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Whilst they may not be the games you necessarily want to play, as soon as the mac runs IOS applications, there's a massive library of iOS games that will run on the Mac. Along with a massive number of iOS game developers.

The same APIs between macOS and iOS will mean that you have an army of iOS app-store developers revved up and keen to see what they can do with their same programming knowledge on the Mac.

I'd say that gaming on the mac looks pretty bright at this point. They just won't necessarily be PC games.

Sure, more iOS ports to macOS could be a great thing. Though what helps enable that is Metal being on both platforms; not OpenGL being deprecated.
 
It's a shame blender users on Mac may have to switch to PC to stay on top of this amazing real time engine:


There is always bootcamp, I guess.
 
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It's a shame blender users on Mac may have to switch to PC to stay on top of this amazing real time engine:


There is always bootcamp, I guess.

Do you know what render API is used for Blender on Windows in that video? My guess would be it's not OpenGL, but maybe it is?

Ayway, don't know if you saw my post here: https://forums.macrumors.com/thread...in-macos-mojave.2121751/page-18#post-26130832

It is possible for developers to use both Metal and OpenGL when transitioning an app to Metal. It's not like OpenGL is going to go away from MacOS just yet (but it won't be updated beyond version 4.1). Hopefully the Blender team will feel it's worthwhile to do that. If not, maybe they can focus on Vulkan and use MoltenVK to make it work with Metal that way.
 
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Do you know what render API is used for Blender on Windows in that video? My guess would be it's not OpenGL, but maybe it is?

Ayway, don't know if you saw my post here: https://forums.macrumors.com/thread...in-macos-mojave.2121751/page-18#post-26130832

It is possible for developers to use both Metal and OpenGL when transitioning an app to Metal. It's not like OpenGL is going to go away from MacOS just yet (but it won't be updated beyond version 4.1). Hopefully the Blender team will feel it's worthwhile to do that. If not, maybe they can focus on Vulkan and use MoltenVK to make it work with Metal that way.

Found some info from blender wiki. It uses open gl, and they are keeping the option open for Vulcan:

For Blender 2.8 we are refactoring the OpenGL drawing system to replace legacy code and switch to OpenGL 3.3 core and OpenGL ES 3.0 minimum.

Once the underlying code has been refactored, we can more easily improve performance, add a PBR material workflow, bring OpenSubdiv to our Mac users, implement more viewport effects and so on.

The pared down OpenGL core profile is also much closer to Vulkan, should we want to support that in the future.

https://wiki.blender.org/index.php/Dev:2.8/Source/OpenGL
 
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Sure, more iOS ports to macOS could be a great thing. Though what helps enable that is Metal being on both platforms; not OpenGL being deprecated.

Never said deprecating openGL helped that.

Was merely refuting the comment that killing openGL will kill mac gaming. It won't. Once macOS runs iOS applications, Mac gaming (in terms of the available software library) will be huge. Just maybe not the more detailed games you may want to play, at least initially.

That will change though.
 
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When have Macs EVER been good for gaming?
In the old days, when 3D acceleration was just becoming a thing and Direct X did not yet exist, the Mac was the best computer gaming platform. The Apple II before it WAS PC gaming (don't shoot me, Commodore64 fans).

id Software did a lot to change that when they saw that modular PCs were the future and proceeded to develop their games, including Doom, for DOS then later Windows. Ironically, it was programmed on a NextSTEP workstation...

Some developers stayed with the Mac longer than others. Bungie was actually developing Halo for it as a AAA exclusive until MS poached them.

The frustrating thing is that the Mac COULD be a great gaming platform if anyone at that company seemed to give a damn. I got my hopes up when they demoed external GPUs via Thunderbolt (something I was wanting to see happen back 2011 with TB1, but I digress).

Why can't Mac users install whatever version of OpenGL we want? I understand that DirectX is the standard to which modern GPUs are built and games are developed, but some Linux distros can blow MacOS away on the same hardware, simply because they have access to the latest drivers and versions. That's just pathetic. Apple advertises "the power of UNIX" but then decides to break UNIX's legs for marketing purposes.


I won't fault Apple for trying to push Metal. Hell, it worked for Microsoft with DirectX when they were literally bribing devs to support it. It's just fundamentally not OK to block a ubiquitous, well-loved, open-source standard like OpenGL for anti-competitive business reasons.

I might expect this on a mobile device, not a computer. The user decides what is and what is not allowed.

