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Deprecation of OpenGL and OpenCL

developer.apple.com

401–410 of 466 posts

Re: Deprecation of OpenGL and OpenCL

#401
post #205

Earlier quoted context omitted.

Chicken and egg. If they remove it apps stop working, if apps don’t update they can’t remove it.

I’m not so sure they’re worried about apps breaking. They’ve certainly stuck to the “no more 32bit iOS apps” thing.

I find it hard to fathom that people think a huge software company like Apple doesn’t have awareness of the impact of its changes or people responsible for compatibility.

Re: Deprecation of OpenGL and OpenCL

#402
post #334

Earlier quoted context omitted.

Apple can get away with that on iOS, but they're a lot more conservative with macOS. To expand on your example, I maintain a legacy app that is stuck in 32-bit land because it relies on the QuickTime framework. QuickTime has been deprecated for seven years, and the transition to 64-bit has been in progress for over a decade, and yet my legacy app runs just fine even under the Mojave beta. There are multiple time bomb…

They said in the Platform State of the Union that Mojave will be the last macOS that runs 32bit apps, so QuickTime.framework and your app are running out of time!

They specifically mentioned QuickTime in the release notes as well.

Re: Deprecation of OpenGL and OpenCL

#403

Earlier quoted context omitted.

You're forgetting the most important reason to DIY: money. Where manufacturers are happy to charge you 2x the price to double your RAM or put in a non-shitty SSD, DIYing can shave off a few hundred Euro. Just as an example, over at apple.com, the new iMac comes with 32GB of DDR4 2666MHz ECC RAM. To add 32GB (64GB total) they are charging 960€, or 2,880€ to add 96GB (128GB total). Looking on amazon or geizhals.eu (pri…

> Just as an example, over at apple.com, the new iMac comes with 32GB of DDR4 2666MHz ECC RAM. To add 32GB (64GB total) they are charging 960€, or 2,880€ to add 96GB (128GB total). Specifically Apple is well-known for their expensive pricing for better optional components (which is often necessary to pay, since for many models you cannot simply replace the component (RAM, SSD etc.) by another one on your own).

Good point. I should have used e.g. Dell or HP as an example, they do the same albeit AFAIK slightly less absurd price-hiking.

Re: Deprecation of OpenGL and OpenCL

#404
post #177

OpenGL isn't pretty, but it's at least cross-platform. And my impression was that OpenGL support is mostly handled by the GPU manufacturers, so I'm not sure how much Apple gains here by deprecating OpenGL. Requiring developers to use an API locked to a particular platform feels pretty hostile to me. Doesn't matter if that API isn't perfect, or even far from it.

OpenGL is pretty. Much prettier than these Metal and Vulkan abominations. The difference is that OpenGL is designed to be easy for humans. glBegin(GL_TRIANGLES); glVertex3f(x, y, z)...; glEnd(); you can't beat that. The issue is that it hard for the driver to optimize. That's where Metal and Vulkan come into play. These are low level APIs, sacrificing user friendliness for a greater control over the hardware. It is d…

Made me want to revisit the good old NeHe tutorials for a quick browse :)

http://nehe.gamedev.net/tutorial/creating_an_opengl_window_(...

I wonder how much of this stuff is deprecated now.

Re: Deprecation of OpenGL and OpenCL

#405
post #389

Earlier quoted context omitted.

I've yet to see anyone build a hardcore Mac gaming machine. Oh wait, you can't.

you could make a pretty safe argument that the iMac Pro is right up there with the best gaming PCs one could buy/assemble.

It really isn't. The fastest GPU available is a Vega 64 underclocked to basically the performance of a normal Vega 56. A 1080Ti is ~50% faster. Even if you connect an external 1080Ti it's constrained by TB3 bandwidth.

Re: Deprecation of OpenGL and OpenCL

#406

Earlier quoted context omitted.

Yes, but OpenGL is so outdated that the people that should use it the most (game and 3D application developers) were avoiding it due to a hardware vs. API incompatibility. Vulcan was created to get that same portability, with an API that fits modern hardware.

That isn't remotely true. OpenGL is only outdated on macOS where Apple hasn't updated it for 8 years. OpenGL 4.6 isn't anything like OpenGL 1.0/2.0 even though you can still _run_ those old OpenGL 1.0/2.0 tutorials. You can even do most of the cool stuff of Vulkan in OpenGL via AZDO techniques (example: https://developer.nvidia.com/opengl-vulkan )

You know that OpenGL is an API standard, and not a piece of software, right?

Re: Deprecation of OpenGL and OpenCL

#407

Earlier quoted context omitted.

