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Blurry rendering of games on Mac

colincornaby.me

291–300 of 328 posts

Re: Blurry rendering of games on Mac

#291
post #273
post #270

Earlier quoted context omitted.

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 ex…

It’s not a bad standard just because you personally struggle to understand it. Lots of things have historical names, especially in computer graphics, that are now standard.

What is an absolute safe area or an unobstructed area in video then to you? How do you guarantee such a thing?

Please define one as such that accounts for all display types with appropriate verbiage. I’ll personally advocate for it in the film industry if you can come up with a term that is better than what the entirety of cinematic history has been able to think of.

Apple only claim that it’s unobstructed by their specific display edges and overlays but it doesn’t account for other display concerns. Hence safe area is still the most intuitive name.

Would you also like to go and argue with people about alpha channels?

Re: Blurry rendering of games on Mac

#292

Earlier quoted context omitted.

Somebody told me that the quality of a company is directly proportional to the quality of its documentation...

Microsoft has excellent documentation. So that's one counterexample. :)

Most of the time I just get function signatures that are already exposed via intellisense.

Sometimes they actually have examples of how to use it, but most are just Javadoc level, and of minimal use.

Re: Blurry rendering of games on Mac

#293
post #47

Earlier 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".

Don't worry, they plan to gut Rosetta 2 so it will only support Mac games from the Intel era, that should help shrink that number! > Rosetta was designed to make the transition to Apple silicon easier, and we plan to make it available for the next two major macOS releases – through macOS 27 – as a general-purpose tool for Intel apps to help developers complete the migration of their apps. Beyond this timeframe, we wi…

If amateurs can use game porting and achieve decent results then I think the actual devs can achieve excellent results.

My guess is that Mac users simply don’t buy games for their macs

Re: Blurry rendering of games on Mac

#294

Earlier quoted context omitted.

The screen size advertised by Apple measures the "full screen" area, the undisturbed 16:10 rectangle of pixels. I just took measures on both a 14 and a 16 inch Macbook Pro. The screen we get is indeed slighly larger. If you want to avoid the extra space, it's as easy as using a 16:10 resolution size. The menubar will drop down to the 16:10 space.

I just tried to do this and Apple has obfuscated that there’s even a 16:10 option. You have to click deep into the Displays customization presets menu. They don’t even label the presets with a display ratio and have them labeled with some obscure Apple design lingo (Apple XDR (P3-1600 nits)). To change it you have to first display the hidden list by enabling a “display resolutions list” toggle. That is not something…

Those presets aren't display ratios, those presets have to do with color profiles, HDR support, etc.

Re: Blurry rendering of games on Mac

#295

Earlier quoted context omitted.

Menu bar is on top on mac. I see it as the top bevel becoming a screen, not taking away from any screen real estate, actually FREEING up space for apps. I never see the notch anyway because my wallpaper is black.

Until you want to do something full screen, then it might be a glaring black rectangle on top of the screen. The way to do it properly is to hide the camera in the thin bezels or somewhere else (inside the LCD, are we there yet?). This is just a lazy solution that designers probably even thought seems iconic.

Full screen stuff isn't supposed to go behind the notch, unless they opt in to supporting it. By default, fullscreen stuff just gets the notchless 16:10 area under the menubar, and the menubar area goes black, so the notch becomes invisible and nothing is "glaring", it just looks like the top bezel of the screen is larger.

Re: Blurry rendering of games on Mac

#296

Earlier quoted context omitted.

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.

A WWDC session, I might add, with a mildly relevant title and rarely a hyperlink from the relevant documentation, let alone a timestamp.

But with a full searchable transcript

Re: Blurry rendering of games on Mac

#297

Earlier quoted context omitted.

I just tried to do this and Apple has obfuscated that there’s even a 16:10 option. You have to click deep into the Displays customization presets menu. They don’t even label the presets with a display ratio and have them labeled with some obscure Apple design lingo (Apple XDR (P3-1600 nits)). To change it you have to first display the hidden list by enabling a “display resolutions list” toggle. That is not something…

Those presets aren't display ratios, those presets have to do with color profiles, HDR support, etc.

Exactly my point. The setting you’re likely looking for is hidden and a similar one of even more advanced color profile technical options is front and center.

Re: Blurry rendering of games on Mac

#298

Earlier quoted context omitted.

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.

...and then the same "more space!!!111" people run apps which fill their screen with useless whitespace.

I mean… I would be very happy to whip designers in public but I think that's illegal.

Re: Blurry rendering of games on Mac

#299
post #7

Which says more about the volume of the market of gaming on Mac. It's small and unfortunate.

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.

It's worth noting that the percentage of Steam users that are Mac users is not going to be equal to the percentage of gamers who play games on Macs, because not only is Steam not the only distribution channel for games on Mac, it's always been a fairly poor UX there, so bad I don't usually even bother installing it on my Macs anymore. Steam sees me as a Linux user as I have a Steam Deck, but I spend more time playing non-Steam games on my Mac than I do using that.

Actually, I think the last time I installed Steam on a Mac I did so in a CrossOver Games bottle, so even there Steam would have seen that install as a non-Mac user.

EDIT: Also just because I think it's interesting to note this, Steam Deck accounts for most of Linux's headroom there, if you subtract the SteamOS numbers from the rest of Linux it's at 2.07% instead, which is much closer to Mac.

Re: Blurry rendering of games on Mac

#300

Earlier quoted context omitted.

That sentence was already there _at least_ since Dec 2022, stop seeing AI everywhere. https://web.archive.org/web/20221214171028/https://learn.mic...

They were using an automated editing tool before that.

Moving goalpost + evidence needed
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