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.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?
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.
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.
Why?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.
Why?
Not long to wait for the Siri on Mac announcement, then the games will be flooding to Mac NOT![]()
https://developer.apple.com/library...e_ref/doc/uid/TP40017145-DontLinkElementID_86Metal 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
I just spied "metal tessellation" buried on the "iOS misc. features" slide. Hoepfully this means it'll be in OS X (er, macOS) too.
Geometry Shaders. This is only one missing part from Metal. Yes, this is bizarre.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.
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?
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?
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.
(link)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.