That isn't remotely true. OpenGL is only outdated on macOS where Apple hasn't updated it for 8 years. OpenGL 4.6 isn't anything like OpenGL 1.0/2.0 even though you can still _run_ those old OpenGL 1.0/2.0 tutorials. You can even do most of the cool stuff of Vulkan in OpenGL via AZDO techniques (example: https://developer.nvidia.com/opengl-vulkan )

You know that OpenGL is an API standard, and not a piece of software, right?

Yes? What does that have to do with anything that I've said?

Re: Deprecation of OpenGL and OpenCL

#408

Earlier quoted context omitted.

That isn't remotely true. OpenGL is only outdated on macOS where Apple hasn't updated it for 8 years. OpenGL 4.6 isn't anything like OpenGL 1.0/2.0 even though you can still _run_ those old OpenGL 1.0/2.0 tutorials. You can even do most of the cool stuff of Vulkan in OpenGL via AZDO techniques (example: https://developer.nvidia.com/opengl-vulkan )

> OpenGL is only outdated on macOS Also on Windows. Apparently, if you want to distribute your software to wide audience, you can only rely on OpenGL 3.0, with minimal set of extensions. Here’s an example: https://github.com/Const-me/GL3Windows#building-and-running All the target systems had latest Windows updates, and they all run Direct3D 11 software just fine (I mostly develop for D3D and I test on them). On some…

No, you're getting stuck at 3.0 because you're hitting the deprecation strategy. You need to specifically request a post-3.0 context with wglCreateContextAttribsARB which you're not doing. Thus the system thinks you're an old legacy OpenGL app, and is giving you 3.0 as that was the last version before things were removed.

See: https://www.khronos.org/opengl/wiki/Tutorial:_OpenGL_3.1_The... for a tutorial.

My Pascal-based Nvidia GPU is showing OpenGL 4.6 on Windows 10. Nothing outdated here.

Re: Deprecation of OpenGL and OpenCL

#409
post #154

Earlier quoted context omitted.

Sure; but users stopped buying computer hardware on specs last decade (or at least the mass market Apple is chasing). Macs aren’t even any more expensive than top-end PC laptops. They’re just a brand choice.

They definitely aren’t usually buying them because of typical CPU/RAM specs or whatever, but I think things like battery life, trackpad, keyboard, display, general build quality are all still very relevant aspects of hardware that people pay attention to. The slow upgrade cycle is definitely hurting things and generally slowing everything down, but it’s not as terrible as it’s often made out to be. It’s been a few ye…

Oh I agree; Apple’s brand carries a ton of heft in the laptop market because they generally get the “product” features (keyboards, battery life, screen quality, etc) right. It’s only so noticeable because their track record has been so good — we would still have plastic laptops and trackpads with mushy membrane keyboards without Apple’s industrial design incorporating metal and glass.

And honestly, their desktop line looks very similar to many PC companies. They make the Mac Mini (aka the Apple NUC), the all-in-one iMac, and the Mac Pro (ok, the Mac Pro sucks and there’s no excuse for it).

Anyone doing serious workstation tasks these days is likely using a cloud-based solution. There are a few specialized exceptions (ML development stands out to me), but none big enough to build a product around. Especially when doubling the entire PCs and Laptops category wouldn’t move the needle for Apple at all.

Re: Deprecation of OpenGL and OpenCL

#410
post #107

Earlier quoted context omitted.

I disagree, I think Apple is still rather committed to the Mac even if it is no longer their #1 priority. Even if it's a small part of their profits, it's a big source of the strength of their brand (visually speaking, a Mac stands out against a PC far more than an iPhone stands out against any other smartphone), and that's something that's crucial for all of their products. Bad press about the Mac damages the brand,…

The big signal for me that Macs are becoming second class citizens is if they ever start supporting Xcode on something that isn’t MacOS. That is the only thing keeping app developers on their platform, and if/when that changes, you know the final nail is in.

I would be surprised if Apple doesn’t throw in with Microsoft soon around mobile development. There’s a lot of symbiosis there — Apple and Microsoft don’t really compete in very many markets against eachother anymore.

Visual Studio is actually an awesome development platform (I’m including VSTS in this). There’s not much secret sauce in Xcode to threaten Apple’s App Store revenue — it’s just a bunch of signing keys that Apple controls and manages.

I do think Apple will make a strategic decision to diversify from core Mac OS soon. The ever-shrinking space allocated to traditional computers at the Apple Store has convinced me of that. They have more floor space allocated to the Apple Watch than they do the Mac these days.

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