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Joystick overlay on Mapview
Hello, I'm a bit of a newb at Swift programming and I'm not sure if this is possible to do. What I'm trying to achieve is overlay joystick controllers on a mapview (Apple Maps) on an iPad. And I'm hoping that I can get an event handler for those joysticks to which my Bluetooth device will drive (sort of a drone at the other end). And the little blue dot you usually see on maps will move when my (Sort of drone moves). I've looked at a project that lies on Github, which uses SKsprite gaming and I'm not sure if that's the way to go or if I can just import joystick controllers to my mapview. I haven't really seen a way to combine both joystick and mapview. For now I'm just looking to see if it's actually possible before I keep researching. Or someone point me in the right direction how I would make this work? Oh if anyone has ever played Sonic the hedgehog on the iPad that is the sort of joystick controllers I'm looking to utilize. Thanks George
0
0
1.5k
Jan ’23
Samsung oled ultrawide 34" on M1 Pro MacBook
I got a new ultra wide Samsung odyssey G8 OLED 34 inches, it provides 3440x1440 @ 175Hz with HDR. It worked for about 2 days just fine, VRR, HDR was working flawlessly out of the box with MacBook Pro 16" M1 Pro chip (running Ventura 13.0). I turned it off, and came back 4 hours later, and the monitor is not being recognised correctly (it is now recognised as a 14" display)!!! Im using display port to thunderbolt to connect the display, and I've tested it with the second monitor (16:9 aspect ratio @ 240Hz) it works fine... but the ultrawide monitor is not... any help? I tried SwitchResX to setup the resolution, installed Ventura 13.2 beta for it, but even SwitchResX is not fixing the issue)
1
0
2.9k
Jan ’23
Lag on call of duty mobile & phone heating issue in iphone Xr reason?
Lag on call of duty mobile & phone heating issue in iphone Xr my device is under warranty initially it wasn't lagging until iOS 14 updates now the same is with iOS 15 please fix it my brightness declines on its own & I have taken the device to service center they deemed it working fine but my device throttles because of which I face fps drops desync & total screen freezing with ghost touches even my phone's overall performance is affected please optimise this game its a humble request I can't even play since 3 months & my device is barely 6 months old or atleast help me to get this device replaced the phone is even heating while charging & while playing the battery drains immensely I can't even play a single match because of these lags spikes & heating issues phone heats up like a hot iron just within 10 mins of gaming please do fix this I play competitive matches too but now I can't do fix this in the upcoming updates
2
0
4.5k
Nov ’22
Unity Game has wrong resolution on Macbook pro 2021
Hi, Making a game on Unity, we saw that the resolution returned by the functions like Screen.currentResolution or Display.main.systemWidth and Display.main.systemHeight don't set the proper one on Macbook pro M1 2021. https://support.apple.com/kb/SP854?viewlocale=en_US&locale=ja_JP In fact, after a dynamic set with those, my screen keeps a 16:9 resolution and black bars are visible on left and right side. Did you encounter this issue ?
1
0
1.4k
Oct ’22
BC7 Mipmap Problems in Catalina and Mojave
I've run into two (possibly related) problems involving mipmaps in BC7 RGBA Unorm textures. The first, and more serious, is a crash when uploading the last mipmap level of a texture. Thus far this has only happened on two machines, both running Catalina. Also, only certain textures cause the crash, but there doesn't seem to be anything unusual about them. From the crash reports: MacOS 10.15.7 19H1519, Intel Graphics 4000 (this is from a debug, single-threaded build) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25cff33d CpuSwizzleBlt + 11667 1 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7ca0 -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1387 2 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7e2f -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 74 MacOS 10.15.7 19H1419, Intel Graphics 5000 (this is from a release, multi-threaded build) Thread 9 Crashed: 0  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2973b9c0 CpuSwizzleBlt + 9224 1  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2972714b -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1385 2  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff297272c3 -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 64 I'll post the full crash reports to Feedback Assistant. The second problem only happens on Mojave, and results in what looks like garbled pixel data in the mipmaps (I don't have access to the machine to do a frame capture). I can work around this issue by disabling mipmaps in the texture sampler. There are no Metal validation errors, and neither problem happens on Big Sur (I don't yet have a Monterey machine). Uncompressed textures are fine, as well, although mipmaps for those are generated on-the-fly rather than uploaded. Padding the source pixel data doesn't help, so the seg fault likely isn't caused by a too-large or unaligned read. Has anyone else run into problems with mipmaps in BC7 compressed textures?
