“[Rift support] is up to Apple,” Oculus founder Palmer Lucky said. “If they ever release a good computer, we will do it.”
Palmer's definition of a “good computer” is one that can handle the demands of VR software. The issue is that these games and tools need a hyper-rapid frame rate in the range of 90-to-125 frames per second to prevent people from getting motion sick. The Oculus founder says that Apple just doesn't have an option on the market to meet that demand.
“It just boils down to the fact that Apple doesn't prioritize high-end GPUs,” said Luckey. “You can buy a $6,000 Mac Pro with the top of the line AMD FirePro D700, and it still doesn't match our recommended specs. So if they prioritize higher-end GPUs, like they used to for a while back in the day, we'd love to support Mac. But right now, there's just not a single machine out there that supports it.”
The clickbaity headline leaves one feeling like "thems fighting words." But once you read on, you realise that Apple really needs a product that allows the hardcore to be the hardcore vis-a-vis graphics.
This month Apple is bringing back the iPhone 5 in an SE (Special Edition) form factor because, presumably, not everyone wants a huge phone in their yoga pant pocket. I've got a 6S and I can't say that I disagree. Running is harder with this phone than any other iPhone.
Similarly, there is demand for the old-style tower Mac Pro. Call it the Mac Pro Classic or whatever, I'd happily give Apple $3k+ for a device that I could swap hardware in and out of. They've got great products but their push-up make things smaller and tighter has become frustrating for many. Now it threatens to leave them out of the game when it comes to the top brass of emerging VR tech.
Then again Apple could release their own VR solution and many would strongly consider it over the competition.