Aren't most of the games on MacOS running on OpenGL? This is going to kill all the older titles that are not maintained anymore. Terrible move just to push Metal down people throats. As if MacOS gaming wasn't dead enough.
To be fair, PC gaming is a small fraction of the overall gaming market. All the consoles have their own proprietary graphics apis. It's ok if apple's api is proprietary too. Consoles support opengl, but it's not optimal. If they all strictly adhere to standard graphics apis, how do they differentiate themselves? Why make custom silicon with their apple 'bionic' chip? It's going to need an api to go with it.
Deprecation of OpenGL and OpenCL
251–260 of 466 posts
Re: Deprecation of OpenGL and OpenCL
#252Earlier quoted context omitted.
Nope, glVertex3f was deprecated years ago by OpenGL itself. That is not the way the API works any more. [1] Look into what it takes to write the minimum viable OpenGL program, written using non-deprecated routines, that puts a textured triangle on the screen. It sucks. On top of that, OpenGL is slow and gives you no way to create programs with smooth performance -- for example, it will randomly recompile shaders behi…
The non-deprecated OpenGL code for a hello world triangle is still an order of magnitude less verbose than Vulkan though.
Re: Deprecation of OpenGL and OpenCL
#253Earlier quoted context omitted.
It seems like a clear signal that Apple is preparing to develop its own GPUs. They're already doing this on the iPhones.
Nah. The GPU on Intel chips is free and the eGPU thing, to me, is official notification that Apple think GPU's should be on the outside. I bet this generation of MacBook Pros are the last to have discrete graphics...
Re: Deprecation of OpenGL and OpenCL
#254Earlier quoted context omitted.
Not everything that runs on OpenGL is a video game. Tons of applications out there that just won't have the budget to do a rewrite(and even fewer were probably setup with the right architecture if they were depending on OpenGL in the first place).
Indeed, I directly thought of 3d applications like Blender, Maya, etc which use OpenGL. It's a very weird move to me, even if the software in question will be kept compatible with Apple's Legacy OpenGL, these versions will be worse than their counterparts running on other platforms making use of new shiny OpenGL features. It's like Apple is saying 'we don't care' to the 3d professional market, also doesn't Photoshop…
I heard they have a WebAssembly/WebGL version now, betting that'll get wrapped up in a WebView and we can all pretend it's a native program still.
Speaking of WebGL, that's basically OpenGL ES 2.0, but I assume the implementation in WebKit is backed by Metal? What about other browsers like Firefox?
Re: Deprecation of OpenGL and OpenCL
#255Earlier quoted context omitted.
Every game developer I know turns off the metal rendering pipeline and uses the much more stable and refined OpenGL one unless getting every tiny bit of performance needs to be squeezed out. I’ve witnessed plenty of last minute builds be saved by a Unity game dev on a Mac just flipping their renderer settings.
Sounds like this might be the incentive Unity needs to fix their Metal implementation.
https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
Re: Deprecation of OpenGL and OpenCL
#256Earlier quoted context omitted.
Everyone is coasting in the desktop / laptop market. Refresh cycles are like 5-10 years on PCs now, and it’s not clear tablets even have a refresh cycle. You can’t get growth on PC hardware anymore, not even if you’re Apple. So it goes into maintenance mode. Nobody even really sells desktop PCs anymore except custom gaming rigs and low-power kiosk boxes. Apple is all about mobile phones, the Apple Watch and air pods…
> Nobody even really sells desktop PCs anymore except custom gaming rigs and low-power kiosk boxes. My personal impression is that while pre-built PCs are mostly sold to businesses, there is a strong growing trend since a few years to build your own PC from parts. I really do observe that if mobility is not an issue, people now tend to move away from laptops towards self-built PCs (or often rather: let a good friend…
Re: Deprecation of OpenGL and OpenCL
#257Re: Deprecation of OpenGL and OpenCL
#258Would it be correct to assume that swathes of old games will just stop working when 10.14 arrives? I'm not a MacOS user, but as a gamer that would frustrate the hell out of me.
Should be okay for now.
Re: Deprecation of OpenGL and OpenCL
#259Ugggggh. As if graphics support on macOS weren't middling enough already. It's like they're trying to become as irrelevant as possible in that area. I could understand if they were deprecating it in favor of Vulkan. That would be in-line with Apple's history of aggressively pushing forward new standards. But by no means do they have the clout to coerce developers into their own bespoke graphics API that doesn't work…
In fact, they couldn't get their act together, keep with current versions, and as a result titles like Elite Dangerous were being shut down anyway. Reason: OpenGL stuck on an old version without support of compute shaders.
https://forums.frontier.co.uk/showthread.php/424243-Importan...
Re: Deprecation of OpenGL and OpenCL
#260Earlier quoted context omitted.
If there isn't one already, I'm sure someone will implement OpenGL on top of Metal when it's needed badly enough. At least they're going closer to the hardware, not further away.
Already there: https://moltengl.com/moltenvk/ "MoltenVK is a runtime library that maps Vulkan to Apple's Metal graphics framework on iOS and macOS."