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Blurry rendering of games on Mac

colincornaby.me

121–130 of 328 posts

Re: Blurry rendering of games on Mac

#121
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 projec…

Even then, you can still have something descriptive like unobstructed_area for more general cases. "Safety" is too generic

But also you don't need to degrade Mac dev experience for games to tackle ipads the games will not be developed on, aliases exist

Re: Blurry rendering of games on Mac

#122
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 al…

Since "no-one" knows the history, the design go back to prioritizing the basics of comprehension

Re: Blurry rendering of games on Mac

#123
post #7

Earlier quoted context omitted.

It's actually really small, according to Steam Hardware Survey, Macs are only 1.88% of Steam users, which is less than that of Linux, which is probably why most developers don't care.

I do my work on a Mac. I game on a game machine. Which right now is a Steam Deck. In the past it's been PS4, 360, Gamecube, PS2, etc. I think the only game I've put serious time into on my Mac was Hades 1, which I pretty much finished before the console ports happened.

I went the other direction: moved away from mac, windows, and game consoles into a monster PC running Manjaro. Now I can invest all my money into one machine and see benefits in all aspects of my life: work, personal projects, gaming, video editing, photo editing. I just stream from it to other devices if I'm mobile.

Re: Blurry rendering of games on Mac

#124

Earlier quoted context omitted.

Is bevel size really so important when it's already measured in mm? Personally I like a bit of bevel because I don't want the screen going to the edge of the device. The edge of the device is for holding, not interaction.

No, screen size is important. For the same size laptop, less bevel means more screen. And I don't about you but I don't hold the screen half of my laptop. Not unless the laptop is closed. So I don't see how that's a concern.

But a cell phone, maybe. For a laptop, we are talking about a couple of millimetres on each side max, it is not a big deal.

Re: Blurry rendering of games on Mac

#125

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…

> "everything is about money, especially the ones that appear to have non-monetary reasons."

There are countless other incentives as tangible as money including meaning, status, security, fame, etc.

If you spend time around people with money you will find they will happily trade it to achieve these.

What this belief signals most strongly to me is your class.

Re: Blurry rendering of games on Mac

#126

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…

> "everything is about money, especially the ones that appear to have non-monetary reasons." There are countless other incentives as tangible as money including meaning, status, security, fame, etc. If you spend time around people with money you will find they will happily trade it to achieve these. What this belief signals most strongly to me is your class.

> What this belief signals most strongly to me is your class.

What this "classism" mentality signals is your sense of superiority due to the amount of $ you have in a bank.

Re: Blurry rendering of games on Mac

#127
post #65

Earlier quoted context omitted.

Except for the handful of Mac ports exclusive to the Mac App Store, who with a lick of sense would choose to buy from there? Steam, GoG and Epic are all more feature rich, have more often sales/3rd party resellers and throw in the PC version too. On iOS there is no choice.

When No Man’s Sky first announced a Mac port, they promised to release on Steam and App Store. I waited a year after the Steam release for the App Store release which never came. I am a very casual gamer and sometimes weeks go by without playing. My first experience with Steam was with Civ VI. Long flight, no internet, great I’ll play some Civ! But instead of opening up Civ, I was forced to open Steam which would the…

I guess that's true, though I don't think you have to launch games through the steam app, but they try to make it convenient to do so.

You can also right-click the game and 'Browse local files' and the game's regular executable is usually right there.

I'm currently playing the Oblivion remake, and launch that through a mod manager rather than Steam (though on Windows), even though the game was installed via Steam.

Re: Blurry rendering of games on Mac

#128
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?

It goes deep.

obligatory: https://www.folklore.org/Round_Rects_Are_Everywhere.html

Re: Blurry rendering of games on Mac

#129

Earlier quoted context omitted.

It was excellent. It's a mess last time I looked.

Their documentation for the very newest stuff contains very obviously AI-generated inaccurate and misleading crap.

Don't believe me? Go look at it yourself. They've even "edited" the old docs with AI slop.

https://learn.microsoft.com/en-us/windows-hardware/drivers/u...

"The characteristics of the endpoint determine the size of each packet is fixed and determined by the characteristics of the endpoint."

Re: Blurry rendering of games on Mac

#130
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 always preferred the look of non-antialiased fonts on an LCD for this reason - you can finally actually see the sharp square corners of a pixel, yet somehow many like the blurry smoothness of antialiasing to make the screen more like a CRT.

Please explain why you disagree?
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