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Native visionOS platform support

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Re: Native visionOS platform support

#102
post #86

Earlier quoted context omitted.

They have done that. They gave some cash money to CodeWeavers, the company that created wine. It's called the Game Porting Toolkit: https://developer.apple.com/games/game-porting-toolkit/

That's the problem I think: porting. As I understand things, proton allows windows games to just work (pun intended) on Linux. No porting, no rebuild - just download and run. Who is going to bother doing all the extra work to port their game for Mac?! Time and time again there have been loads of articles on here over the years with developers saying it is simply not worth the hassle to support Linux and Mac.

The downside of relying on translation layers rather than porting from the perspective of Apple is likely that they vey much detest the lack of control that would result from that. Game devs targeting Linux have started viewing Proton/Windows runtime as a target, which has lead to native Linux ports becoming less common. As a person wanting to play the odd game on Linux, this has been a godsend, but for Apple, this would be viewed as an existential threat.

Personally, I'd wish for more extensive Vulkan support, but I have been informed that this is likely not as easily done considering Apples GPUs with TBDR differ somewhat from the industry standard.

At the end though, if Apple truly wanted, they could simply spent money on studios and incentives ports. None-Mobile-Gaming remains no priority for them, simple as that. I haven't seen any indication that the AVP has changed that in any way and I wouldn't be surprised if they view GoDot not as a game engine, but rather another way to create experiences.

Re: Native visionOS platform support

#103
post #97

Earlier quoted context omitted.

That's the problem I think: porting. As I understand things, proton allows windows games to just work (pun intended) on Linux. No porting, no rebuild - just download and run. Who is going to bother doing all the extra work to port their game for Mac?! Time and time again there have been loads of articles on here over the years with developers saying it is simply not worth the hassle to support Linux and Mac.

> Who is going to bother doing all the extra work to port their game for Mac?! So far at least Ubisoft, CAPCOM, Remedy, Kojima Productions and Hello Games.

And for additional context, when it comes to Vision Pro, Ubisoft has one game that is designed with it in mind (Rabbids: Legends of the Multiverse) and CAPCOM has none.

That should tell us something about the appetite to support visionOS.

Re: Native visionOS platform support

#104
post #57

Earlier quoted context omitted.

> The visionOS platform doesn't have OpenGL support, as it's not supported by visionOS. Hell would freeze over before Apple conformed and contributed to an existing open standard. They even failed to follow the Godot contribution guide for the PR itself.

> Hell would freeze over before Apple conformed and contributed to an existing open standard. Better get some blankets because Apple has made significant contributions to many open standards - for example, USB-C. And, back in the day, OpenGL. Its a mistake to think of a large company like apple as if it were a person, with their own goals and ideas. Apple is just too big for that. I mean, they have 164,000 staff. Tha…

>Apple has made significant contributions to many open standards - for example, USB-C.

And then refused to use it until the EU forced them

Re: Native visionOS platform support

#107
post #81

Earlier quoted context omitted.

The people making the latter comments are ignoring the contents of this PR however, and showing a lack of understanding of the engine itself in the process. You cannot build this as an extension. It’s a different OS and Godot needs it to be done this way, as many people in the PR have commented as well. An extension would not cover it, and people suggesting that are probably used to the PC VR development model where…

> VR development model where VR is an extension of an existing supported platform, not a platform in and off itself This is the crux of the issue, both for Apple and for Godot. In Apple’s case, they’re finding that their vision does not resonate with consumers or developers. So they’re searching for ways to expand chances of success but not entering with an equal partnership mentality. Thats their prerogative but I w…

I still don’t understand why I see people saying Vision is an unsuccessful and failed platform.

Vision Pro is very clearly an early adopter version of a platform that has yet to truly get started. Obviously, a huge $3500 headset on your head is not the actual intended final form of this platform. The actual intended final form is glasses.

And until those glasses are out you can’t say it failed, because it hasn’t even started yet.

Re: Native visionOS platform support

#108
post #18

Looks like Apple might be prioritizing gaming for the next gen Vision devices? Hopefully, as I know many, myself included that passed on the Vision because the gaming support wasn't there. Price was never an issue.

Does anyone in the industry care about VR gaming right now? I don't see people buying headsets, I don't see VR features in new major games, it's just not a thing outside of a probably shrinking niche.

You’re not looking very hard then because there are loads of new games released both with VR support and also exclusively for devices like the Oculus Quest.

What we’ve seen less of is AAA games bolt on VR support as an afterthought - and the reason for that is because it’s almost always a terrible way to play a game that was originally designed to be played with a keyboard and mouse, or traditional game controller.

Re: Native visionOS platform support

#109
post #57

Earlier quoted context omitted.

> The visionOS platform doesn't have OpenGL support, as it's not supported by visionOS. Hell would freeze over before Apple conformed and contributed to an existing open standard. They even failed to follow the Godot contribution guide for the PR itself.

> Hell would freeze over before Apple conformed and contributed to an existing open standard. Better get some blankets because Apple has made significant contributions to many open standards - for example, USB-C. And, back in the day, OpenGL. Its a mistake to think of a large company like apple as if it were a person, with their own goals and ideas. Apple is just too big for that. I mean, they have 164,000 staff. Tha…

USB-C is not a Khronos standard.

Re: Native visionOS platform support

#110
post #18

Looks like Apple might be prioritizing gaming for the next gen Vision devices? Hopefully, as I know many, myself included that passed on the Vision because the gaming support wasn't there. Price was never an issue.

This to me smells of desperation - not so much as "prioritising gaming" and more "prioritising anyone making any kind of content at all please please please someone make something for our device".

It no more smells of desperation than when Apple contributed modern ScreenCaptureKit support to OBS Studio. They want great experiences for their own platforms and sometimes that means reaching out to other projects.

It's true that the Vision Pro hasn't seen the uptake that Apple's other platforms did at launch, like the iPhone, iPad, Apple Watch, etc. — but it's nearsighted to think that Apple can't play a long game. It has the patience (and money) to play it all the way to the eventual release of their glasses; by that time, the platform will already have plenty of fantastic software ported from iOS and, eventually, other platforms through ventures like this.

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