Live data from Hacker News

Apple introduces macOS Mojave

apple.com

251–260 of 665 posts

Re: Apple introduces macOS Mojave

#251
post #144

Earlier quoted context omitted.

> DEPRECATING OpenGL Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D pros.

I'm guessing it's not the end of the world for Autodesk to add a metal backend to maya. Some smaller teams might very well choose to let go of mac though.

If they weren't already doing that just for the performance improvement itself.

Re: Apple introduces macOS Mojave

#252
post #170
post #92

Earlier quoted context omitted.

Yes. It's a software conference.

WWDC 2009: 13" MacBook Pro and iPhone 3GS announced WWDC 2010: iPhone 4 announced WWDC 2012: Retina MacBook Pro announced WWDC 2013: new Mac Pro, Time Capsule, AirPort Extreme, and MacBook Air announced WWDC 2017: iMac, MacBook and MacBook Pro, iMac Pro, 10.5" iPad Pro and HomePod announced

So in the last 9 years, 5 have had major hardware announcements? Hardly seems like a trend.

Re: Apple introduces macOS Mojave

#253
Sounds like the return of Apple from years ago: in house everything, walled garden everything, including graphic stack, custom CPU, etc.

It almost ruined them (desperately holding on to their drastically interior CPU). What could go wrong this time? Especially when they no longer have Steve running the show.

Re: Apple introduces macOS Mojave

#254
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

Pretty ballsy, it didn't work well for Microsoft when they said "Use DirectX or die" I doubt it will work well for Apple. This is especially true for OpenCL (also deprecated) which nobody on big Linux server farms with GPUs is going to be using "Metal on Linux" for their code.

Actually, it worked well for MS - back in the day, most of the games in the industry were done in DirectX. And to be honest, DirectX/3D was the only option if you wanted to have Vulkan-like low-level access to GPU.

Re: Apple introduces macOS Mojave

#255
post #193

Earlier quoted context omitted.

I loved developing Mac apps. It was awesome. iOS is even better, so as a shared platform grows I'm excited about the prospect of more native Mac apps becoming available. What do you feel is the problem? Primarily Xcode? I hear many people have issues with it, though I've not been a heavy enough user to notice anything particularly problematic.

Apple's platforms are amazing, but fragile. API's constantly change. And even if they don't, they functionally behave different. You just can't release an app without constant maintenance. Apple has no problem innovating, even if it means pulling every developer along with them, ready or not.

Much of Cocoa has been the same, or almost the same, for over fifteen years. Foundation hasn’t change core API for decades.

Re: Apple introduces macOS Mojave

#256
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

I would be a lot more okay with this if Apple supported Vulkan, the more portable comparable API, rather than just the macOS/iOS-only Metal. I also wonder what means for WebGL and its future. Right now, WebGL works in browsers on macOS, Linux, Windows, iOS, Android, which is incredible. There is no equivalent. Sure, Apple has started working on WebGPU, but that’s not yet ready nor is it guaranteed to gain Linux, Wind…

Agreed it would be nice if there were official Apple support, but FYI there's a project called MoltenVK that implements the Vulkan API on top of Metal: https://arstechnica.com/gadgets/2018/02/vulkan-is-coming-to-...

Re: Apple introduces macOS Mojave

#257
post #175

Earlier quoted context omitted.

There's precedent: Chrome and Firefox both implement WebGL on Windows with ANGLE, which translates OpenGL to Direct3D. https://en.wikipedia.org/wiki/ANGLE_(software)

And it seems they are working on a more generic library : https://github.com/google/nxt-standalone

Ah, and NXT has a Metal backend! Very cool.

It's important to note that NXT isn't necessarily a replacement for ANGLE. It's an experimental replacement for WebGL as a whole, with a different API. There still needs to be a way to run WebGL programs on Mac if this deprecation leads to removal a few versions down the line.

Re: Apple introduces macOS Mojave

#260
post #242

Earlier quoted context omitted.

Pretty ballsy, it didn't work well for Microsoft when they said "Use DirectX or die" I doubt it will work well for Apple. This is especially true for OpenCL (also deprecated) which nobody on big Linux server farms with GPUs is going to be using "Metal on Linux" for their code.

Not sure what you're saying is changing on the server -- people are going to go from not using OpenCL to not using Metal. Everything is CUDA. Everything depends on the shitty unstable software designed by a hardware company (Nvidia). This sucks and I hope someone can disrupt it, but Apple has no influence in the field of GPU computing.

When did Apple ever have influence in the field of GPU computing.

And I work in data science and nobody is using their own laptops when you have AWS.

Post reply on HN