why-the-bad-iphone-web-app-experience-keeps-coming-up-in-epic-v.-apple

Why the bad iPhone web app experience keeps coming up in Epic v. Apple

Safari just doesn’t support key features — and Safari’s the only option

Something keeps coming up at the Epic v. Apple trial as a potential alternative for getting Fortnite on the iPhone: web apps. It’s an intriguing idea, as web apps are able to do surprisingly complex things: just look at a Chromebook or even game streaming services on the iPhone. But potential is far from reality, because the ability for web apps to look, feel, and perform as well as native apps on iOS is severely limited.

These web apps aren’t the preferred way for consumers or developers to use or create apps on the iPhone, either. But Apple has forced companies like Microsoft and Nvidia to use web apps, instead of native ones available in the App Store.

Though the term itself hasn’t really come up explicitly, what’s being discussed are Progressive Web Apps, or PWAs. If you’re unfamiliar, think of them as slightly more advanced web apps that you can “install” directly from your web browser on to your home screen. Google has been pushing the idea (though support for PWAs on its own platforms is a little mixed), and some companies like Microsoft and Twitter have wholeheartedly embraced PWAs.

Not Apple, though. There are a variety of reasons for that — ranging from genuine concern about giving web pages too much access to device hardware to the simple fact that even Apple can’t do everything. There’s also the suspicion that Apple is deliberately dragging its feet on support for features that make PWAs better as a way to drive developers to its App Store instead.

Fortnite running on an iPhone before its removal.
Photo by Tom Warren / The Verge

But the App Store has restrictions that aren’t tenable for some developers. That’s the whole crux of this trial for Epic, after all. On the stand, a Microsoft executive detailed the company’s struggles to get its xCloud game streaming service onto iOS. Lori Wright, VP of Xbox business development at Microsoft, revealed the company spent around four months talking to Apple to try and get xCloud launched as a native app. Apple seemed, initially open to the idea of letting Microsoft use the same model as Netflix or Audible. But Apple changed its mind and forced Microsoft, Nvidia, and others to list cloud games as separate apps.

Submitting Xbox games one-by-one was simply a nonstarter for Microsoft, so it resorted to making a web app. In addition to the technical hurdles a web app involves, it also introduces a discoverability issue. Users simply aren’t used to installing apps from the web on their iPhones. Apple has effectively trained everybody that if they want an app, they go to the App Store.

Wright essentially admitted that the only reason Microsoft is releasing Xbox Cloud Gaming (xCloud) as a web app is because Apple’s terms on the App Store are too onerous. “People don’t play games through the browser on iPhone,” said Wright, but “it was our only outcome in order to reach mobile users on iOS.”

Even the judge in the case seemed confused by Apple’s rule, which says that services that stream movies can offer them all in a single app but services that stream games have to separate each game for individual listing and review. “I can use Netflix with a native app and I can see lots of different movies or TV shows or whatever. Is it that you didn’t want to use a subscription model?” Judge Yvonne Gonzalez Rogers asked at one point.

Apple has forced Microsoft and others to head to the web for gaming streaming.
Photo by Nick Statt / The Verge

But back to those technical hurdles: they’re tall, numerous, and can be blamed both on the nature of web apps and Apple’s own decisions. Safari on the iPhone only recently became capable of supporting a service like Xbox Cloud Gaming via specific controller support. Until then, that sort of thing was on the list of features Apple was reticent to include in Safari. There are legitimate reasons to block things like Bluetooth access from web apps, including fingerprinting for tracking, but it was getting harder to justify and Apple needed some kind of escape valve as pressure mounted to support cloud gaming services.

Google software engineer Alex Russell recently published a very comprehensive list of all the features that Safari on iOS doesn’t support yet — and it’s a long list. For PWAs to truly be a viable alternative to App Store apps, there are at least a few of these features that need to be enabled. The inability to send push notifications via a web app, for example, is particularly galling as it’s already possible on Safari on macOS. An app that can’t send notifications is simply not competitive with an app that can.

Grant is touching on some more of the benefits to native versus web apps; push notifications and ARKit both come up. The former is another example of Apple letting native apps reduce friction points — Epic needs to convince the judge these smaller features are meaningful.

— Adi Robertson (@thedextriarchy) May 5, 2021

As Russell notes, his “interests and biases are plain” as a Google engineer. But it doesn’t change the fact that there are many things that a PWA cannot do on the iPhone that a developer like Epic would need to support Fortnite as a web app.

“Native [iPhone] apps would have access to a far wider range of APIs than web apps,” explained Andrew Grant, engineering fellow at Epic Games, during the trial. “Access to things like push notifications, to Siri, to health data, and augmented reality features” are also limited to native apps, said Grant. Web apps also have to be far smaller than native apps, and are capped at about 50MB in size.

Plus, from a simple performance perspective, web apps have more overhead than native apps — and lack access to Apple APIs that can speed up games like Fortnite.

In fact, this was a sticking point for a lot of the questioning of an Nvidia employee. Nvidia, like Microsoft, has been trying to get its GeForce Now cloud gaming service into the App Store, but has faced the same restrictions that Microsoft is struggling with. Nvidia director of product management Aashish Patel spent a lot of time answering questions around latency in a browser and the benefits of using native apps.

