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Deprecation of OpenGL and OpenCL

developer.apple.com

431–440 of 466 posts

Re: Deprecation of OpenGL and OpenCL

#431

Earlier quoted context omitted.

The Witcher 3 is using RedEngine, GTA V RAGE, the Battlefields and SW:Battlefront {1,2} are using Frostbite IIRC, the two new Tomb Raider on Horizon, Rainbow 6 Siege and the Assassin's creed are on Anvil, Overwatch & SC2 have their own engines too, same for League of Legends, CoD are on a heavily customized id Engine, Minecraft is custom, Bethesda have their own engines too for Skyrim & Fallout, Path of Exile cutom t…

That's a nice list, quite complete. Many console exclusives also use custom engines by the way, e.g. Decima for Horizon:ZD, KillZone and Death Stranding, Naughty Dog has their own engine (don't know the name), etc. The OP's point was that the companies that make these engines can afford to invest in supporting an additional back-end API though. I think it's hard to argue that any of the companies that develop these e…

>The OP's point was that the companies that make these engines can afford to invest in supporting an additional back-end API though.

OP doesn't know the diminishing profits of the AAA gaming industry.

OP would never have to justify to producers and directors why <1% of gamers should take 30% or more of rendering architects time.

Re: Deprecation of OpenGL and OpenCL

#432

Earlier quoted context omitted.

Apple must truly hate gaming, or suffer from a serious case of Not Invented Here with their Metal stuff. As if any serious gaming studio would target Metal which doesn't run on Windows. 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://for…

Hypothesis: There are more machines in consumer hands which support Metal than DirectX. This may sound crazy, but remember there are billions of iOS devices out there in the world, and I don't think X boxes plus windows game machines count in the billions. Its true Apple hasn't won the hard core gamer market, but they are no longer the niche player that had to cater to windows users.

Android runs OpenGL ES and there are a lot more of those than iOS devices.

Re: Deprecation of OpenGL and OpenCL

#433

Earlier quoted context omitted.

The Witcher 3 is using RedEngine, GTA V RAGE, the Battlefields and SW:Battlefront {1,2} are using Frostbite IIRC, the two new Tomb Raider on Horizon, Rainbow 6 Siege and the Assassin's creed are on Anvil, Overwatch & SC2 have their own engines too, same for League of Legends, CoD are on a heavily customized id Engine, Minecraft is custom, Bethesda have their own engines too for Skyrim & Fallout, Path of Exile cutom t…

That's a nice list, quite complete. Many console exclusives also use custom engines by the way, e.g. Decima for Horizon:ZD, KillZone and Death Stranding, Naughty Dog has their own engine (don't know the name), etc. The OP's point was that the companies that make these engines can afford to invest in supporting an additional back-end API though. I think it's hard to argue that any of the companies that develop these e…

Switch supports Vulkan.

Re: Deprecation of OpenGL and OpenCL

#434
post #292
post #289

Earlier quoted context omitted.

> most games today are built using Unity3D, Unreal Engine etc On PC: Maybe by number of games, but not by the number of players. (I count Fortnite as an outlier because it's technically not built on a third-party engine)

So based on number of players, what is the most used engine today if not UE nor Unity? There's LoL, Dota 2 and Overwatch using their custom engines with huge numbers of players but... What else? CS:GO?

The top 10 most played today in steam are using UE4 (2), Source 2, Source (2), and custom engines (5: AnvilNext, RAGE, Evolution). That's a lot of variety, there's almost no reuse.

Re: Deprecation of OpenGL and OpenCL

#435
post #265
post #32

Ugggggh. 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…

And where is Vulcan standard? Windows games use DX. iOS is Metal. Android Open GL, ES, etc. Gaming consoles have proprietary APIs. I would very much prefer games to use Metal on macOS (Starcraft2 is much smoother on the same hardware)

Nintendo Switch

Re: Deprecation of OpenGL and OpenCL

#436

Earlier quoted context omitted.

As much as Apple would like to emulate the Microsoft of the 1990's, they're just so bad at it . Embrace. Extend. Then extinguish.

Apple's model is Embrace. Replace. Extinguish.

I don't think there is any embracing.

Just Replace. Extinguish.

Re: Deprecation of OpenGL and OpenCL

#437
post #393

Earlier quoted context omitted.

Apple must truly hate gaming, or suffer from a serious case of Not Invented Here with their Metal stuff. As if any serious gaming studio would target Metal which doesn't run on Windows. 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://for…

You’re not giving history it’s due. Go back in time six years ago. What were Apple’s choices? (1) continue to live with the deficiencies of OpenGL. Remember that, over time, it had come to fail at one of its primary purposes which was to provide efficient access to GPU hardware. Further, sticking with OpenGL would be to accept the leadership of a group that had allowed its flagship standard to falter. (2) They could…

They had no choice, really? Oh, give me a break.

AMD was basically in the same position when they started Mantle (at about the same time, no less.).

They chose differently. Now we have Vulkan. No thanks to Apple.

Re: Deprecation of OpenGL and OpenCL

#438
post #110

Earlier quoted context omitted.

Why is Apple investing in Metal at all then?

Tailored to their hardware, more modern and is written in Objective-C which makes it much easier for Mac developers to integrate in their projects, since Objective-C interface nicely with Swift and most script languages.

Metal is a C++ API, not Objective C.

Re: Deprecation of OpenGL and OpenCL

#439
post #52

Earlier quoted context omitted.

OpenGL is "learnable" by someone in the process of learning. Vulkan and Metal are much less approachable. This will put a huge damper on low-level graphics programming as a hobby.

I would disagree with that, especially with regards to Metal. It's a very approachable and well-designed API. It might not have the volume of resources that OpenGL does, but the docs themselves are good, and I have seen plenty of intro-level tutorials that are decent enough. Debuggability is also much better than OpenGL, which I think is important for newcomers. Debugging OpenGL issues is very, very painful, especial…

Any recommendations for 'good OpenGL'?

Re: Deprecation of OpenGL and OpenCL

#440

Earlier quoted context omitted.

Apple must truly hate gaming, or suffer from a serious case of Not Invented Here with their Metal stuff. As if any serious gaming studio would target Metal which doesn't run on Windows. 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://for…

Does it matter anymore? People are using less and less of the higher level stuff of OpenGL. Most of the graphics code is now in the engine. OpenGL is getting very outdated, who starting a project today would chose it over Vulcan, Directx or Metal? I would bet most small shops would prefer to use some sort of middle layer or engine from a third party. That pushes the problem of implementing the lower layers in Vulcan,…

Well, it matters for people who are writing an engine – or a web browser.
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