Blurry rendering of games on Mac
181–190 of 328 posts
Re: Blurry rendering of games on Mac
#182Earlier quoted context omitted.
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
How is unobstructed area, a term you just made up, better than safe area, a term that has been standard for decades?
Re: Blurry rendering of games on Mac
#183Earlier quoted context omitted.
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."
https://web.archive.org/web/20221214171028/https://learn.mic...
Re: Blurry rendering of games on Mac
#184It’s a good thing that most people don’t buy Macs for gaming, as they suck compared to any other platform. Anyone who expects a good experience is fooling themselves as they won’t get it! If you want to experience games as the developer intends, don’t play ports that use compatibility layers, just buy a console and play natively!
Re: Blurry rendering of games on Mac
#185Earlier quoted context omitted.
Between the deprecation and stagnation of OpenGL on the platform, the removal of 32 bit support completely, the refusal to natively support Vulkan in favor of Metal, and the switch to ARM based systems... I can't believe it's still that "high".
> the refusal to natively support Vulkan in favor of Metal 1. Metal precedes Vulkan 2. Hardly anyone supports Vulkan https://www.carette.xyz/posts/state_of_vulkan_2024/
Vulkan is the primary rendering API on Android and Linux these days and also well supported on Windows by GPU vendors. Applications that don't use it yet generally don't because they don't need it and still OpenGL (ES) (or for Windows applications, use D3D instead).
Re: Blurry rendering of games on Mac
#186Earlier quoted context omitted.
They could do what Windows has done, and build OS code that checks if the running application is a known-legacy game, and lie to the game about various capabilities so that the game runs well and looks good. Not sure how much of that is still around but it was rampant for many years and likely a key to Windows success in gaming.
> They could do what Windows has done, and build OS code that checks if the running application is a known-legacy game, and lie to the game about various capabilities so that the game runs well and looks good. Or, even simpler (and AFAIK modern Windows does that too): if the running application doesn't say in its application manifest "I'm a modern application which understands the new things from operating system ver…
They just need to adapt the API to also filter the list of resolutions when the compatibility mode is on.
Re: Blurry rendering of games on Mac
#187Earlier quoted context omitted.
> 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. Why would Apple be deliberately sabotaging the experience? They would gain nothing from it. That argument makes even less sense when you consider most of the games mentioned in the article are on the Mac App Store, Apple can take their cut . https://apps.apple.com/us/app/control-ultimate-editi…
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.
* Steam is constantly updating, every time you open it, and until recently videos would almost always fail to play on my Mac.
* The Epic Games launcher is so atrocious that calling it “feature-rich” feels like a bad joke. I find it so bad that I don’t even open it to get the free games, opting instead for the website, and even then I am super selective about any game I get (fewer than 10%) because I always think I’ll have to deal with that app. In its current state, there is zero chance I’ll ever by a game on there, all because of the app. My “favourite feature” is how if you queue a bunch of games to install and then set a few others to uninstall, those are added to the same queue and you have to wait for the installs to finish before the uninstalls get a chance. So if you are low on disk space, now you have to, one by one, cancel each of the installs and tell them to start again, so they are added to the bottom of the queue.
* GOG Galaxy was the biggest disappointment. I was expecting to like it but it only lasted an hour on my machine before I trashed it. It felt old and incomplete.
Re: Blurry rendering of games on Mac
#188Am 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?
1. Don't have a front-facing camera on your laptop. Your actual laptop screen can be as close to the edge of the laptop case as technology will allow, with no bevel.
2. Have a front-facing camera on your laptop, with no bevel. Your actual laptop screen is now square, but has to be 5mm shorter now. There's a 5mm strip at the top of your laptop that can't be used for anything.
3. Have a front-facing camera on your laptop, with a bevel. Now the actual laptop screen has a "dead space" in middle at the top, but can again be as close to the edge of the laptop case as technology will allow. There's a narrow strip at the top that can't be used for anything, but the area to the left and right of the bevel can.
(A number 4 would be to somehow have a front-facing camera that operates without needing to displace screen area. Not clear how this would work without some complicated mechanism to extend the camera out the top of the screen, which would come with its own problems.)
Now, the vast majority of the time, you're going to be using your Mac in a windowed environment, with menus on the left, indicators on the right, and absolutely nothing in the middle.
In the case of #2, this menu bar has to take real estate from the top of your shorter screen, meaning that your windows are all 5mm shorter. #3 allows the menu bar and indicators to take up that space which on #2 is completely dead, freeing up extra space for your actual applications.
And the key thing is this: For modern full-screen games, in #3, you (apparently) can't use the areas to the side of the bezel; but this is the same situation you're in in #2.
IOW, as another commenter has said: The bevel design doesn't take away screen in the middle; it adds screen space on the side of the bevel.
That said, the API here seems obviously mad: What's the point of giving you a resolution if it's going to silently resize it behind your back? It should either give you the resolution which it won't resize, or throw an error when you try to make one higher.
Re: Blurry rendering of games on Mac
#189The notch is such a wildly stupid idea I can't even begin with it. I actually kinda liked the direction they were going with the keyboard Touch Bar... but they killed that.
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.
Re: Blurry rendering of games on Mac
#190Earlier quoted context omitted.
I don't understand your logic unless you're implicitly saying the camera needs to go away, but then you should say so (so that I can properly disagree with you). The notch makes for a smaller menu bar but without the notch there would be no menu bar there, it would take the space underneath instead.
> I don't understand your logic unless you're implicitly saying the camera needs to go away Yup. We never had camera before the notch. > The notch makes for a smaller menu bar but without the notch there would be no menu bar there Yup. Before the notch we neither had a menu bar that could comfortably fit most menu items even in professional apps, nor did we have a camera. BTW, you literally are saying "The notch make…