For all the hate Jobs got for supposedly "locking things down," he really wasn't that bad. He just wanted things to be integrated and run smoothly, producing the best experience. In practicality, you could still run and install whatever you wanted. Tim Cook is taking "locked down" to another level. He and Jobs might have been close, but they are not made of the same stuff. Not even close.
 
I was like a week from selling my Windows gaming PC and buying an eGPU and now...idk what to do again lol. This 2 computer solution sucks tho I was looking for a 1 computer solution, and I'd rather have a way to game easier on Mac than go Windows (which I dislike) and use Premiere Pro instead of FCPX (which I also don't enjoy)
Boot camp?
 
Metal is more optimized for Mac. The Mac is supporting too many old libraries.The future needs optimization. Anything not optimized can run the Mac experience down. Even now , look at the garbage of Chrome. Apple should make macOS Safari only as well.
What? You do realize Safari and Chrome use the same web engine?
 
In the old days, when 3D acceleration was just becoming a thing and Direct X did not yet exist, the Mac was the best computer gaming platform. The Apple II before it WAS PC gaming (don't shoot me, Commodore64 fans).

id Software did a lot to change that when they saw that modular PCs were the future and proceeded to develop their games, including Doom, for DOS then later Windows. Ironically, it was programmed on a NextSTEP workstation...

Some developers stayed with the Mac longer than others. Bungie was actually developing Halo for it as a AAA exclusive until MS poached them.

The frustrating thing is that the Mac COULD be a great gaming platform if anyone at that company seemed to give a damn. I got my hopes up when they demoed external GPUs via Thunderbolt (something I was wanting to see happen back 2011 with TB1, but I digress).

Why can't Mac users install whatever version of OpenGL we want? I understand that DirectX is the standard to which modern GPUs are built and games are developed, but some Linux distros can blow MacOS away on the same hardware, simply because they have access to the latest drivers and versions. That's just pathetic. Apple advertises "the power of UNIX" but then decides to break UNIX's legs for marketing purposes.


I won't fault Apple for trying to push Metal. Hell, it worked for Microsoft with DirectX when they were literally bribing devs to support it. It's just fundamentally not OK to block a ubiquitous, well-loved, open-source standard like OpenGL for anti-competitive business reasons.

I might expect this on a mobile device, not a computer. The user decides what is and what is not allowed.

For all the hate Jobs got for supposedly "locking things down," he really wasn't that bad. He just wanted things to be integrated and run smoothly, producing the best experience. In practicality, you could still run and install whatever you wanted. Tim Cook is taking "locked down" to another level. He and Jobs might have been close, but they are not made of the same stuff. Not even close.
OpenGL on windows more most part is installed form the
Drives.
 
Safari is based on WebKit, and Google forked that to make Blink. They've madea lot of changes to it, though, removing more than 3m lines of code within a month. The two engines are not the same.
Blink and Webkit are still largely the same. Blink technically only extends the core rendering part of Webkit.
 
This is not a good news for other softwares such as Adobe programs, Capture one pro, and more. Why apple? Mac percentage is really low and there is no reason to use Mac if you do that.
 
This is not a good news for other softwares such as Adobe programs, Capture one pro, and more. Why apple? Mac percentage is really low and there is no reason to use Mac if you do that.

I mean, a lot of software is going to be hurt by this, but Adobe's apps won't really. They're already a nice step in the direction of Metal, and it's not the first time they've done extra work to support Macs, like coding for PPC.
 



Yesterday at WWDC 2018, Apple revealed macOS Mojave, which is set to bring users a Dark Mode, redesigned Mac App Store, organizable Stacks, streamlined screenshots, and more when it launches wide in the fall. Alongside the new features, Apple has confirmed that it is deprecating OpenGL (Open Graphics Library) and OpenCL (Open Computing Language) in favor of Metal.

This means that apps built using OpenGL and OpenCL will still run in Mojave, but they will no longer be updated after macOS 10.14 launches. Apple encourages games and "graphics-intensive apps" built with OpenGL to adopt Metal ahead of Mojave's launch, and apps that use OpenCL for computational tasks "should now adopt Metal and Metal Performance Shaders."

rise-of-the-tomb-raider-macos.jpg

Rise of the Tomb Raider: 20 Year Celebration is one of the latest Mac games to run on Metal


Launched four years ago, Metal is Apple's own 3D graphic and programming interface that combines the functions of OpenGL and OpenCL under a singular API. In explaining the move of deprecating the "legacy technologies" of OpenGL and OpenCL, Apple said that "Metal avoids the overhead inherent in legacy technologies and exposes the latest graphics processing functionality" of GPUs found in devices across iOS, macOS, and tvOS.