“There are less controls over the streaming, so you could argue in some ways it’s worse,” than a native app, said Patel. Developers are also locked into using the video codecs provided in Safari on iOS, whereas they could use alternatives that might be better at handling latency inside a native iOS app.

All iOS browsers run the same WebKit engine underneath.
Photo by Amelia Holowaty Krales / The Verge

All of this is compounded by yet another Apple policy: no third party browser engines. You can install apps like Chrome, Firefox, Brave, DuckDuckGo, and others on the iPhone — but fundamentally they’re all just skins on top of Apple’s Webkit engine. That means that Apple’s decisions on what web features to support on Safari are final. If Apple were to find a way to be comfortable letting competing web browsers run their own browser engines, a lot of this tension would dissipate.

As it relates to Epic v. Apple, a lot of this PWA discussion isn’t germane to the fundamental arguments in the case. Fortnite as a PWA would necessarily be a streaming app instead of a native game and that introduces an entirely different set of compromises. Which is why it’s so fascinating to see Apple’s lawyers float web apps as a potential solution — because web apps on the iPhone are famously more limited than they are on other platforms, including even Apple’s macOS.

The human-readable versus machine-readable code bit is back now — Grant is talking about how web apps don’t go through the same kind of compilation process that increases processing efficiency, yet another reason they’re not as good as native apps.

— Adi Robertson (@thedextriarchy) May 5, 2021

Even if every single browser feature was available on mobile Safari or even if Apple allowed alternative browser engines on the iPhone, a web app will never match the performance of a native app. At the end of the day, though, all the discussion of web apps in the Epic v. Apple case highlight the limitations of Apple’s App Store policies, not PWAs.

the-nintendo-switch-can’t-be-stopped

The Nintendo Switch can’t be stopped

Nintendo Switch sales were up 44 percent percent from January to March compared to the same pandemic-impaired quarter from a year earlier. Today’s numbers bring total Switch sales to 28.83 million for the fiscal year, up 37 percent compared to the 21 million Switch consoles the company shipped the year prior, and beating the company’s own revised forecast.

In February, Nintendo raised its annual forecast to 26.5 million Switch units for the fiscal year ending March 31st on the strength of increased demand during the COVID-19 pandemic, a number that had already been raised from 19 million units at the start of the year. The lifetime-to-date sales figure now stands at 84.59 million Switch units shipped worldwide since its launch in 2017, creeping up on the Wii console’s 101.63 million lifetime sales mark.

Game sales for the year also spiked by 37 percent, selling 230.88 million units compared to 168.72 million units in the previous fiscal year, led by Animal Crossing: New Horizons with 20.85 million units sold. Other notables were Mario Kart 8 Deluxe (10.62 million units), Super Mario 3D All-Star (9.01 million units), and Ring Fit Adventure (7.38 million units). Nintendo claimed 36 million-seller titles during the fiscal year, 22 from Nintendo and 14 by other publishers. Newly released Super Mario 3D World + Bowser’s Fury sold 5.59 million units.

Looking forward, Nintendo is planning to release a blue Switch Lite in May. The company is also preparing global launches for additional first-party software titles, including Miitopia in May, Mario Golf: Super Rush in June, and The Legend of Zelda: Skyward Sword HD in July. Pokémon Brilliant Diamond and Pokémon Shining Pearl are planned for late 2021. Nintendo says that it’s working with Niantic “to develop a new application featuring Pikmin for smart devices” that will be released in the second half of 2021.

Nintendo’s full-year revenue increased to 1.76 trillion yen, up 35 percent compared to the 1.3 trillion yen earned last year, netting a full-year profit of 480.3 billion yen (about $4.4 billion). The company is forecasting sales of 1.6 trillion yen against 25.5 million Switch consoles for the year ending March 2022.

Nintendo is rumored to be working on a new Switch with 4K output that will better compete with more powerful Xbox and PlayStation consoles. It’s said to have a larger 7-inch 720p OLED panel built by Samsung that’s set to enter mass production in June for July assembly.

xbox-series-x/s-fps-boost-now-works-on-97-backwards-compatible-games

Xbox Series X/S FPS Boost now works on 97 backwards compatible games

Home / Software & Gaming / Xbox Series X/S FPS Boost now works on 97 backwards compatible games

Matthew Wilson
16 hours ago
Software & Gaming

Back in February, the Xbox backwards compatible team launched FPS Boost, a method of getting older generation games to run at up to 120 frames per second on Xbox Series X/S consoles without any needed input from the original developers. The feature started off small, supporting just a handful of titles, but this week, Microsoft began ramping up, with 97 games now supported. 

FPS Boost is a forward-thinking feature. Rather than simply running a last-gen game in its original state, features like Auto-HDR and FPS Boost can greatly enhance the experience instead. New titles supporting FPS Boost come from major franchises, including Assassin’s Creed, Far Cry, Deus Ex and more.

Most of these titles see a double in frame rate, so 30 frames per second titles like Assassin’s Creed Unity will now run at 60 frames per second. Meanwhile, titles like Battlefield 4, which ran at 60 frames per second on last-gen consoles, can now run at up to 120 frames per second.

You can find the full list of FPS Boost supported titles, HERE.

KitGuru Says: When FPS Boost was first announced, I quickly jumped back into Prey on my Xbox Series X to check it out. Hopefully we’ll see many more games supporting this feature moving forward. 

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