5
0
2.4k
Oct ’22
Red Pattern on Intel MacBook Pro 13" (2020) With RGBA8 Color Buffer
I'm seeing a strange rendering glitch with Metal rendering on (at least) two laptops, both are Intel MacBook Pro 13" 2020 with 4 Thunderbolt ports (my own is the i7 model). Thus far this is the only Mac model we've seen the issue on. The glitch results in a single-frame red pattern (see the attached image), but only when running full screen on the laptop display. It does not show when running in a window or in full screen on an external display. Even having an external display attached seems to prevent the problem. The glitch typically appears on frames where we do little to no rendering beyond clearing the color buffer, however I've been unable to isolate the glitch in a test application. The glitch also only happens when using the MTLPixelFormatRGBA8Unorm pixel format for the colour buffer. Switching to MTLPixelFormatRGBA16Float prevents it from happening. I've played around with the load/store states on the colour buffer, with various clear values, all with no success. Furthermore, I've managed to inspect the frame in a Metal GPU capture, and the color buffer in the capture is correct (cleared to black) even though the contents of the view are glitched. This leads me to think the problem may be in the CA compositing step, rather than in the Metal rendering itself. Any suggestions?
1
1
1.7k
Sep ’22
Best framework for transformations of raw image data
Hello I want to programmatically generate a random patterned image, think wallpaper. The method of generation is yet to be established and is unimportant for this question. The output will either be a UIImage or a CIImage object. Then I want to take a random area of that pattern, a crop effectively, and make one of any number of alterations to it. A non-exhaustive list might include: rotation, swapping colours, other colour effects, shift or scroll. The area affected might also be one of any number of shapes. A non-exhaustive list might include: square, rectangle, triangle, circle, oval. Essentially, I want to take a uniform pattern and break or disrupt it in random ways. So I've been Googling how I might do this and everything seems to point to the Core Image framework, particularly the filters. Although it seems less clear to me how to do transformations, crops and composite images. My question simply is, am I on the right path pursuing Core Image or are there other ways to achieve these effects? Thanks Jim
1
0
1.4k
Sep ’22
M1 M2 webgl.ALIASED_POINT_SIZE_RANGE
I'm currently using gl.points to render sprites (lens flares, explosions, etc) looks like M1 / M2 hardware (ipad, macbook pro) limits the point size to 64. Every other device has minimum of 512, usually 1024, and many even provide 2048. wondering if this is a was a choice or oversight? Also, not sure where to file this type of bug/request as its specific to M1/M2 hardware that affects multiple devices? many thanks, -Dm
1
0
1k
Sep ’22
Gambling Policy on In-App Redeemable Gift Cards
Can anyone give any advice on Apple's policy regarding Amazon gift cards/gift codes, which can be redeemed in-app, based on a virtual currency generated by the User's time spent active on the App. To summarize, user X and user Y play a game and spend 2 hours of time playing. For 2 hours, they generate 10 Diamonds which can be then redeemed for a $10 gift card on Amazon. The user will receive a gift code/card to the email registered to him/her in the game. My understanding is this does not violate section 5.3 of Apple's gambling definition as it is time-based.
0
0
1.4k
Aug ’22
How can i solve this problem with iOS game upload?
