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IIRC that didn't convince many developers to revisit their software. I still have hard drives full of Pro Tools projects that open on Mojave but error on Catalina. Not to mention all the Steam games that launch fine on Windows/Linux but error on macOS...


Yes, game developers can't revisit old games because they throw out the dev environments when they're done, or their middleware can't get updated, etc.

But it's not possible to keep maintaining 32-bit forever. That's twice the code and it can't support a bunch of important security features, modern ABIs, etc. It would be better to run old programs in a VM of an old OS with no network access.


> But it's not possible to keep maintaining 32-bit forever.

Apple had the money to support it, we both know that. They just didn't respect their Mac owners enough, Apple saw more value in making them dogfood iOS changes since that's where all the iOS devs are held captive. Security was never a realistic excuse considering how much real zombie code still exists in macOS.

Speaking personally, I just wanted Apple to wait for WoW64 support to hit upstream. Their careless interruption of my Mac experience is why I ditched the ecosystem as a whole. If Apple cannot invest in making it a premium experience, I'll take my money elsewhere.


> Apple had the money to support it, we both know that.

Not possible without forking the OS. No amount of money can make software development faster forever.

https://en.wikipedia.org/wiki/The_Mythical_Man-Month

Especially because Apple has a functional design which means there is nearly no redundancy; there's only one expert in any given field and that expert doesn't want to be stuck with old broken stuff. Nor does anyone want software updates to be twice as big as they otherwise would be, etc.

> Security was never a realistic excuse considering how much real zombie code still exists in macOS.

Code doesn't have security problems if nobody uses it. But nothing that's left behind is as bad as, say, QuickTime was.

nb some old parts were replaced over time as the people maintaining them retired. In my experience all of these people were named Jim.


> there's only one expert in any given field and that expert doesn't want to be stuck with old broken stuff.

Oh, my apologies to their expert. I had no idea that my workload was making their job harder, how inconsiderate of me. Anyone could make the mistake of assuming that the Mac supported these workloads when they use their Mac to run 32-bit plugins and games.


Another big, non-technical reason is most games make most of their money around their release date. Therefore there is no financial benefit to updating the game to keep it working. Especially not on macOS where market share is small.




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