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You might be interested in this thread. You can ignore onscreen test results because V-sync is in effect on openGL. See how you get almost exactly 60 fps?
 
You might be interested in this thread. You can ignore onscreen test results because V-sync is in effect on openGL. See how you get almost exactly 60 fps?
thanks i kind of notice that and i also thought that about V-sync , you don't know if there is a way to turn it off in the benchmark apps , so is V-sync only enable on the OpenGL app , i will take a look at that thread , thanks for the link and the info , i like when we all work together and we share our knowledge.
[doublepost=1465544292][/doublepost]unfortunately i don't see any option to turn off V-sync in any of the benchmark apps , if that is the case about V-sync limiting OpenGL onscreen test to 59 FPS , why it doesn't do the same in the Metal benchmark app , so why it only happens in GFXBench GL , so if that is really what's happening. then that can only mean one thing. and that is that V-sync in GFXBench Metal is set to 120 and not to 60 like in GFXBench GL , this what i love about this , solving the puzzles , maybe those settings exist but they are hidden some where inside the code and they are completely inaccessible to us. but if we look at offscreen results you can see that in my unsupported hackintosh metal is faster than apple OpenGL. and not only just faster but in fact does double apple OpenGL results at least on the manhattan test.
 
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I'm just going to add to this. Games ported to Mac from Windows more often than not run like crap. The reason why is that game developers make a game optimized for Windows then later come back and rewrite the code with typically a much smaller team for Mac, this decreases the amount of time that the developers can use for code optimizations and testing. Basically bet it all on Windows, do what we can for Mac but don't count on profits from that group. Likewise, games made for iOS ported to Windows and Android run like crap unless they are optimized for the platform.

You really can't compare Tomb Raider or Bioshock because those were Windows first games, of course they are going to have great performance on Windows compared to Mac.

I'm not saying that a game can't have great performance on both platforms, I'm saying most developers pick a platform for their cash cow and then when people ask for a game on another platform they don't want to support they give it a quick glance over and say "here you go. You asked for it but we don't care enough about <insert platform> to make it great."

I honestly don't care what platform you praise, that's not why I'm chiming in, I'm just stating that if you take a single game by an age old Windows developer and try to compare it to their version for Mac, yeah it's going to suffer, what's your point?

If your arguing about what platform to play games on, as a die hard Mac fan, I'll tell you get a Windows computer. It is a better investment for your entertainment needs to spend $3,000 on a custom built Windows PC than it is the same $3000 spent on a top of the line Mac.

Mac's are great for journaling, music production, photo editing, and graphic design.

Windows computers are good for business compatibility and gaming.

Linux is good for going cheap and having a great server.

The big problem I see in most threads is that people tend to choose a computer based off the imagined status that comes with the computer rather than the functionality they need from it.

There are just too many issues for the Mac gaming market, just to name a few of them:

1. Lack of powerful GPU on the majority of the machines to run AAA.
2. Smaller pool of developers focused on coding natively on OpenGL (the guy who did the Elder Scrolls Online port, Blizzard's S4d1k are great developers)
3. Lack of multi platform engines that make it easier to port/support Windows, OS X and Linux

Nevertheless, a good port can be certainly be achieved. The Elder Scrolls Online for instance and Blizzard's Mac versions are usually pretty good.
 
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From Feral's Facebook page:
Feral also had to recently cancel Arkham Knight, but the port was also a mess on the PC side, so it might not have been OS X's fault.

Not sure if someone else replied to you here (lots of posts to dig through) but the port was pulled by Warnes Bro's directly, Feral did not cancel it themselves.
 

Because of how incredibly bad the PC port had been launched/received. (50% negative reviews from users.) If you followed that at all, it literally got pulled off Steam for several months to be patched, and everyone was offered refunds (even if you spent 50 hours or w/e on the game.) They re-released it, but the damage was done. At this point I suspect WB just wanted to stop dealing with it, so cancelled the Mac/Linux ports. I don't know if they were paying Feral, or Feral had to pay them to port it (can go both ways) but in anycase we aren't getting it.
 
yes i know about this , that game was a total mess , you described what happened perfectly , so imagined if a game is a mess in windows , how much trouble is going to be in OS X , but like cougarcat said is not ox fault , it's already a bad problematic game full of bugs to begin with. so no company is going to waste time trying to port that. so they did good.
 
Not long to wait for the Siri on Mac announcement, then the games will be flooding to Mac NOT :rolleyes:
 
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I just spied "metal tessellation" buried on the "iOS misc. features" slide. Hoepfully this means it'll be in OS X (er, macOS) too.
 
Metal Framework Changes
In OS X 10.12, Metal includes several new features and enhancements, such as:

  • Support for tessellation, enabling 3D apps and games to render more detailed scenes by efficiently describing complex geometry to the GPU.

  • Function Specialization, which makes it easy to create a collection of highly optimized functions to handle all the material and light combinations in a scene.

