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I'm not sure what iOS developers are seeing in the average game when comparing a Metal code-path vs OES code-path, but didn't John Carmack used to say that bare metal access to console GPUs results in 2x more effective performance than if the same GPU ran high-level desktop APIs? Acknowledging that is a generalization and Metal probably isn't as low-level as bare metal console API, Apple TV's realizable performance gap over the Fire TV is still going to be wider than a pure hardware comparison. Vulkan still needs to be finalized, incorporated into a future Android version, then forked into Fire OS, so it might not be until 2017 that Fire TV gets it assuming Amazon will still be updating this 2015 model. But as you say, as much as gaming is a focus, the interest will be in more casual games.The new Apple TV's GX6450 @ ~500 MHz will definitely outperform the Fire TV's GX6250 @ 600 MHz, but the gap is certainly not as wide as it could've been. Not that the gaming functionality and capabilities of either device will play much of a role in their marketability.
Although I was kind of disappointed Apple and Chair didn't port Infinity Blade over to Apple TV, at least not in time for the keynote. I thought Infinity Blade was originally conceptualized as a Kinect game where you swung your arms as swords? They could have gone back to it's roots by having the player swing the Apple TV remote to control the sword. It'd probably look kind of silly, but it would have given the Apple TV a graphical workout. Especially now that they've ported a lot of the Infinity Blade assets to UE4 and made it available for free, a full UE4 remaster of Infinity Blade III would make a good Apple TV showcase. But I suppose Chair would rather work on new things than rehash old content.