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ltcommander.data

Member Since 19 Mar 2008
Offline Last Active Jun 15 2018 10:55 AM
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#449273 MacOS 10.14 - Mojave

Posted ltcommander.data on 05 June 2018 - 11:00 PM

View PostCougar, on 05 June 2018 - 01:56 PM, said:

It looks like the cutoff this year is Metal support. I can't think of a similar cutoff for the near future, so I bet your Best Damn MacBook Pro Ever will continue to get updates for a while.
https://developer.ap...4?language=objc
https://developer.ap...1?language=objc

Interestingly, up to now all Metal compatible GPUs on Mac have been treated as one family with the same feature-set, but this year Apple is introducing new features for all Mac Metal GPUs as GPUFamily1_v4 and also offering exclusive features for newer Metal GPUs in GPUFamily2_v1. No idea which GPUs qualify as GPUFamily2, but it probably corresponds to Direct3D feature level 12 compatible GPUs like AMD GCN 2 and Intel Skylake or better. Hopefully it'll be a few years before Apple actually requires Metal GPUFamily2.


#439972 OS X Graphics API's: OpenGL vs Metal vs Vulkan

Posted ltcommander.data on 31 March 2016 - 10:27 AM

https://www.unrealen...e-4-11-released

So UE 4.11 is now out with Metal for Mac out of beta and the default renderer as promised.

Interestingly there's a note about a commandline to activate experimental SM5 features. I wonder what that adds? Additional features already available in Metal that don't fit the union of OpenGL 4.1 and Metal featureset (since right now the OGL4.1 and Metal renderers offer feature parity) or is this access to new features beyond what Metal officially supports such as tessellation?


#434664 Aspyr's upcoming projects

Posted ltcommander.data on 13 June 2015 - 11:40 AM

View Postjeannot, on 12 June 2015 - 02:59 PM, said:

Metal has everything necessary to compete with DX12 in terms of performance.
Feature-wise Metal is still looking OpenGL ES 3.1 derived + additions. DX11/OGL4/OES3.1+AEP features like geometry shaders and tessellation are not currently supported by Metal. Some developers have questioned the usefulness of geometry shaders so that's probably not a big deal. Tessellation may have performance benefits if it allows developers to start with simpler models and render more details dynamically. DX12 looks to be a superset of existing DX11.2 + additions.

View Posttcrown, on 13 June 2015 - 07:58 AM, said:

The entire point of Metal is to completely illiminate the driver overhead, you are writing directly to the Gpu, which takes very skilled programers, also why MS is moving DX12 in the same direction as Metal, access directly to the Gpu but Apple is currently ahead in implementation.

Anandtech has a good prelim write-up here.
http://www.anandtech...pples-metal-api
DX12 should be launching with Windows 10 next month while Metal for Mac and El Capitan probably won't be out until October. Apple may be ahead in mobile but not on PC/Mac. Metal for Mac is based on Metal for iOS but there are differences like a different memory model necessary to accommodate discrete memory, the textures supported are completely different, etc. So developers supporting Metal on iOS is helpful, but there looks to be some additional work involved to support Metal for Mac.


#434286 Star Wars: Knights of the Old Republic II Coming to Mac and iOS

Posted ltcommander.data on 18 May 2015 - 10:49 AM

http://toucharcade.c...ublic-2-mobile/

It looks like KOTOR2 is finally coming to Mac and iOS courtesy of Aspyr. I've never played it on Windows, but have read that there's a lot of unfinished content that the modding community has restored. Here's hoping that Aspyr has been given the freedom and resources to not only port and fix bugs, but also officially restore some of the incomplete content. Then even if KOTOR2 is a long time coming to Mac, we'll at least get the definitive edition.


#428496 Feral's upcoming project?

Posted ltcommander.data on 30 May 2014 - 11:15 AM

http://www.feralinte...om/en/news/424/

Apparently Feral has is now dabbling in penguins. Their next project is porting Xcom: Enemy Unknown to linux. It's great that Feral is expanding their markets, but hopefully this doesn't take significant resources or focus away from Mac.