Although Apple's decision to deprecate the older technology in favor of its own graphics API may not be surprising, some game developers have begun criticizing Apple for the move, particularly how it affects the future of gaming on Mac. Notably, OpenGL is an open-source, cross-platform solution that made it simple for developers to build games on both Mac and PC at the same time, providing some parity to a platform that many have agreed is lacking as a gaming hub.

Since "many games and apps continue to use OpenGL," particularly those that released prior to Metal in 2014, the shift to Metal-focused development is leaving Mac developers worried about any potential to grow as a gaming platform (via PC Gamer). Game developer Sam Loeschen tweeted that he feels "conflicted" about the decision, calling Metal a "really, really good" graphics API but admitting that "this decision alienates macOS further as a gaming platform."

Speaking with PC Gamer, game designer Rami Ismail said that while "it's not doomsday," it appears that Apple is preparing for such an occasion in regards to fully terminating OpenGL/OpenCL on Mac. He explained that for now, "the worst that's going to happen" is that parts of old apps will "break," and pointed out that lacking a single cross-platform graphics API is a "pain" and "not very good for developer confidence" in Apple.
More developers and programmers chimed in on the news to PC Gamer, including Alex Austin, who ultimately said that while he likes to develop on Mac to "support fans if I can," he's most likely "not going to spend any time on Metal because Macs are a pretty small percentage of the market and really probably not worth it even now."

Article Link: Game Devs Express New Fears Over Future of Mac Gaming as Apple Deprecates OpenGL and OpenCL in macOS Mojave
Megalomania. It happen to IBM, Digital and Microsoft. And now apple. To bad that SJ is no longer here to get apple to sense.
 
I mean, a lot of software is going to be hurt by this, but Adobe's apps won't really. They're already a nice step in the direction of Metal, and it's not the first time they've done extra work to support Macs, like coding for PPC.

Adobe premiere's GPU acceleration already lets users choose between Open CL and Metal. :)
 
I think this is a terrible move. I'm someone who does game on Mac and it's a shame that some developers are already against the idea of further development for the Mac.

Could you blame them? Apple is forcing people to adopt Metal. It performs great but if you're going to force developers to choose between an open API vs proprietary then most developers will opt for what supports most platforms. Why develop for a small fan base when there's not even crossplatform support?

Anyway, It could be a mistake. I'm all for metal but the problem is old games will eventually break. Developers aren't likely going to provide updates. It just means even less games on the Mac.
 
Sure, more iOS ports to macOS could be a great thing. Though what helps enable that is Metal being on both platforms; not OpenGL being deprecated.


But, But,,,, no more WINE ports for me then.

Seems like now vitalization is the ONLY way going forward or Bootcamp if you wanna run OpenGL based games in addition
 
Here's a link to an article relevant to the point I had been making early on, that the eventual removal of OpenGL will hurt scientific applications badly.
[doublepost=1530013479][/doublepost]
Uh... in what universe?

PC had games like Wing Commander series, Ultima series, IndyCar racing, Nascar racing, etc.

Mac had... Marathon? lol.
Wing Commander, IndyCar, and Nascar Racing were available for Mac as well, along with many other games – often in versions that were technically superior to the Windows/DOS version of that time (higher resolutions and better graphics, better sound and music). You should read this very informative book about Macs and games.
 
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Do you know what render API is used for Blender on Windows in that video? My guess would be it's not OpenGL, but maybe it is?

Ayway, don't know if you saw my post here: https://forums.macrumors.com/thread...in-macos-mojave.2121751/page-18#post-26130832

It is possible for developers to use both Metal and OpenGL when transitioning an app to Metal. It's not like OpenGL is going to go away from MacOS just yet (but it won't be updated beyond version 4.1). Hopefully the Blender team will feel it's worthwhile to do that. If not, maybe they can focus on Vulkan and use MoltenVK to make it work with Metal that way.

Blender's cycles renderer is already incompatible with the video card apple put in my machine.It requires gcn 2.0; my m290x card only supports gcn one point something. AMDs habit of persistently rebadging cards obscures the issue.
 
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