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Blurry rendering of games on Mac

colincornaby.me

31–40 of 328 posts

Re: Blurry rendering of games on Mac

#31

Oh 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…

If I understood you correctly... you wanted to be able to render to a slightly smaller surface to avoid wasting graphics compute time, but that's still going to be upscaled to 1080 for the HDMI scanout, and then mangled again by TVs' overscan - which to me feels like introducing more problems more severe than whatever problem you were trying to solve in the first place. (Besides, TV overscan is a solved problem: inst…

Read up on g buffer and deferred rendering. Usually one doesnt do everything at full resolution until the final output and even then it is often better these days to have fancy upscaling.

Many games do let users set the things you mention but it is not always so simple. For example, handling rounded edges and notches is a huge pain.

Re: Blurry rendering of games on Mac

#34

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…

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.

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

Re: Blurry rendering of games on Mac

#35

How can this be fixed without breaking existing software? Re-ordering the list?

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.

Re: Blurry rendering of games on Mac

#36

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…

to be fair there is only so much you can do inside the power envelope of 100W or so

100W TDP ought to be enough for anyone.

Re: Blurry rendering of games on Mac

#38

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…

[dead]

Re: Blurry rendering of games on Mac

#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?
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