
The T16 comes with the following display in Australia: 16.0" WUXGA (1920 x 1200), IPS, Anti-Glare, Non-Touch, 45%NTSC, 300 nits, 60Hz
The biggest problem is chicken and the egg. There is no high-end gaming hardware, there are few games, and there isn’t much demand for the kind of games Windows gets.
But without the hardware it’s not clear the games makes sense. And without the gamers it’s not clear porting makes sense. And without the hardware the gamers and the games won’t come.
Even if Apple released a 100% functional and performant Vulcan implementation tomorrow I seriously doubt it would make any real difference to the gaming market on the Mac.
For most a console make more sense and if someone wants gaming a gaming PC/Laptop usually a better deal.
As far as I know MoltenVK (Vulkan on top of Metal) is available as part of the Vulkan SDK.
DX12 on MacOS was announced a while ago https://www.codeweavers.com/blog/cjsilver/2021/12/22/were-ge... and started to run recently https://www.codeweavers.com/blog/mjohnson/2023/6/1/unleashin...