Matthew Panzarino Interviews Apple Execs Tim Millet and Bob Borchers Re: M2 Macs
Matthew Panzarino, writing at TechCrunch:
The M1 whacked a big old reset button on those restrictions,
putting portable back into the power computing lexicon. And with
M2, Millet says, Apple did not want to milk a few percentage
points of gains out of each generation in perpetuity.
“The M2 family was really now about maintaining that leadership
position by pushing, again, to the limits of technology. We don’t
leave things on the table,” says Millet. “We don’t take a 20% bump
and figure out how to spread it over three years…figure out how to
eke out incremental gains. We take it all in one year; we just hit
it really hard. That’s not what happens in the rest of the
industry or historically.”
The conversation turns to gaming:
Millet also is unconvinced that the game dev universe has adapted
to the unique architecture of the M-series chips quite yet,
especially the unified memory pool.
“Game developers have never seen 96 gigabytes of graphics memory
available to them now, on the M2 Max. I think they’re trying to
get their heads around it, because the possibilities are unusual.
They’re used to working in much smaller footprints of video
memory. So I think that’s another place where we’re going to have
an interesting opportunity to inspire developers to go beyond what
they’ve been able to do before.”
★
Matthew Panzarino, writing at TechCrunch:
The M1 whacked a big old reset button on those restrictions,
putting portable back into the power computing lexicon. And with
M2, Millet says, Apple did not want to milk a few percentage
points of gains out of each generation in perpetuity.
“The M2 family was really now about maintaining that leadership
position by pushing, again, to the limits of technology. We don’t
leave things on the table,” says Millet. “We don’t take a 20% bump
and figure out how to spread it over three years…figure out how to
eke out incremental gains. We take it all in one year; we just hit
it really hard. That’s not what happens in the rest of the
industry or historically.”
The conversation turns to gaming:
Millet also is unconvinced that the game dev universe has adapted
to the unique architecture of the M-series chips quite yet,
especially the unified memory pool.
“Game developers have never seen 96 gigabytes of graphics memory
available to them now, on the M2 Max. I think they’re trying to
get their heads around it, because the possibilities are unusual.
They’re used to working in much smaller footprints of video
memory. So I think that’s another place where we’re going to have
an interesting opportunity to inspire developers to go beyond what
they’ve been able to do before.”