- DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 DRIVERS
- DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 DRIVER
- DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 FULL
- DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 MAC
- DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 WINDOWS
DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 MAC
As it is now, Apple is still living in 2010 and that's why gaming on a Mac is a freaking joke.
DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 WINDOWS
That means game conversions would be up-to-date for all games through Windows 8.1.
![does any mac operating system support opengl 4.3 does any mac operating system support opengl 4.3](https://venturebeat.com/wp-content/uploads/2018/06/screen-shot-2018-06-04-at-1-21-32-pm.jpg)
DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 FULL
The shame about the lack of OpenGL 4.5 support is that it's the last legacy version and had full conversion/support for DirectX 11.x calls. Otherwise, there simply won't be game support from commercial companies for anyone but Windows and consoles in the future. It's a shame developers (including Apple) can't work together to ensure compatibility. Developers are not going to want to support a whole slew of varying standards (Metal, Mantle, OpenGL 5.0) for such a small group of gamers. OpenGL is doing its own rewrite for 5.0 ( ). If Steam/Linux use it then it's not dead. And Vulkan promises to get rid of that, while still being cross-platform!Īnd now it seems we're all going back to the early 1990! (Anyone remembers this: ? ) That would already be a BIG WIN for cross-platform 3D programming.īecause quite frankly: if we won't get to a common 3D API, it's either Game Engines (which on their part put overhead already - and I don't even know about shaders: do they all provide their own Game Engine shading language, or even worse: "pre-defined effects"?), or you're stuck with a given technology.Īnd how are students going to learn 3D programming? Do you really want them to lock them into a single-platform technology? OpenGL was so promising over all these years, even though it collected lots of cruft from the past. At least the Vulkan API, which might then be simply a "wrapper" over their existing Metal implementation. So maybe Apple simply didn't want to wait, or deliberately turned away from Vulkan (worst case!) in order to have their own "unique selling point" (and be master of their own API, and change it as they see fit!).īut there is off course hope that Apple will put their experience into an upcoming Vulkan implementation of OS X, which quite frankly wouldn't be ready before the next iteration OS X 10.12 (2016) anyway, given that we can "expect a first Vulkan Draft and implementations by end of 2015". Providing another supported platform (OS X) is another incent for developers to actually use that technologyĪltough any small to medium sized game developer studio (let alone "hobby 3d developers") won't touch Metal themselves (which is by design even on a lower level than OpenGL - basically the application takes over responsibilites that were previously the duty of an OpenGL driver!), but rather use an existing Game Engine such as Unreal or Unity (which do or will support Metal), so the second point might not be that important anyway (since those Game Engines are usually cross-platform anyway).Īnd third: Metal is already there in the real world, whereas Vulkan doesn't even have a "public draft", as far as I can tell - "expected later this year". They have already invested lots of research to bring it to iOS Yes, I have to agree, from a business perspective, it totally makes sense to also port Metal to OS X for at least two reasons: There better be! Let's just hope the Apple logo on the Khronos site doesn't just sit there for nothing! That is, Apple would just be "watching" what others were (not) doing. At any rate, Metal appears to be more programmer-friendly, as well as more easily extensible. I think it is very likely that Metal/Vulkan will end up more or less feature-equivalent so that Vulkan can be implemented as a thin library on top of Metal.
![does any mac operating system support opengl 4.3 does any mac operating system support opengl 4.3](https://venturebeat.com/wp-content/uploads/2018/05/screen-shot-2018-05-29-at-3-26-44-pm.jpg)
And there might be some interaction with the Vulkan team. I am also more then sure that Apple is being consulted by IHVs and maybe even major OS X/iOS game developers for creating these APIs.
DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 DRIVERS
This is very different from how OpenGL drivers on other platforms usually work, where the IHV would usually ship a full OpenGL implementation.
DOES ANY MAC OPERATING SYSTEM SUPPORT OPENGL 4.3 DRIVER
The hardware vendors supply a much smaller driver that talks a protocol designed by Apple.
![does any mac operating system support opengl 4.3 does any mac operating system support opengl 4.3](https://venturebeat.com/wp-content/uploads/2018/05/2018052516522500-e7260330e4b7d47c63ff99ba9689d77c.jpg)
So most of the OpenGL logic on OS X is actually directly implemented by Apple. And then there is a IHV (AMD/Nvidia/Intel) module that is 'plugged' into that frontend. There is a user-facing frontend (the OpenGL framework), which is developer by Apple and contains common logic and routing.
![does any mac operating system support opengl 4.3 does any mac operating system support opengl 4.3](https://venturebeat.com/wp-content/uploads/2018/06/Screen-Shot-2018-06-06-at-2.20.06-PM.png)
Apple is implementing OpenGL in a similar way as Microsoft is implementing DirectX.