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Blurry rendering of games on Mac

colincornaby.me

271–280 of 328 posts

Re: Blurry rendering of games on Mac

#271
post #65

Earlier quoted context omitted.

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.

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

It depends on the game, they do offer some kind of DRM, which requires Steam to be open when launching the game, but it's optional for the developer to use it or not. See https://www.pcgamingwiki.com/wiki/Digital_rights_management_...

PCGamingWiki also usually has information on whether the game is DRM-free or not, e.g.: https://www.pcgamingwiki.com/wiki/Hades#Availability

Re: Blurry rendering of games on Mac

#272

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…

It's a shame because a Mac Mini is a solid gaming computer.

> It's a shame because a Mac Mini is a solid gaming computer

Well, Apple doesn't sell 'em with RGB LEDs built-in, so I dunno.

...more seriously though: I don't know how you can say that with a straight-face. On paper, the Apple Silicon M3 and M4 seem comparable to NVIDIA's mid-tier offerings from 3-4 years ago... when rendering to a 1080p-sized display; assuming you'd like to render your games at native Retina or even 5K resolution (given that Apple would really rather you used their display hardware for the best experience, right?) then you'll have to limit yourself to games from the last decade (assuming they've even been ported to macOS in the first place) or convince yourself that this year's AAA titles are fully playable as a slideshow.

...and that's assuming your Mac doesn't start thermal-throttling itself too.

Also, you'll also need a very non-Apple mouse: I'm flabbergasted by how even still in 2025 you cannot independently left-click and right-click on Apple's Magic Mouse[1]; while, ergonomically a multitouch mouse is great for many things, but navigating a wheel-driven UI (e.g. weapon-wheels) is not one of them.

[1] https://superuser.com/questions/188431/apples-magic-mouse-an...

Re: Blurry rendering of games on Mac

#273
post #270
post #113

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

Safe area is an industry wide term for the “safe area to display in”. It means that it’s a high probability of being safe to have important content there, not that it is a safe guarantee. Your suggestion here and in the responses would be bucking industry standard terminology for content creation. Your suggestion for unobstructed area is also incorrect because you cannot guarantee it’s unobstructed depending on the d…

Of course it's correct, even Apple says so only using a different synonym unobscured https://developer.apple.com/documentation/appkit/nsscreen/sa...

> The distances from the screen’s edges at which content isn’t obscured.

> because you cannot guarantee

That's a condition you've added without justification. Nothing in the term requires it. The term's core benefit is that it's more clarity. Nothing more (in terms of extra guarantees), but nothing less.

But also, you can guarantee, read the API docs again:

> Content in the safe area is guaranteed to be unobscured

Like,

> “safe area to display in”.

So it's not a "safe area", it's a "potentially a safe area"

> bucking industry standard terminology

yes, bad standards should be bucked, preferably before they become standards, but the next best time is immediately after that or any time later.

Re: Blurry rendering of games on Mac

#274
post #58

Earlier quoted context omitted.

I briefly owned a Steam Deck (before returning it), and it seems like most users tone down their expectations a lot compared to PC gaming. 30fps at the Deck’s low resolution seems to be the norm for recent games. Enough power to have fun, sure, but I think people would rightfully pan it if it weren’t Valve.

Expectations are lowered appropriately, I think. There are a number of other handhelds on the market. Of the high end PC handhelds that came out reasonably close to the Steam Deck, they have to trade away a lot of battery life to perform better than the Steam Deck. Valve was clearly optimizing for battery life and I don't think it was a bad choice. The Switch 2 isn't even held back by x86 and it's battery life is sti…

The battery life is nice, but the Steam Deck is huge - big enough that I'd feel incredibly silly pulling one out of my bag on the train - so it's the least I'd expect.

Re: Blurry rendering of games on Mac

#275
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?

Nope. I’m right there with you. I can’t even use my laptop undocked because half my applications use the toolbar to store their icon. So I have to plug my laptop into my monitor just to see what is in my screen space. I have no idea why people praise these laptops, for a cpu I guess. Their design is a joke and feels like a Playskool laptop toy. At least when the old Apple forced “phablets” as the standard phone size…

Yeah, it's annoying. Try:

https://github.com/jordanbaird/Ice

https://github.com/FelixKratz/SketchyBar

https://www.macbartender.com

I think there's a native solution (finally) coming in the next MacOS.

Re: Blurry rendering of games on Mac

#276
post #188

Earlier quoted context omitted.

Look, given current technology there are exactly three options: 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…

See Lenovo's design here https://p4-ofp.static.pub/ShareResource/na/products/thinkpad...

I like it - do you know if the space added for the camera extends past the bottom half of the laptop when it's closed? If yes, it feels like it would make it easier to open the laptop by grabbing it.

Re: Blurry rendering of games on Mac

#277
post #244

Earlier quoted context omitted.

Apple is institutionally incapable of understanding games. It started with Jobs who didn't like and didn't understand video games. and continues with the top brass [1] Games with app purchases are just a lucky turn of events for Apple because they still don't understand what games are. Hence the "oh, we now have desktop-level graphics on iPhone" or some other drivel they pronounce from time to time at WWDC. From time…

> I doubt any of the top brass even uses computers these days looking at the decisions they make wrt Mac OS. I had a similar thought about the Microsoft manager who just claimed that in 2030 no one will use a mouse and keyboard anymore and people won't want to be "mousing around". If he actually believes that it says a lot about the way he interacts with computers. And how rarely he uses it outside of a quiet office.

