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Apple OS X El Capitan

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51–60 of 146 posts

Re: Apple OS X El Capitan

#51

When Apple switched from the big cats naming scheme to "places in California" I predicted (mostly to my adult children, who all have Apple computers): "How much ya wanna bet it's gonna be a cold day in hell when they name a build after someplace in SOUTHERN California?" If I'm wrong, I suppose the first build named after something in SoCal will be called "Joshua Tree" -- nice tie in with U2.

I'm looking forward to OS X 10.12, La Brea.

Yeah, tar pits are cool!

Re: Apple OS X El Capitan

#52
post #19
post #8

Earlier quoted context omitted.

Yes, but unlike either of those it's in widespread production use (Mantle is still beta, Vulkan was just announced). It shipped last year on iOS 8 – this is just the expected next step of offering it on OS X as well: https://developer.apple.com/metal/

Right, that makes sense. However the desktop dev market is a completely different beast when compared to mobile - it's been a hard enough (and un-won) battle digging DX out. The chances of Apple pulling off what Khronos couldn't are slim - in my opinion. If I were Apple the best I'd hope for is their mobile games porting over to OSX. However, with the added performance of desktop is Metal really needed? If it works o…

Just because something works now doesn't mean it wouldn't be preferable to have the performance to fully support a 5K display or consistently run at higher frame rates and/or on a higher quality level.

Developers increasingly treat iOS as a must-have platform but OS X hasn't hit that level. In particular, many games are ported but noticeably slower than the same game running on Windows. This seems like an easy way to avoid requiring a bunch of OpenGL-specific tuning which wouldn't be needed for either iOS/Metal or Windows/DirectX and will thus not be a priority for many studios.

Re: Apple OS X El Capitan

#53
post #26

Earlier quoted context omitted.

Using numbers for adoption rate would make no sense at all. There would be no context for it. The comparison is how many installs are on the latest version. It would have to be X number out of Y number of installs in order to find out how many installs are running the same version. And then if you're doing X out of Y, you might as well normalize Y to 100, then you get a percent. If you're looking to see how many of y…

I think the point is, if Apple (or Google or whoever) would be the clear market leader, they'd probably show total count and be like "whoa, look, our last OS was the fastest growing from since beginning of time!!!!" (showing X units sold/year instead of percentage/months). And all fanboys would go "woohhooo, AppGooSoft is so awesome, everybody buys it!".

And that would be true in that case, but why would anyone take time from a keynote to highlight a metric they're not good at? What Apple is doing right is getting the majority of their devices upgraded to the latest version as soon as possible. They're doing better than Google in that regard. Meanwhile during Google's keynote, they would say how many Android devices are shipping compared to iOS devices, and say nothing about how quickly people are upgrading.

Toyota is showing off their Prius and say that it gets 100mpg. You're sitting in the back saying "yeah but the Vayron goes 200mph, why don't you show off how fast your car goes?" Everyone is good at something and not good at everything.

The actual point the parent was trying to make is that Apple sux and Google rox, which is massively off topic.

Re: Apple OS X El Capitan

#55
post #2

It looks like an incremental release. Not a bad idea considering how many bugs / issues Yosemite had. Hopefully, El Capitan fixes most of them.

It would be nice if Apple could get around to fixing FaceTime audio, which has been broken since the initial release of 10.10. But I'm not holding my breath.

Re: Apple OS X El Capitan

#56
post #9
post #5

> Metal is coming to Mac, paving the way for new levels of realism and detail in games and other apps. I'm guessing this is yet another API like Mantle/Vulkan that is also seated comfortably in the Apple walled garden and increases the development costs: awesome!

You probably won't use it yourself. You'll use Unity or UT4 which uses Metal under the hood.

Getting people to finally start porting games to OS X was hard enough... and now Apple just threw a wrench into all that by forcing them to code against another API.

Re: Apple OS X El Capitan

#57
post #45
post #19

Earlier quoted context omitted.

