Not mentioned about WoW in here is that they considered the notch enough to also have an option to have the UI avoid the notch. It calls a function in C_UI to get the safe region, and then resizes UIParent to fit within that region while still rendering the game up to the true top of the display.
WoW has always been exceptionally good at treating macOS like a first-class citizen. It's a shame Blizzard has stopped supporting macOS for their newer games.
Blurry rendering of games on Mac
21–30 of 328 posts
Re: Blurry rendering of games on Mac
#22Re: Blurry rendering of games on Mac
#23Not knowing much about Macs, I would have thought games were supposed to render full screen around the notch for immersion but respect the safe area for UI and gameplay. Are they supposed to leave a menu bar on macOS?
> Control gets around the issue by just making up its own resolutions.
That's hilarious, I wonder if they had trouble enumerating resolutions and gave up or if they simply couldn't bother.
Re: Blurry rendering of games on Mac
#24This 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…
Re: Blurry rendering of games on Mac
#25Earlier quoted context omitted.
to be fair there is only so much you can do inside the power envelope of 100W or so
Not really. If you compare it to gaming rigs, they bear radically different architectures, so you can't really compare them by TDP or power requirements. They don't emit the same hear or require the same amount of power per TFLOP. And I wouldn't be surprised if tflops also wouldn't translate to actual compute room for shaders. Even if they did, 100w should be room enough to play relatively recent titles, specially in…
Considering how the typical self-identifying "gamer" conducts themselves online, I think Apple might be on to something...
Re: Blurry rendering of games on Mac
#26Earlier quoted context omitted.
to be fair there is only so much you can do inside the power envelope of 100W or so
Not really. If you compare it to gaming rigs, they bear radically different architectures, so you can't really compare them by TDP or power requirements. They don't emit the same hear or require the same amount of power per TFLOP. And I wouldn't be surprised if tflops also wouldn't translate to actual compute room for shaders. Even if they did, 100w should be room enough to play relatively recent titles, specially in…
Re: Blurry rendering of games on Mac
#27This 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…
to be fair there is only so much you can do inside the power envelope of 100W or so
Re: Blurry rendering of games on Mac
#28This 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…
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-edition/id650...
https://apps.apple.com/us/app/shadow-of-the-tomb-raider/id14...
https://apps.apple.com/us/app/riven/id1437437535
https://apps.apple.com/us/app/cyberpunk-2077-ultimate/id6633...
https://apps.apple.com/us/app/stray/id6451498949
This is an obvious case of Hanlon’s Razor. Anyone who develops for Apple platforms and has had to file Feedbacks is aware of Apple’s incompetence and lack of care.
Re: Blurry rendering of games on Mac
#29Earlier quoted context omitted.
to be fair there is only so much you can do inside the power envelope of 100W or so
Not really. If you compare it to gaming rigs, they bear radically different architectures, so you can't really compare them by TDP or power requirements. They don't emit the same hear or require the same amount of power per TFLOP. And I wouldn't be surprised if tflops also wouldn't translate to actual compute room for shaders. Even if they did, 100w should be room enough to play relatively recent titles, specially in…
Steamdeck runs on 45W, and that's plenty enough power to have fun.
Re: Blurry rendering of games on Mac
#30Oh it’s not just Apple… This was an issue I also discovered on Xbox 360 in 2008. TV’s have overscan and depending on that setting, your resolutions will be off. However, at the time, we couldn’t create render targets that matched the overscan safe area. XNA added a Screen SafeArea rect to help guide people but it was still an issue that you had to consciously develop for. Now, we can create any back buffer size we wa…
(Besides, TV overscan is a solved problem: instead of specifically rendering a smaller frame games should let users set a custom FoV and custom HUD/GUI size - thus solving 3 problems at once without having to compromise anything).