#420107 Apple's new Mac Pro said to ditch expansions

Posted ltcommander.data on 11 June 2013 - 12:59 PM

View PostFrost, on 10 June 2013 - 10:53 PM, said:

Things that stand out in my mind:
  • How much RAM will this have with 4 slots? Apple mentions OSX Mavericks supports 128GB of RAM (finally), but will you be able to do 128GB with those four slots? That may be excessive RAM for most people, but there are engineers who regularly put 64-96GB of RAM to use in current Mac Pros. I've done builds/upgrades for them. Nevermind what film pros do.
  • How much capacity are these SSDs going to have? You can inexpensively put 16TB in a current Mac Pro, and then boot the thing off a 2TB PCIe SSD. In other words, crazy internal storage. This new setup better offer multi-terabyte at a reasonable price.
  • AMD FirePro, whatever. AMD doesn't do CUDA apps. Will there be nVidia BTO alternatives?
  • Will these blades they're using be swappable for future upgrades? Obviously they're a proprietary Apple design, but can I pull out the blade that holds the GPU and drop in a new one in two years that has a better GPU? Or are we going for a batpopsnizzle fraking insane "throw your $8000 Mac Pro away every couple years" setup that effectively zero pros are going to go for?
Also, if we're going to go all-Thunderbolt, let's see an all-in-one Thunderbolt chassis with dual disc drives, 4 HDD bays, and at least 2 PCIe slots please.
Peripheral clutter sucks.
32GB ECC DDR3 DIMMs are available so 128GB of RAM in 4 slots is doable. You might have to drop down to DDR3-1600 or DDR3-1333 instead of DDR3-1866 though.

Anandtech said Apple won't be making their own Thunderbolt 2 expansion chassis, which is disappointing. I can understand coming up with a condensed chassis design incorporating the core components like the CPU, GPU, RAM, and boot storage, but they should have made it stackable so that expansion chassis can be directly added as needed with inset Thunderbolt ports so that no external cables are needed.


#418786 EVGA GeForce GTX 680 for Mac Announced

Posted ltcommander.data on 11 April 2013 - 09:17 AM

http://netkas.org/?p=1243

On the subject of Titan, the latest 10.8.4 beta now includes Titan drivers.


#411580 CoD BlOps

Posted ltcommander.data on 28 June 2012 - 12:38 PM

View PostJanichsan, on 28 June 2012 - 12:20 PM, said:

Yeah, it seems that one of the most "successful™" and "bestselling®" shooter® series is making its "triumphant™" return to the Mac™: Aspyr has announced that Call of Duty® – Black Ops™ (the first one™) will be released soonish®.
I think Aspyr's lawyers forgot to add a "2" when they signed the contract.  :(


#405274 GMA HD3000 on Mac OS X 10.7.0

Posted ltcommander.data on 14 October 2011 - 12:09 AM

http://developer.app..._1072_Core.html

Well it looks like Apple is actually serious about Intel IGPs, perhaps even more so than Intel themselves. Apple has added full OpenGL 3.2 Core profile support to the HD3000 with 10.7.2. That puts it ahead of Intel's own Windows drivers which I believe are still at OpenGL 3.1. What's more, Apple has also done a major update to the HD3000's Legacy profile driver, bringing it up to near extension equivalency with nVidia and ATI GPUs, including all OpenGL 3.0 extensions less GLSL 1.30. So we knew the HD3000 performance was roughly on par with the nVidia 320M and now the HD3000 has the OpenGL feature-set to match too, which ensures games won't prematurely drop support for it compared to the 320M.


#391059 Feral's upcoming project?

Posted ltcommander.data on 13 July 2010 - 10:55 PM

View Postedddeduck, on 04 June 2010 - 05:17 AM, said:

The support for cards varies per game depending on the features the game uses. In the case of Mini Ninjas a hardware feature is not supported on these older cards when running Mac OS X so we have had to exclude them from the supported list. Newer OS updates add new features to OpenGL but these are normally new features for currently shipping cards, the card you mention have not been sold in a Mac machine by Apple since June/August 2007. (Some MacPro machine may have shipped with affected cards after this date but unlike iMacs and laptops you can update your graphics card if you have a Pro).

We are looking at ways of getting the game running on the ATI X1000 and NV 7000 series of cards however as it is almost 3 years after one of these cards was sold in a new Mac means the chances of driver updates to these older cards is not likely, the latest build of 10.6.4 we tested did not fix the issue we have in Ninjas (all the heroes draw as squashed people instead of correctly).

Hope that explains things a bit for you,

Edwin
Hmm. The extensions that the X1000 series GPUs miss under 10.6.3 compared to the HD2000 and 8000 series under 10.5.8 are EXT_bindable_uniform, EXT_draw_buffers2, EXT_gpu_shader4, and EXT_texture_integer all of which I believe are DX10 hardware features. If one of those extensions are needed in newer games, than I guess no amount of OS updates will help older DX9 GPUs. In any case, thanks for the explanation.

View PostSmoke_Tetsu, on 13 July 2010 - 01:20 AM, said:

Any guesses as to what the new game added to the upcoming releases radar now that they've released Mini Ninjas is? The codename is "Dust Devil".
At first glance, I thought the "Dust Devil" picture was just a stylized version of the "Prowse" picture. I was hoping for Dirt 2, seeing I don't believe we've had a major Mac racing game in a while. But I guess, Borderlands as pointed out by others seems more likely.