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Blurry rendering of games on Mac

colincornaby.me

111–120 of 328 posts

Re: Blurry rendering of games on Mac

#112
post #95

Earlier quoted context omitted.

I just replaced a nuc 9 ghost canyon with a Mac mini. The difference in power consumption is insane. Nuc was 67 watts. The mini is 4-10. I don’t have enough data for a long term average on the mini yet, but it’s ludicrously efficient.

Is it me or is a 6 year old product on 14nm against whatever isn't exactly the most level of comparisons?

Mac Mini is i believe the most efficient consumer computer made ever. It uses the same energy most computers Ethernet ports use.

Re: Blurry rendering of games on Mac

#114

This just shows how little Apple cares about gaming on Mac. It's so sad that I spent thousands on multiple Mac devices (MBP, M Studio, etc.) only to be bottlenecked not by hardware, but by Apple's shitty approach to gaming software. I know why they do it though. Apple can't take their undeserved 30% cut of Mac games the same way they take their iOS cuts. We had a teacher years ago who said something that remains true…

I think their bigger problem is there's shit for documentation. You get a big list of function signatures and if you actually want to know how you're supposed to use anything you find the WWDC session from 4 years ago and hope it's still accurate.

Most of this stuff uses APIs greater than four years old, so you're probably not getting those videos unless you look at third party rehosts.

Re: Blurry rendering of games on Mac

#115

Earlier quoted context omitted.

Its been across the board for me. Have ryzen 6xxx-8xxx mini PCs that are 45-60W and my 5 year old M1 Mini is comparable at a fraction of power draw

I would think a low TDP Ryzen chip shouldn't be that much different. Were those the 15W TDP Ryzens?

30W and 54Ws. iGPU performance is also better on the Mac compared to the non-65W Ryzens.

The good thing is that the Ryzen boards can be upgraded on RAM and Storage but that seems to be changing with soldered DDR5 on many mini PCs now.

Re: Blurry rendering of games on Mac

#116
post #39

Am I the only one who finds screens with rounded corners and notches really stupid? We had to struggle for decades with CRTs and their funky geometry, and when we finally get displays with perfect geometry, we botch them again to make them look... cooler?

I've got a MacBook with a notch and I literally never notice it. That's a common sentiment among MacBook users, btw -- I very rarely seeing people complain about the notch. I'm sure there are some, but seems to be a minority.

You didn’t lose pixels to the notch, you gained pixels beside it!

Re: Blurry rendering of games on Mac

#117
post #39

Am I the only one who finds screens with rounded corners and notches really stupid? We had to struggle for decades with CRTs and their funky geometry, and when we finally get displays with perfect geometry, we botch them again to make them look... cooler?

Don't think of notches as something stupid that takes away from screen area. Think of them as something that allows the overall screen area to increase, as bevels shrink. And then when the corners of the screen are so close to the corner of the laptop, and the corner of the laptop is rounded, it looks weird if the corner of the screen isn't rounded. Like a square peg in a round hole. Fortunately, it's all context-dep…

> then when the corners of the screen are so close to the corner of the laptop, and the corner of the laptop is rounded, it looks weird if the corner of the screen isn't rounded.

The rounded laptop corners is a similar design decision. And also it doesn't look weird to me at all compared to rounded corners for windows, especially when they introduce visible desktop garbage in those now-not-perfectly-covering-rectangles corner areas

Re: Blurry rendering of games on Mac

#118
post #113

> through NSScreen’s safeAreaInsets How is vague "safety" is better than a simple descriptive rect_below_notch?

Safe area can account for things that are not just a notch. It's used across Apple platforms to indicate anything that might need to occupy a dedicated region on the screen: notch on iPhones, home indicator, iPadOS traffic light buttons, menu bar, curved edges of displays, and so on

Your container views can extend the safe areas for their children as well. In our apps, which allow users to run their own custom projects, we increase the safe area for our UI so that users can avoid it in their own rendering

Safe area is a fairly neat and functional API. The unfortunate thing is the older `CGDisplayCopyAllDisplayModes` API is just lumping all resolutions together

Re: Blurry rendering of games on Mac

#119

Earlier quoted context omitted.

What's the alternative? A camera on top of the screen? Fragile, unless you could fold it away. Which would be another point of failure.

A bezel would be far preferable to a notch.

No it wouldn’t be

Re: Blurry rendering of games on Mac

#120
post #113

> through NSScreen’s safeAreaInsets How is vague "safety" is better than a simple descriptive rect_below_notch?

"Safe area" is terminology that has a history of being used with displays: defining the portion of a TV screen where viewers could be reliably expected to be able to see content and on-screen graphics without them getting clipped off by the overscan.

I assume they also wanted to choose something that would still be named appropriately if they had other kinds of notches or things in the future (and that even now it already accounts for, say, the curved corners where things also can't display).

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