Shortly after purchasing my MBP with Geforce 650M and 1 Gig of RAM it became obvious that there are serious rendering issues in OSX.
I first noticed this while benchmarking with Unigine Heaven 3D.
There are horizontal artifacts and inconsistencies, which look like lines at which point the continuation of the frame is slightly off. These breaks occur at different frequencies.
It seems like the frame buffer is not being fully dumped to the display memory before the next frame is drawn to it. An inch or two of a frame from the top down then an inch or two of the next, and so on.
When you dual boot your machiene into Windows 8, the problem is no longer there.
I remember learning to program at the age of 14 or so, I ran into an issue similar to this.
Back then, I wanted to get into 3D programming. OpenGL, Glide3D and Direct3D were not yet mature.
I began writing my own graphics library in DOS. This is when I was introduced to the concepts of frame buffers; double buffering; tripple buffering; and direct memory transfers.
Judging by what I have read on the fora this issue is not something recent has been ongoing for years.
The question is: If a 14 year old kid can solve this issue in the early 90s with virtually no documentation, and only early stage open source development tools in less that 2 months, why can't Apple with their massive funds hire somebody to find a fix for this issue?
Furthermore, I found another issue that plagues every 2012 Macbook I have tested it on at the Apple store.
When there is a black background displayed with grey horizontal lines close together in a consistent pattern at certain distances and or zoom levels, there is a sweeping flicker that is obvious.
I first noticed this while viewing a website. I thought it was some kind of code on the page causing this effect, but further testing revealed it was an inability of the Macbook to properly display this image.
One last thought:
The best graphics processor on the Macbook Pro is a Geforce GT 650M.
People who purchase this nearly 3000 dollar laptop are looking for a desktop replacement.
Now, I understand that it is not feasible to have the full power of a desktop in a laptop of that size, but performance wise were talking the equivalence of 4 years ago's midrange desktop graphics card which is barely acceptable and technically unacceptable given the price for value.
Especially, considering that there would not be any major heat or battery consumption issue by switching to a late model higher power and possibly even smaller die size, drop in replacement chip with minimal if any modification to the current logic board design. This would most likely cost only a few dollars more per unit during production if anything.
If anyone is wondering, my findings were escalated to the Apple engineers.
In Apple's advertisements the engineer states "the most powerful graphics processor available."
This is simply false advertisement.
Important responses:
I first noticed this while benchmarking with Unigine Heaven 3D.
There are horizontal artifacts and inconsistencies, which look like lines at which point the continuation of the frame is slightly off. These breaks occur at different frequencies.
It seems like the frame buffer is not being fully dumped to the display memory before the next frame is drawn to it. An inch or two of a frame from the top down then an inch or two of the next, and so on.
When you dual boot your machiene into Windows 8, the problem is no longer there.
I remember learning to program at the age of 14 or so, I ran into an issue similar to this.
Back then, I wanted to get into 3D programming. OpenGL, Glide3D and Direct3D were not yet mature.
I began writing my own graphics library in DOS. This is when I was introduced to the concepts of frame buffers; double buffering; tripple buffering; and direct memory transfers.
Judging by what I have read on the fora this issue is not something recent has been ongoing for years.
The question is: If a 14 year old kid can solve this issue in the early 90s with virtually no documentation, and only early stage open source development tools in less that 2 months, why can't Apple with their massive funds hire somebody to find a fix for this issue?
Furthermore, I found another issue that plagues every 2012 Macbook I have tested it on at the Apple store.
When there is a black background displayed with grey horizontal lines close together in a consistent pattern at certain distances and or zoom levels, there is a sweeping flicker that is obvious.
I first noticed this while viewing a website. I thought it was some kind of code on the page causing this effect, but further testing revealed it was an inability of the Macbook to properly display this image.
One last thought:
The best graphics processor on the Macbook Pro is a Geforce GT 650M.
People who purchase this nearly 3000 dollar laptop are looking for a desktop replacement.
Now, I understand that it is not feasible to have the full power of a desktop in a laptop of that size, but performance wise were talking the equivalence of 4 years ago's midrange desktop graphics card which is barely acceptable and technically unacceptable given the price for value.
Especially, considering that there would not be any major heat or battery consumption issue by switching to a late model higher power and possibly even smaller die size, drop in replacement chip with minimal if any modification to the current logic board design. This would most likely cost only a few dollars more per unit during production if anything.
If anyone is wondering, my findings were escalated to the Apple engineers.
In Apple's advertisements the engineer states "the most powerful graphics processor available."
This is simply false advertisement.
Important responses:
Some LCD's do it, some don't. It's a known issue and has been for a long, long time. Look up 'pixel walk'.
http://www.lagom.nl/lcd-test/inversion.php
Some LCD's do it, some don't. It's a known issue and has been for a long, long time. Look up 'pixel walk'.
http://www.lagom.nl/lcd-test/inversion.php
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