How many developers have been asking Apple to update openGL when it was only at version 2.1, then 3.2 and now 4.1? Apple have always been years late in terms of openGL features. Now with Metal, there're also years late in terms of features. It looks like history is repeating itself. We'll see at the next WWDC.There'll be a lot more developers angrily waving pitchforks at Apple if they don't develop Metal than there have been with OpenCL because frankly a lot more developers need to render things on a GPU than run GPGPU tasks. The more developers providing feedback the more likely the API is to improve. OpenCL was Apple's specification but even under Khronos and implemented on other OSes it hasn't (AFAIK) dislodged Nvidia's CUDA from being the dominant API for GPGPU programming.
Vulkan wouldn't necessarily be any better - having a theoretical specification for lots of features is not the same thing as actually having drivers from each vendor where all those features work. That was always OpenGL's problem and it'll be interesting to see if Vulkan is any better in practice.
Developers like me have been giving Apple feedback for a long while now and if Metal is to succeed they'll listen to those of us using (or wanting to use) Metal and new versions will add new features - which is pretty much a truism for any API to flourish. Apple's staff aren't daft - they know that. If they don't & Mac Metal goes all pear shaped then perhaps something like that might have to happen - but there'd be repercussions and we haven't got to such a sorry state as you seem to believe.
But when is Metal supposed to reach any major waypoint in its journey? So far, it's nowhere to being a viable alternative to the other contemporary APIs. How long is it supposed to take to be anywhere near to being competitive to DX12 and Vulkan? A year? Five years? Ten? Apple has proven in the past to move with a glacial pace in this regard and I don't see them stepping up their game now.I've said before that Metal 1.0 was just the start of the journey, not the end. Very few APIs have all their features ready & working for the first release and it wasn't unreasonable for Apple to prioritise what to implement on the first go. If they track the actual application (not just specification) of newer features in future updates then I don't see why Metal can't do just fine. I wouldn't get too worried by Vulkan - its brand new. These things will play out over years - not months.
Well, the thing is that we not just talking about some theoretical specifications: there already are drivers from Nvidia, AMD and Intel that (are supposed) to fully support Vulkan 1.0.Vulkan wouldn't necessarily be any better - having a theoretical specification for lots of features is not the same thing as actually having drivers from each vendor where all those features work. That was always OpenGL's problem and it'll be interesting to see if Vulkan is any better in practice.
Janichsan said:But when is Metal supposed to reach any major waypoint in its journey?
Marksatt, I have a question for you. Have you got any idea, why Blizzard for first time in years is not developing Mac version of Overwatch? Im asking of course for technical point of view.
Because you don't know, or... you are behind some type of NDA?I honestly can't say.
How many developers have been asking Apple to update openGL when it was only at version 2.1, then 3.2 and now 4.1? Apple have always been years late in terms of openGL features.
Now with Metal, there're also years late in terms of features. It looks like history is repeating itself. We'll see at the next WWDC.
Because you don't know, or... you are behind some type of NDA?![]()
But when is Metal supposed to reach any major waypoint in its journey? So far, it's nowhere to being a viable alternative to the other contemporary APIs.
How long is it supposed to take to be anywhere near to being competitive to DX12 and Vulkan? A year? Five years? Ten? Apple has proven in the past to move with a glacial pace in this regard and I don't see them stepping up their game now.
I can't see Metal on OS X ever being feature equivalent with Vulkan/DirectX12 because I suspect Apple would rather maintain equivalency between OS X Metal and iOS Metal. The current crop of iPhone GPUs are feature equivalent to DX10/OpenGL 3.2. I think only the iPad Pro is any better at OpenGL 3.3.
Vulkan on the other hand is already fully equivalent in its feature set to the latest iterations of OpenGL.
Well, the thing is that we not just talking about some theoretical specifications: there already are drivers from Nvidia, AMD and Intel that (are supposed) to fully support Vulkan 1.0.
It's a lot of effort to port games over to Mac, thing is, most of us who want to game on our Macs already use Bootcamp to do so.
It would be nice to be able to have some games running with Metal support though, but I don't see it happening unfortunately. Unless someone finds a really easy way to port it over.
That's great to hear a huge game engine is including Metal support. It's good to see and hopefully can expand the Mac gaming market a bit and encourage others to include Metal support too.Well, with UE4 there is official Mac Metal support in the engine for licensees to use & we're using Metal for Mac in Fortnite...
marksatt said:See my previous; Metal isn't OpenGL - the initial Mac Metal implementation would have been a huge undertaking for Apple/vendors but updating it should be *much* easier than it was with OpenGL.
marksatt said:layered rendering only works on Mac & various texture formats only work on iOS (because they don't make sense on current Mac GPUs).
…which – with all due respect – is a significantly larger problem than Epic being happy with Metal, since that's where the majority of noteworthy Mac games come from.For the Feral's & Aspyr's of this world Apple will need to add features for it to be viable - they have far less room to manoeuvre around omitted features than we do.
…which – with all due respect – is a significantly larger problem than Epic being happy with Metal, since that's where the majority of noteworthy Mac games come from.
Don't know where I said that it was OpenGL. I'm ref but it's a lot easier to refer to hardware feature equivalency by referring to APIs than functions.
That's really a different issue from what I was getting at, but I still stand by my comment that Metal is being held back by iOS and will not be feature equivalent with DX12 (or Vulkan) until mobile (handheld) GPUs catch up.
So Mark. If you are adding Metal to UE4, that means that any dev that will use UE4 will be able to port its game to OS X without any problem?
I never doubted Metal will advance at all – I doubt it will advance in a timely and meaningful manner.I was responding in more general terms to both Janichsan's & your own sentiments, in that you both doubt Metal will advance.
I never doubted Metal will advance at all – I doubt it will advance in a timely and meaningful manner.