I´m getting an error all the time when uploading an update for my latest iOS game, yesterday I uploaded the 1st version and everything went good, but today I´m trying to update it and I´m getting all the time this: ITMS-90338: Non-public API usage - The app contains one or more corrupted binaries. Rebuild the app and resubmit.. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/ I tried multiple things and nothing worked... I saw lots of blogs and videos and nothing... Can anyone help me?
1
0
1.7k
Jul ’22
IPad Pro M1 CHIP PUBG MOBILE GAME GRAPHICS TERRIBLE.
Hey hi I have purchased iPad Pro m1 chip iPad 2 days ago installed pubg mobile from AppStore and the graphics of the game was terrible. am very much disappointed with my purchase after spending 1400 dollars for a terrible game graphics / textures .. I can see everything blurry and I do have my 2020 iPad pro which is 4 th generation Ipad side of it in that my game was crisp clear everything is perfect in my 2020 iPad Pro 4th generation..but coming to M1 CHIP IPAD PRO 2021 the game is a disaster with the graphics and the screen seems a bit zoomed in which I dint expect it. And the iPad is up to date updated. please do fix it immediately please
23
0
18k
May ’22
Why is the GPU performance of iPhone12pro worse than iPhone11pro?
The same graphics program runs in the webview, and the iPhone 12Pro has 15+% more GPU usage than the iPhone 11Pro. In theory, the performance of the A14 should be stronger than that of the A13. Is it possible to increase the GPU overhead by 15+% just because there are more 45x96 pixels? The fragment profiling in XCode Instrument, please see the screenshot.
0
0
1.1k
Apr ’22
Game Issue
Recently i have install freefire game in iphone13 mobile and my software is updated with Ios15.4 version Issue is when i try to play my game in Ultra graphics mode it start lagging and heating issue i dont know what happen with my mobile it was running smoothly and after update the software version it start lagging. Pixel also breaking while playing the game
0
0
786
Mar ’22
Blue/Garbled Textures in Metal on iMac running Mojave
I have a strange problem affecting two iMacs (Retina 5K, 27", late 2014) running MacOS Mojave 10.14.6. After the compture has been running for a while, some textures can either appear pure blue (i.e. #0000ffff) or become garbled in other ways. While I don't have physical access to the affected computers, I do have GPU trace from one that confirms that the texture data itself is definitely the problem. The affected textures are all loaded from disk via CGImage. Not all textures are affected, and those that are do not always show this behaviour--it appears to be specific to certain situations. Reloading the affected textures will sometimes correct it. Rebooting the computer seems to temporarily fix the problem, which suggests this may be an issue with the video driver or GPU. This doesn't seem to affect any of our other Macs, including my 2020 Macbook Pro 13" (Big Sur) and 2012 Macbook Air (Catalina). Any thoughts on what could cause this, or suggestions on how to investigate further?
4
0
2.3k
Mar ’22
Joystick overlay on Mapview
Hello, I'm a bit of a newb at Swift programming and I'm not sure if this is possible to do. What I'm trying to achieve is overlay joystick controllers on a mapview (Apple Maps) on an iPad. And I'm hoping that I can get an event handler for those joysticks to which my Bluetooth device will drive (sort of a drone at the other end). And the little blue dot you usually see on maps will move when my (Sort of drone moves). I've looked at a project that lies on Github, which uses SKsprite gaming and I'm not sure if that's the way to go or if I can just import joystick controllers to my mapview. I haven't really seen a way to combine both joystick and mapview. For now I'm just looking to see if it's actually possible before I keep researching. Or someone point me in the right direction how I would make this work? Oh if anyone has ever played Sonic the hedgehog on the iPad that is the sort of joystick controllers I'm looking to utilize. Thanks George
Replies
0
Boosts
0
Views
1.5k
Activity
Jan ’23
Samsung oled ultrawide 34" on M1 Pro MacBook
I got a new ultra wide Samsung odyssey G8 OLED 34 inches, it provides 3440x1440 @ 175Hz with HDR. It worked for about 2 days just fine, VRR, HDR was working flawlessly out of the box with MacBook Pro 16" M1 Pro chip (running Ventura 13.0). I turned it off, and came back 4 hours later, and the monitor is not being recognised correctly (it is now recognised as a 14" display)!!! Im using display port to thunderbolt to connect the display, and I've tested it with the second monitor (16:9 aspect ratio @ 240Hz) it works fine... but the ultrawide monitor is not... any help? I tried SwitchResX to setup the resolution, installed Ventura 13.2 beta for it, but even SwitchResX is not fixing the issue)
Replies
1
Boosts
0
Views
2.9k
Activity
Jan ’23
Lag on call of duty mobile & phone heating issue in iphone Xr reason?