> I had a similar thought about the Microsoft manager who just claimed that in 2030 no one will use a mouse and keyboard anymore

That's nothing new: Microsoft still has an institutional obsession with pen-computing (going right back to 1992's "Windows for Pen Computing"); it re-emerges every few years: sometimes it's a major imitative like Windows XP TabletPCs[1], or re-launching OneNote as a "free" Windows feature; or adding "inking" support anywhere it doesn't belong (so if there's one good thing about the invasive MS Copilot awareness campaign: it made me forget about how useless "inking" is and shareholder value pissed away on it.

-----

[1] Speaking from personal experience: I had a Tecra M4 myself, but despite everything: a very high-resolution display, Wacom digitizer and stylus, NVIDIA's best laptop GPU, and the best OS and Office integration yet (the 2005 version of the TabletPC Input Panel in Windows XP is a work of art, honestly) and the launch of a brand new product-line: Office OneNote - but the whole experience was really just still... a noticeable downgrade compared to using a good pen on good lined paper; but especially a significant downgrade from using a mouse and keyboard.

The main reason it was such a disappointment comes down to a small number of intractable problems that probably won't be solved on Windows for a long while still:

1. The time-latency between moving the stylus and the on-screen (hardware scanout sprite!) moving with it.

2. The time-latency between writing with the stylus and the on-screen ink being drawn (which is done in software, through multiple layers of buffers, making it easily 3-5x more laggy than the bufferless hardware cursor sprite.

3. Insufficient display resolution: even with a 125dpi display (compared to the 96dpi most laptops had at the time) of 1400x1050 @ 14 inches, natural handwriting with a pen on paper really needs to be rendered at 300dpi or maybe 600dpi.

4. That awkward gap between the actual LCD display screen and the plastic-y stylus-safe screen covering - this was long before iPad-style laminated displays existed too; which means there's parallax error - making it impossible to take the stylus off the screen and reposition it exactly where you expect: it would always land off-target by 3-5px if you're lucky. This alone kills cursive handwriting because you won't be able to accurately dot-your-Is-and-cross-your-Ts even if you have the best fine motor-control possible.

...and there were other issues too: handwriting recognition remains an evergreen joke going back decades[2]; while my Tecra was better at it than my PocketPC, it was still far short of the MS PDC demos showing a full Letter-sized paper of handwriting transforming into rich-formatted text with zero spelling mistakes. There were plenty of glitches in Windows GDI when you used the screen-rotation feature too (e.g. it disabled double-buffering for most Win32 controls; and everything would awkwardly lock-up for a few seconds after the rotation; iPad OS this surely was not).

(I'm sorry for writing obsessively about this; it's one of my... uh... autistic hangups)

[2] https://www.youtube.com/watch?v=FiorZ4yrbtk

-----

Apple gets a lot of things wrong; but when Apple get something right, the world knows. And what Apple got right was their understanding that pen-computing for text input is just plain unworkable; even on the iPad with Apple Pencil, it's clear they only intend it to be used for tasks like art/drawing or for simple shape-like annotations - neither of which require fine application of the stylus point on-screen. Whereas Microsoft just won't let the dream die; and I've no idea why.

Re: Blurry rendering of games on Mac

#278

Earlier quoted context omitted.

honestly i don't see this as Apple-specific but more of a sign of the times. i've seen a few libraries and vendor platforms we use at work with the same style of documentation (really lack thereof).

Microsoft's documentation quality very noticeably fell of a cliff about a decade ago. Now most of their public APIs and SDKs have hundreds of thousands of "documentation" pages that are just the name of the function with spaces added between the words. There might also be a listing of the parameters, which helpfully tells you that "string param1" is called "param1" and takes a string as the data type.

Yeah, the extreme basics seems to be the trend. We've actually had a lot of trouble due to this exact problem with one particular vendor now. Even repeated requests to improve their documentation are completely ignored or laughed off. it's too bad I don't have the purchasing power otherwise I'd suggest we should find a different vendor.

Re: Blurry rendering of games on Mac

#279

Earlier quoted context omitted.

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…

First of all, you can not argue anyone out of thinking it looks stupid or ugly. That is a visceral subjective experience and the extra space or whatever does nothing to make up for it. Now for the bezels, mind that an equidistant circle (or squircle) radius converges to zero. So to avoid having a large inner radius, avoid a large outer radius. The Macbook is not a tablet, you do not hold its corners in your hand. How…

The bottom corners of a MacBook screen are not rounded. The top corners are because the corners of the case are rounded. The corners of the case are rounded because you need to be able to do things like slide it into a laptop bag.

Re: Blurry rendering of games on Mac

#280
post #231

Earlier quoted context omitted.

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.

I frequently notice when my menubar items overflow and get truncated behind the notch with no built-in way to actually see them! You have to hoop jump with janky tools[1] that actually let you see and access the icons silently hidden because they overshot the notch. [1] https://macmenubar.com/menu-bar-managers/

This has to be a vast gulf in terms of usage patterns for different users - I’ve managed at times to get up to six icons in my menu bar; what are you doing that fills up half the screen?
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