Right, that makes sense. However the desktop dev market is a completely different beast when compared to mobile - it's been a hard enough (and un-won) battle digging DX out. The chances of Apple pulling off what Khronos couldn't are slim - in my opinion. If I were Apple the best I'd hope for is their mobile games porting over to OSX. However, with the added performance of desktop is Metal really needed? If it works o…

> The chances of Apple pulling off what Khronos couldn't are slim - in my opinion. Apple has a large and loyal customer base, and it's typically people who are willing to spend money on apps and games for their devices. Apple doesn't have to try and satisfy a bunch of legacy CAD vendors who don't care about consumer 3D graphics at all. And when Apple announces Metal, they don't mean they have a spec, they have an imp…

OS X has a lot going for it, but when it comes to the desktop gaming market it's just not the top dog in revenue generation that iOS is for mobile apps. I'd assume (not an expert) that Vulkan's support from Intel, nVidia and AMD on PC could mean more to professional game developers and publishers than Metal's OS X support.

Re: Apple OS X El Capitan

#58
post #57
post #45

Earlier quoted context omitted.

> The chances of Apple pulling off what Khronos couldn't are slim - in my opinion. Apple has a large and loyal customer base, and it's typically people who are willing to spend money on apps and games for their devices. Apple doesn't have to try and satisfy a bunch of legacy CAD vendors who don't care about consumer 3D graphics at all. And when Apple announces Metal, they don't mean they have a spec, they have an imp…

OS X has a lot going for it, but when it comes to the desktop gaming market it's just not the top dog in revenue generation that iOS is for mobile apps. I'd assume (not an expert) that Vulkan's support from Intel, nVidia and AMD on PC could mean more to professional game developers and publishers than Metal's OS X support.

I don't think there's going to be a major game developer that supports OpenGL/Vulkan on Windows over DirectX, outside of perhaps Bethesda/iD. If Vulkan isn't present on the second-most used desktop OS, and it's not best-of-breed on the operating system used on over 90% of desktops, I don't see where it makes major inroads on the desktop.

Re: Apple OS X El Capitan

#59
post #41
post #34

Earlier quoted context omitted.

> Well, don't be then. I don't get this cry about walled gardens. Feel free to roam in the jungle if you don't like them. I really don't get why people pull this "if you don't like it, leave" argument (in everything from politics to tech). There are lots of reasons someone might want to use a mac (I do), one is perfectly entitled to complain about aspects of Apple's approach to try to make the argument for change.

I think it originates from misunderstanding what a walled garden is and why they are great for customer retention. The whole point of walled garden is locking people in. Avoiding a walled garden can only happen before you invest in the garden. Once you have spent money in iTunes or the store (or e.g. even have a long list of contacts in some IM client) you are stuck unless you are happy to lose those purchases/data.

Former Mac / iOS user (since pre-G3 Macs and the iPod touch), it's not that hard to switch. My main devices are now a Surface Pro and a Z3 Compact.

With how much data has moved off of devices, losing data isn't a huge concern anymore. My mail, calendar, photos, etc. were already hosted elsewhere on services with cross platform support.

Cost of replacing apps is the bigger issue, and for me it worked out to something under $50. That was cheaper than the (~$200) cost premium of a 64 GB iPhone over the Z3C and a microSD card.

EDIT: If you've tied yourself into HomeKit or Apple's photo system, things would be worse. Maybe I'm atypical there?

Re: Apple OS X El Capitan

#60
post #16

Earlier quoted context omitted.

As anyone in the industry knows, either you make a game engine or a game.

Well not necessarily. I work in a large games studio for one of the largest publishers in the world, and pretty much all of our games are made using our own engines. No Unity or UT in sight. But working on those engines is a huge part of every project, it wouldn't be possible if we didn't have hundreds of programmers working on it.

> But working in those engines is a huge part of every project, it wouldn't be possible if we didn't have hundreds of programmers working on it.

Yes, but was my point. I just oversimplified it.

Without a big team, resources are soaked up developing the engine, as so many Gamasutra Postmortens testify.

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