Lag on call of duty mobile & phone heating issue in iphone Xr my device is under warranty initially it wasn't lagging until iOS 14 updates now the same is with iOS 15 please fix it my brightness declines on its own & I have taken the device to service center they deemed it working fine but my device throttles because of which I face fps drops desync & total screen freezing with ghost touches even my phone's overall performance is affected please optimise this game its a humble request I can't even play since 3 months & my device is barely 6 months old or atleast help me to get this device replaced the phone is even heating while charging & while playing the battery drains immensely I can't even play a single match because of these lags spikes & heating issues phone heats up like a hot iron just within 10 mins of gaming please do fix this I play competitive matches too but now I can't do fix this in the upcoming updates
Replies
2
Boosts
0
Views
4.5k
Activity
Nov ’22
Unity Game has wrong resolution on Macbook pro 2021
Hi, Making a game on Unity, we saw that the resolution returned by the functions like Screen.currentResolution or Display.main.systemWidth and Display.main.systemHeight don't set the proper one on Macbook pro M1 2021. https://support.apple.com/kb/SP854?viewlocale=en_US&locale=ja_JP In fact, after a dynamic set with those, my screen keeps a 16:9 resolution and black bars are visible on left and right side. Did you encounter this issue ?
Replies
1
Boosts
0
Views
1.4k
Activity
Oct ’22
Is there a way to save SpriteKit scenes as text files?
AFAIK SpriteKit scene files are basically binary plist files. I've managed to convert them to XML with plutil but Xcode crashes every time I try to open a converted file. Is there a way to make this work? It would help a lot for versioning and team collaboration obviously.
Replies
0
Boosts
0
Views
813
Activity
Oct ’22
BC7 Mipmap Problems in Catalina and Mojave
I've run into two (possibly related) problems involving mipmaps in BC7 RGBA Unorm textures. The first, and more serious, is a crash when uploading the last mipmap level of a texture. Thus far this has only happened on two machines, both running Catalina. Also, only certain textures cause the crash, but there doesn't seem to be anything unusual about them. From the crash reports: MacOS 10.15.7 19H1519, Intel Graphics 4000 (this is from a debug, single-threaded build) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25cff33d CpuSwizzleBlt + 11667 1 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7ca0 -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1387 2 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7e2f -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 74 MacOS 10.15.7 19H1419, Intel Graphics 5000 (this is from a release, multi-threaded build) Thread 9 Crashed: 0  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2973b9c0 CpuSwizzleBlt + 9224 1  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2972714b -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1385 2  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff297272c3 -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 64 I'll post the full crash reports to Feedback Assistant. The second problem only happens on Mojave, and results in what looks like garbled pixel data in the mipmaps (I don't have access to the machine to do a frame capture). I can work around this issue by disabling mipmaps in the texture sampler. There are no Metal validation errors, and neither problem happens on Big Sur (I don't yet have a Monterey machine). Uncompressed textures are fine, as well, although mipmaps for those are generated on-the-fly rather than uploaded. Padding the source pixel data doesn't help, so the seg fault likely isn't caused by a too-large or unaligned read. Has anyone else run into problems with mipmaps in BC7 compressed textures?
