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Blurry rendering of games on Mac

colincornaby.me

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Re: Blurry rendering of games on Mac

#51

The 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.

The notch grants more usable vertical physical pixels than you'd have otherwise, with the only "downside" being a small unusable area in the center where the camera/mic/other sensors are placed.

I put "downside" in quotes because the alternative is just not having those vertical pixels at all, and having the screen end below the sensors.

Re: Blurry rendering of games on Mac

#52
I'm surprised this article focused solely on blurry rendering when mouse pointer location in "fullscreen" Mac games is also commonly affected by this bug or whatever we are calling it. You have to dive into an OS menu for each game to tell it to render fullscreen below the notch to fix it. It should be a global accessibility setting but isn't for some reason.

Re: Blurry rendering of games on Mac

#54
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?

Are the screens OLED? The phones are...

IMO the notch is pointless, but they need space for the front camera. With OLED they can just turn the pixels off when it suits the application and it becomes like a big bevel, which was the alternative anyway.

Re: Blurry rendering of games on Mac

#55

The 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

#56

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.

Re: Blurry rendering of games on Mac

#57

interesting -- I ran into this recently playing baldur gate 3 and was curious the technical details why. my fix was that I had an external monitor and I just reset the resolution to the external monitor. (by default, though, the monitor was showing up blurry though; with the wrong aspect ratio.)

Baldur's gate 3 groups the resolutions by aspect ratio. I assume it probably queries the resolutions, computes the aspect ratios and then displays them grouped them by it. This results in some weirdness with some weird ratios with huge coprime numerators/denominators but, as long as the right resolution is detected somewhere, you only basically need to do is select the right aspect ration for your screen.

Re: Blurry rendering of games on Mac

#58

Earlier quoted context omitted.

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…

> Even if they did, 100w should be room enough to play relatively recent titles Steamdeck runs on 45W, and that's plenty enough power to have fun.

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.

Re: Blurry rendering of games on Mac

#59
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…

Their compatibility layers being intended as exclusively transitional can be frustrating, but on the other hand it’s also why near every Mac app now has a proper aarch64 build. If it were known that Rosetta were going to remain part of the OS forever, many apps would’ve never been ported and would’ve been at an effectively permanent 30-60% performance penalty and disproportionate drags on battery life.

On the other side of the fence in Windows land, adoption of features much more trivial than an architecture change are absolutely glacial because devs know they can lean on back compatibility in perpetuity.

Apple’s approach is perhaps too aggressive but Microsoft’s is far too lax. I don’t think it’s realistic to dump a binary and expect it to work forever with no maintenance.

Re: Blurry rendering of games on Mac

#60

> But World of Warcraft is an older game using the legacy CoreGraphics display services full screen API. That API actually allows World of Warcraft to draw into the notch. Not 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 issu…

> Are they supposed to leave a menu bar on macOS?

Depends also how the specific game is implemented, but often that area is just black and inaccessible, as in you cannot even move the cursor there. It is as if the screen does not include the area above the notch anymore, ie how the screen would be if there was no notch, like the m1 air.

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