RPCS3 and Dolphin on macOS using gfx-portability
gfx-rs.github.io
RPCS3 and Dolphin on macOS using gfx-portability
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Re: RPCS3 and Dolphin on macOS using gfx-portability
#2Re: RPCS3 and Dolphin on macOS using gfx-portability
#3Re: RPCS3 and Dolphin on macOS using gfx-portability
#4Re: RPCS3 and Dolphin on macOS using gfx-portability
#5i still think osx killing opengl support is ridiculous.
Re: RPCS3 and Dolphin on macOS using gfx-portability
#6i still think osx killing opengl support is ridiculous.
It is. Also not supporting Vulkan natively is a mistake.
Re: RPCS3 and Dolphin on macOS using gfx-portability
#7Earlier quoted context omitted.
It is. Also not supporting Vulkan natively is a mistake.
Yes but there's nothing surprising about the Walled Garden Company promoting their own snowflake version of Vulkan and insisting everyone who wants to run software must do things their way. This is the same company who has totally locked down the tooling to create and publish iOS apps to only be possible on their hardware.
But the walled garden approach seems counterproductive here. In the days of Microsoft's dominance Apple made an effort to make windows formats usable on Apple because that meant it would be easier for consumers to switch to Apple without worrying about losing all their stuff from Windows. With regard to applications in which graphics API's are relevant (i.e. games) Apple still has a minuscule market-share, and it seems like they would be well served by adopting the dominant technology. Lock-in only works if you're already winning.
Re: RPCS3 and Dolphin on macOS using gfx-portability
#8i still think osx killing opengl support is ridiculous.
It is. Also not supporting Vulkan natively is a mistake.
Re: RPCS3 and Dolphin on macOS using gfx-portability
#9i still think osx killing opengl support is ridiculous.
Obvious choice, plus all engines that matter already support Metal.
Same situation on PS4, XBox and UWP.
Re: RPCS3 and Dolphin on macOS using gfx-portability
#10i still think osx killing opengl support is ridiculous.
Swift and Objective-C API with C++14 shaders vs plain old C API and manually compilation of shaders? Obvious choice, plus all engines that matter already support Metal. Same situation on PS4, XBox and UWP.