Replies
5
Boosts
0
Views
2.4k
Activity
Oct ’22
Red Pattern on Intel MacBook Pro 13" (2020) With RGBA8 Color Buffer
I'm seeing a strange rendering glitch with Metal rendering on (at least) two laptops, both are Intel MacBook Pro 13" 2020 with 4 Thunderbolt ports (my own is the i7 model). Thus far this is the only Mac model we've seen the issue on. The glitch results in a single-frame red pattern (see the attached image), but only when running full screen on the laptop display. It does not show when running in a window or in full screen on an external display. Even having an external display attached seems to prevent the problem. The glitch typically appears on frames where we do little to no rendering beyond clearing the color buffer, however I've been unable to isolate the glitch in a test application. The glitch also only happens when using the MTLPixelFormatRGBA8Unorm pixel format for the colour buffer. Switching to MTLPixelFormatRGBA16Float prevents it from happening. I've played around with the load/store states on the colour buffer, with various clear values, all with no success. Furthermore, I've managed to inspect the frame in a Metal GPU capture, and the color buffer in the capture is correct (cleared to black) even though the contents of the view are glitched. This leads me to think the problem may be in the CA compositing step, rather than in the Metal rendering itself. Any suggestions?
Replies
1
Boosts
1
Views
1.7k
Activity
Sep ’22
Best framework for transformations of raw image data
Hello I want to programmatically generate a random patterned image, think wallpaper. The method of generation is yet to be established and is unimportant for this question. The output will either be a UIImage or a CIImage object. Then I want to take a random area of that pattern, a crop effectively, and make one of any number of alterations to it. A non-exhaustive list might include: rotation, swapping colours, other colour effects, shift or scroll. The area affected might also be one of any number of shapes. A non-exhaustive list might include: square, rectangle, triangle, circle, oval. Essentially, I want to take a uniform pattern and break or disrupt it in random ways. So I've been Googling how I might do this and everything seems to point to the Core Image framework, particularly the filters. Although it seems less clear to me how to do transformations, crops and composite images. My question simply is, am I on the right path pursuing Core Image or are there other ways to achieve these effects? Thanks Jim
Replies
1
Boosts
0
Views
1.4k
Activity
Sep ’22
M1 M2 webgl.ALIASED_POINT_SIZE_RANGE
I'm currently using gl.points to render sprites (lens flares, explosions, etc) looks like M1 / M2 hardware (ipad, macbook pro) limits the point size to 64. Every other device has minimum of 512, usually 1024, and many even provide 2048. wondering if this is a was a choice or oversight? Also, not sure where to file this type of bug/request as its specific to M1/M2 hardware that affects multiple devices? many thanks, -Dm
Replies
1
Boosts
0
Views
1k
Activity
Sep ’22
Gambling Policy on In-App Redeemable Gift Cards
Can anyone give any advice on Apple's policy regarding Amazon gift cards/gift codes, which can be redeemed in-app, based on a virtual currency generated by the User's time spent active on the App. To summarize, user X and user Y play a game and spend 2 hours of time playing. For 2 hours, they generate 10 Diamonds which can be then redeemed for a $10 gift card on Amazon. The user will receive a gift code/card to the email registered to him/her in the game. My understanding is this does not violate section 5.3 of Apple's gambling definition as it is time-based.
Replies
0
Boosts
0
Views
1.4k
Activity
Aug ’22
How can i solve this problem with iOS game upload?
I´m getting an error all the time when uploading an update for my latest iOS game, yesterday I uploaded the 1st version and everything went good, but today I´m trying to update it and I´m getting all the time this: ITMS-90338: Non-public API usage - The app contains one or more corrupted binaries. Rebuild the app and resubmit.. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/ I tried multiple things and nothing worked... I saw lots of blogs and videos and nothing... Can anyone help me?