  • Metal System Trace, now in OS X, which offers deep insight into the graphics pipeline by profiling the interaction of the CPU and GPU, revealing performance optimization opportunities for Metal-based apps
https://developer.apple.com/library...e_ref/doc/uid/TP40017145-DontLinkElementID_86

It doesn't mention geometry shaders though.
 
I just spied "metal tessellation" buried on the "iOS misc. features" slide. Hoepfully this means it'll be in OS X (er, macOS) too.

Ooo nice catch, I was only half paying attention. Hopefully, we should find out more from the "Adopting Metal" sessions tomorrow and "What's new in Metal" on Wednesday.

With that, I think that UAVs are still missing. You could maybe work around the geometry shaders with their tesselation API, depending on the API from what I gather.
 
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What I can gather from the what's new in Metal API documentation.

https://developer.apple.com/library...dOSX1012/WhatsNewiniOS10tvOS10andOSX1012.html

I'm not a graphics programmer, but hobbling together stuff from twitter and my attempts to parse the language, it seems like there is some big things in there. The read/write of texture data MIGHT give devs what they needed from Unordered Access Views.

Seems like Brad wanted a pure hardware level tessellation API, but Apple gave devs an abstracted compute shader approach. There does appear to be some fixed function tessellation that might be executed on the hardware tessellator though. So it's kind of a hybrid approach. I also think that Apple did this to make the API more hardware agnostic.

There also appears to be better support for linear color space and 10-bit color support (10-bit laptop screens incoming in the next round of Macs maybe?).
 
Ferazel. Yes, thats exactly that. Hardware agnostic approach. Remember that this is not only For desktop version of Metal where you have 3 vendors: Intel, AMD, Nvidia, but also - iOS side, in which you have PowerVR graphics, and potentially Apple designed GPUs.

OK, I clicked the link to what you brought Fer.

Resource Heaps. It came with Direct3D 12. So this is not Shader Model 5.0. All what Apple brings is Shader Model 6.0 - HLSL!

This is huge.
 
Why did Apple need that bizarre approach of tessellation with a compute kernel and all? It's not as if Metal was the only modern API supporting a variety of desktop and mobile GPUs. How is tessellation implemented in Vulkan?
 
Why did Apple need that bizarre approach of tessellation with a compute kernel and all? It's not as if Metal was the only modern API supporting a variety of desktop and mobile GPUs. How is tessellation implemented in Vulkan?
Geometry Shaders. This is only one missing part from Metal. Yes, this is bizarre.
 
Geometry Shaders. This is only one missing part from Metal. Yes, this is bizarre.

It seems it may not be an issue..

https://forums.developer.apple.com/thread/4818
[doublepost=1465874818][/doublepost]I think we can stop the doom and gloom now. There are some really nice features in there.
Interesting to see where the API is heading. Less shader stages, more things being compute based.
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Why did Apple need that bizarre approach of tessellation with a compute kernel and all? It's not as if Metal was the only modern API supporting a variety of desktop and mobile GPUs. How is tessellation implemented in Vulkan?

Not bizarre. Simply different than DX11.

https://twitter.com/aras_p/status/742444616859979776
 
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Back on topic... It appears that Metal is getting a decent update with the next macOS. Is is not good enough for Feral interactive? Do they absolutely have to use openGL for F1 2015?
 
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Back on topic... It appears that Metal is getting a decent update with the next macOS. Is is not good enough for Feral interactive? Do they absolutely have to use openGL for F1 2015?

I'm kind of hoping that Brad spoke out too soon, before knowing the details of the changing Metal API, and that the macOS port of F1 2015 can be saved.
 
Possibly, the announcement that they wouldn't port F1 2015 was also a way to get Apple's attention and to show their discontent. Feral clearly aren't made aware of upcoming features, as opposed to Unity and Epic game devs. Apple should treat the major porting houses better. They bring the best selling apps to the App Store.
 
I'm kind of hoping that Brad spoke out too soon, before knowing the details of the changing Metal API, and that the macOS port of F1 2015 can be saved.

I've no idea about what Feral are actually planning but:

Whether you talk about F1 2015, Elite Horizons or anything else, it isn't just a matter of whether it is technically possible but also the time & effort required to program Metal backends for them and whether it would be financially justified. Annualised games also have the problem that if the delay is substantial you end up shipping after the following year's game which is not ideal (e.g. F1 2016 ships in August, macOS Sierra will be after that). The writing is on the wall that Metal is the future on Apple platforms but not every company or product will make the leap as a result of such an analysis.
 
A few more gems from Brad Oliver's Twitter regarding Metal:
I believe Nietzsche said it best: "To use graphics APIs on macOS is to suffer, to survive is to find some meaning in the suffering."
(link)

Today's "What's missing from Metal" : 8 and 16-bit single-component vertex attributes, and BGRA 8888 vertex attributes. "The future!"
(link)

I have to admit, it's draining to migrate to Metal (because OS X GL is effectively dead) and find all these missing features.
(link)

In short: Metal is not the solution, either.
 
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