Yay because I want to play mobile games on a desktop.... Seriously what kind of mindset is that??
The Apple kind apparently.
Yay because I want to play mobile games on a desktop.... Seriously what kind of mindset is that??
Same here. PS4 guy too. Building ypur own small form factor pc is cheap and very versatile.Most of my gaming I do on PS4, but WoW and a few other games I play on my Mac. I also have an Alienware Alpha R1. I think at some point I will end up with another small form-factor PC.
Since Blizzard started making games in the early '90's. Since MacPlay started porting PC games for Mac in 1990.
I got my first Mac in college back in 1995, it was a Power Mac 6400. Two of my roommates at the time owned PC's... one was a Pentium 166 and the other a Pentium 200 (top of the line at the time). My 6400 came with a software bundle in the box and one of those pieces of software was the game Descent (pretty big game at the time). We had played Descent on the two PC's on a regular basis and loved it. When I popped that "MacPlay" version of Descent in my new Power Mac for the first time everyone in the room who were initially scoffing at the fact I just got a new Mac instead of Pentium instantly were silenced due to my 6400's vastly superior graphics, sound, and much better frame rate.
The same thing happened the following year with Command and Conquer. First release on the PC followed by a Mac release. The performance of my 6400 vs the PC's was ridiculous. The PC's would always bog down when a lot was happening on screen, my Mac NEVER did.
I say ALL of that because you asked "When have Macs EVER been good for gaming?" As far as I'm concerned the answer is since ALWAYS.
Isn’t Metal already the only way to have graphics-intensive games on iOS?
Eff Metal. Vulkan exists to be cross-platform as one single low-level API and works on macOS as well, just not officially supported by Apple because they have to be ******s about it.
You ever tried running a blizzard game in metal? Starcraft is the worst of the bunch. Nearly unplayable with graphical glitches. I went back to OpenGL after seeing how bad metal was. The game devs don't support it the same.
The future of Apple: fewer choices, increased prices, less flexibility, features we don’t care about, and keyboards that don’t work.
Problem is that not only games but many Scientific software, simulation software & 3D/CAD software depend on both OpenGL & OpenCL. So in the near future Mac will be a barren land for those software.
For example CAD on Mac is already non-existent. Only premiere CAD software on Mac that I am aware of is Siemens NX. But I can't remember if I have ever heard any good words about the Mac version of that software. After step like this even they would be thinking twice about supporting Mac OS. Also if you think Dassult would put their money for porting Solidworks to Metal or AutoCAD will pour any kind of money for porting Fusion or Revit to Metal then keep dreaming. Development cost for those endeavors will be immense & I don't think they would be ready for forking that kind of budget to a segment which is almost trivial to them.
Step like this ensured that we will never get software like Biovia, Simulia, Vortex etc on Mac.
Also I wonder what happens to Blender on Mac as they heavily rely on OpenGL. Will Blender foundation continue supporting Mac? Only future can tell.
I no longer use macOS on any of my company rigs. We now use Windows 10 and CentOS. Couldn't be happier.Blender is all OpenGL / OpenCL. Was going to buy an eGPU to increase Blender performance but now it looks like I should move to Linux or Windows instead. This truly sucks. :-(
This is Apple “doubling down” on their arrogance and over-confidence. They really do seem to exist in a bubble, isolated from the realities of developers.
Good thing they still allow and (minimally) support Windows on Mac because if they ever stop that will be when I have to walk away from Mac hardware and OS X.
Why do some think old technology should be supported forever?
Well, it is more portable than DX11 and that is enough.Anyone who says that OpenGL was “cross-platform” or enabled “cross-platform” development has never programmed with it.
They should not be deprecating anything.Apple shouldn’t be depreciating OpenGL for Metal but for Vulkan.
No we don't. That is like telling a programmer to write in C instead of Java.
AutoCAD is Autodesk. Dassault is CATiA.AutoCAD is already on the Mac or do you mean that Dassault wouldn't port AutoCAD to Metal?
It is similar. Vulkan is also a low level API.MoltenVK is meant to take Vulcan and "compile it" into Metal. So it's not like that at all. You write in Vulcan, making sure to only use features that MoltenVK can translate. You don't change API. You write in Vulcan for all platforms. You still need to move away from OpenGL, yes, but if we're only talking about a cross platform solution, it works. I'm not saying it's an ideal scenario - I'm just giving silver linings
It is similar. Vulkan is also a low level API.
You quoted me talking about abstraction level.How does that relate to what I said? I was arguing for platform portable code with MoltenVK and a Vulcan based implementation. Not for abstraction level
Blender has OpenCL support. AMD has been helping them too.
Here’s what Tons had to say about deprecation news:
Apple and NVIDIA only have OpenCL 1.2 . AMD has OpenCL 2.0 .I'm not familiar enough with Cycles to know if the Open CL implementation is at feature parity with their CUDA implementation. Last I checked, it was missing big chunks of features. But I checked a while ago. I'm all in on C4d right now, but that costs a bit of dough.