Replies
1
Boosts
0
Views
1.7k
Activity
Jul ’22
About the Necessity of Using TargetTimeStamp
Compared with timestamp, targetTimeStamp only affects the timing of step change during frame splitting. Can human eyes perceive this slight change? Are there any experiments that show a significant difference between the two?
Replies
0
Boosts
0
Views
908
Activity
Jul ’22
Apple pen and gaming
Years ago I used to use the Apple Pencil to play pubg. I used to move with my left hand and use the pencil in my right to control the view and shoot. I played today for the first time in a while and the pencil no longer works if my hand is already using the left side. Please tell me there’s a fix for this!!
Replies
0
Boosts
0
Views
1k
Activity
Jun ’22
IPad Pro M1 CHIP PUBG MOBILE GAME GRAPHICS TERRIBLE.
Hey hi I have purchased iPad Pro m1 chip iPad 2 days ago installed pubg mobile from AppStore and the graphics of the game was terrible. am very much disappointed with my purchase after spending 1400 dollars for a terrible game graphics / textures .. I can see everything blurry and I do have my 2020 iPad pro which is 4 th generation Ipad side of it in that my game was crisp clear everything is perfect in my 2020 iPad Pro 4th generation..but coming to M1 CHIP IPAD PRO 2021 the game is a disaster with the graphics and the screen seems a bit zoomed in which I dint expect it. And the iPad is up to date updated. please do fix it immediately please
Replies
23
Boosts
0
Views
18k
Activity
May ’22
Can Casino On Demand resources load subsequent assets
For online gambling apps, web assets loaded into a native webview have to be hosted on Apple On Demand servers. Can these assets make subsequent web requests to load assets from other servers or would those assets also have to live on the Apple On Demand servers?
Replies
0
Boosts
0
Views
772
Activity
May ’22
Why is the GPU performance of iPhone12pro worse than iPhone11pro?
The same graphics program runs in the webview, and the iPhone 12Pro has 15+% more GPU usage than the iPhone 11Pro. In theory, the performance of the A14 should be stronger than that of the A13. Is it possible to increase the GPU overhead by 15+% just because there are more 45x96 pixels? The fragment profiling in XCode Instrument, please see the screenshot.
Replies
0
Boosts
0
Views
1.1k
Activity
Apr ’22
Game Issue
Recently i have install freefire game in iphone13 mobile and my software is updated with Ios15.4 version Issue is when i try to play my game in Ultra graphics mode it start lagging and heating issue i dont know what happen with my mobile it was running smoothly and after update the software version it start lagging. Pixel also breaking while playing the game
Replies
0
Boosts
0
Views
786
Activity
Mar ’22
True Fame Rate
how to get the prefpared frame rate for current time?
Replies
1
Boosts
0
Views
918
Activity
Mar ’22
Blue/Garbled Textures in Metal on iMac running Mojave
I have a strange problem affecting two iMacs (Retina 5K, 27", late 2014) running MacOS Mojave 10.14.6. After the compture has been running for a while, some textures can either appear pure blue (i.e. #0000ffff) or become garbled in other ways. While I don't have physical access to the affected computers, I do have GPU trace from one that confirms that the texture data itself is definitely the problem. The affected textures are all loaded from disk via CGImage. Not all textures are affected, and those that are do not always show this behaviour--it appears to be specific to certain situations. Reloading the affected textures will sometimes correct it. Rebooting the computer seems to temporarily fix the problem, which suggests this may be an issue with the video driver or GPU. This doesn't seem to affect any of our other Macs, including my 2020 Macbook Pro 13" (Big Sur) and 2012 Macbook Air (Catalina). Any thoughts on what could cause this, or suggestions on how to investigate further?
Replies
4
Boosts
0
Views
2.3k
Activity
Mar ’22
fantasy sports and sports betting
Hi does everyone know that why fantasy sports and sports betting cannot be in the same app?
Replies
0
Boosts
0
Views
733
Activity
Feb ’22