As one of the creators of Direct X at Microsoft commented when Metal was first announced, "Why help Android siphon off their game developers by propping up OpenGL?"
https://web.archive.org/web/20140606055700/http://www.alexst...
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As one of the creators of Direct X at Microsoft commented when Metal was first announced, "Why help Android siphon off their game developers by propping up OpenGL?"
https://web.archive.org/web/20140606055700/http://www.alexst...
Earlier quoted context omitted.
And those games are horrible. Almost all of them are built around exploiting weaknesses in the human psyche to convince people to spend money and become addicted. The biggest difference between those games and gambling is that you don't carry a slot machine in your pocket. For the most part the only exceptions to that are the games that were ported from desktop.
> And those games are horrible. They work fine for me -- both as implementation and as gameplay. > Almost all of them are built around exploiting weaknesses in the human psyche to convince people to spend money and become addicted. I think you confused casual gaming with Zynga or something. I was referring to smaller, non-AAA megatitles. Could be anything from a platform game, to Angry Birds, Monument Valley, Threes,…
The point is that the kind of games that thrive on the app store tend to be exploitative and low quality. Desktop gaming isn't immune from that, but it's a dramatically better platform.
To me this signals that the Second Moribundity of Apple is nigh. The First Moribundity was the period in the 1990s when Apple was coasting on the DTP and Photoshop advantage over Windows they had, reducing the features of their desktops and not innovating. Schindler, a smart but ineffective leader, was replaced by Gil Amelio, a star in his prior field but unable to get Apple headed in the right direction. It took Job…
come on steve, reinvent death please
Lol, Metal is Mac-only which relies heavily on CoreWhatever dependencies and thus can never be cross-platform, right? The only reason any game or CAD developer even supports Mac at all is because OpenGL is a cross-platform API that works great on Windows, Mac, and Linux, so they only have to write one type of shader program, etc. No game developer in the world will write both an OpenGL/DirectX/Vulcan and Metal render…
> No game developer in the world will write both an OpenGL/DirectX/Vulcan and Metal renderer for the purpose of staying up to date with Apple's "deprecations". Actually, most game developers do that. Pretty much every game (even ones with a custom, "non-AAA" engine) will have some kind of abstraction layer for dealing with graphics API's. Writing an additional backend for Metal is not a monumental undertaking -- it's…
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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.
They need a new more developer-friendly API built on top of Vulkan as a replacement for OpenGL.
To me this signals that the Second Moribundity of Apple is nigh. The First Moribundity was the period in the 1990s when Apple was coasting on the DTP and Photoshop advantage over Windows they had, reducing the features of their desktops and not innovating. Schindler, a smart but ineffective leader, was replaced by Gil Amelio, a star in his prior field but unable to get Apple headed in the right direction. It took Job…
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…
The classic "Fuck Off" hubris from Apple. Their B.S. is getting out of hand. List of gripes: 1. Heavy handed regulation of app store: This needs intervention from regulatory authorities. Apple has successfully inserted itself between the consumer and producer of apps. It plays kingmaker, and very clearly promotes internal apps to the competition (recent ban of the Steam app is a prime example). It's only legal recour…
Of course Apple doing it to force web developers to keep supporting Safari since no one can simply expect iOS users to install Chrome, but it's also benefit open web greatly since it's preserve status quo that we have more than just one browser engine. The day Apple stop doing it would be the day web developers going to abandon support for Firefox too.
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Maybe there is no equivalent, but WebGL is not a mature technology. Webgl stuff still breaks or has performance bugs whenever some part of the OS/Browser/GPU Driver/GPU Hardware sandwich changes. You can run the conformance tests yourself.
I don't see how a technology can get to a mature status if a major hardware company decides to not support it. The real question is WHY don't they support it? Is there a webMetal?
>I don't see how a technology can get to a mature status if a major hardware company decides to not support it.
Alternate reading - They gave it their time and money, and it didn't work out.
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…
Fortunately you can still use Vulkan on iOS and Mac OS through MoltenVK[1], a Vulkan implemention in Metal. [1] https://github.com/KhronosGroup/MoltenVK