Apple Deprecates OpenGL and OpenCL in macOS 10.14 Mojave 269
In macOS 10.14 Mojave, which Apple unveiled on Monday, the company is deprecating OpenGL and OpenCL technologies in its desktop operating system. In an announcement post to developers, the company wrote: Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders. PCGamer reports that several developers have expressed disappointment over the decision. AnandTech reports that the company is doing away with OpenGL and OpenCL in iOS and its other operating systems as well.
No doubt... (Score:4, Insightful)
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The Macintosh was Rad as Fuck.
Now I'm using Linux built in to my Windows and loving it, what happened to thi
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Those were the days.
Re:No doubt... (Score:5, Interesting)
Ignoring standards, enforcing proprietary interface... no doubt, Apple is the new Microsoft :-/
Last nail in the coffin for the concept of Apple as engineering workstation. But that concept died long ago. Seriously, Apple will get hammered for this one, and not just by engineers. Dropping OpenGL is not an option, there is just too much code in the wild. OpenCL maybe, but I don't see Apple gaining any love for that either, quite the contrary. My take on it: Apple is setting itself up to eat crow a year down the road and humbly slither back into the Vulkan/OpenCL camp.
The only one who gets hurt by this latest "your're holding your headphone jack wrong" blunder is Apple. Can't shed a tear.
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My take on it: Apple is setting itself up to eat crow a year down the road and humbly slither back into the Vulkan/OpenCL camp.
I would say developers are likely to target Vulkan via MoltenVK so they don't need to write Apple-specific code when Apple might simply abandon Metal anyway. Apple has had poor support for GPU acceleration even before Metal came out on the desktop, the latest supported version was OpenGL 4.1 in mid-2010 and Metal didn't come to Macs until 5 years later in mid-2015. Apple has never been very good at GPU support.
Re: No doubt... (Score:4, Interesting)
That is a known risk of developing for the Apple platform.
Which is also why Apple never got a serious foot hold in the enterprise market.
Any Mac Developer or Apple developer should know by now, they are one version away from a major rewrite.
While it does suck, it does help keep the software for the Mac current, and built for cross compatibility in mind, or at least with best practices.
Mac users don't often run into cases like we do in windows where someone running windows 10 and Office 95. Or that third party VB app built with hundreds of active X controls, that get unregistered on you randomly.
Re: No doubt... (Score:4, Interesting)
why Apple never got a serious foot hold in the enterprise market
But Apple did, and does, have a serious foothold in the creative industries, and deprecating OpenGL breaks display acceleration in After Effects and Premiere.
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Free cross-platform alternative to Adobe After Effects: Fusion 9
Free cross-platform alternative to Adobe Premiere: DaVinci Resolve 15
And even the pay-for versions of those products are of a pretty reasonable cost given what they do.
Re: No doubt... (Score:5, Interesting)
Apple got its tail kicked by Linux in the animation industry, others to follow. Tried Krita? It rules.
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Are you the Apple user?
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But Apple did, and does, have a serious foothold in the creative industries, and deprecating OpenGL breaks display acceleration in After Effects and Premiere.
They did, but after FCP X and the trashcan Mac Pro design how many are left? They're trying to sell on you on eGPU solutions and external Thunderbolt storage and whatnot but I would think many video professionals built a big box. Unless they want in the field editing, in which case I'd get a "luggable" desktop replacement PC that is too niche for Apple to make. Particularly now that GPU acceleration is getting to be a big thing. Personally I hope DaVinci Resolve will see some more love, because it's availab
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why Apple never got a serious foot hold in the enterprise market
But Apple did, and does, have a serious foothold in the creative industries, and deprecating OpenGL breaks display acceleration in After Effects and Premiere.
Relax! They're just being Deprecated. Those things will still work...
It will likely be another 5 major versions of macOS before they stop being supported entirely.
For example, CarbonLib was Deprecated EONS ago; but I think that QuickTime 7 still works in High Sierra.
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why Apple never got a serious foot hold in the enterprise market
But Apple did, and does, have a serious foothold in the creative industries, and deprecating OpenGL breaks display acceleration in After Effects and Premiere.
Deprecating OpenGL doesn't break anything...removing it would but deprecating it does not. It has effectively been deprecated for a long time now (Apple's platforms and devices are only capable of OpenGL 4.1, which is relatively very old) they've only now made it official.
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Tech that has proven to be reliable and working over many years is not "very old", it is called VERY UBIQUITOUS. Just like your bicycle.
It can be both. OpenGL 4.1 is very old, all the platforms that support more recent versions of OpenGL also support 4.1 (even a Macbook pro from 2015 with a Radeon 370 that only supports OpenGL 4.1 on macOS can support OpenGL 4.3 if you run Windows or Linux on it). So if that's what you want to target that's fine but Apple does not support more recent versions, the most recent it supports is 4.1 (which is very old and doesn't support many of the new and more modern features of later versions of OpenGL).
Re: No doubt... (Score:4, Insightful)
There is that rub about Apple, they force you into the future whether you like it or not.
How is fucking with standards forcing anybody into the future? Sounds more like the past to me, that is, Microsoft. Except without the market dominance. "Courage."
Re: No doubt... (Score:5, Informative)
an outdated one
If you think OpenGL is outdated then you are living on a different planet. The OpenGL 4.6 and OpenGL Shading Language 4.60 Specifications were released on July 31, 2017 [khronos.org] There is not even a remote chance that OpenGL will be displaced by Vulkan in the big dollar engineering sector, which is more than enough to ensure that OpenGL lives on forever, never mind the thousands of applications using those libraries. Vulkan for performance games, OpenGL for pretty much everything else. That is the status quo and it won't be changing fast, if ever.
Apple is courageously moving in an idiot direction. Just keep doing it please.
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"There is not even a remote chance that OpenGL will be displaced by Vulkan in the big dollar engineering sector"
Don't be so sure. Open standards thrive when large orgs get a benefit from them, not just a community. There always has to be a business behind the standard.
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Big Dollar Engineering have to deal with customers who aren't willing to pay millions of pounds just to upgrade every engineers workstation to the latest gaming card. They want solutions that work on their oldest machines, in order to maximize the return on their investments. Sometimes they'll pay for applications that use a supercomputer to do rendering and stream the final images to an old PC. Simply because they have the supercomputer with some spare nodes and an old PC and it's a configuration they want
Re: No doubt... (Score:4, Insightful)
No, they're trying to force developers into a proprietary standard as opposed to open standards. Metal does not offer anything that vulkan doesn't, except for Apple's self proclaimed 10x speed increase, which they base on absolutely nothing.
Basically, Metal is Apple's DirectX.
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They are not "fucking" with standards, they are dropping support for one. And an outdated one at that. Apple tried to rally the industry around the open standards, and the industry moved a different direction.
No they didn't, they developed the closed, proprietary set of APIs called Metal and ignored standards bodies. AMD by contrast developed Mantle and contributed it to the open standards Khronos group to form the foundation of Vulkan.
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I'm worried because I still play Diablo 2, which I'm pretty sure requires OpenGL and I'm pretty sure Blizzard is *not* going to port it to metal.
Why am I playing such an old game? Why should you care? But in my household it has been, and still is, the most played game by everyone. There's a certain amount of game de jour, but in the long term, it always goes back to Diablo 2.
I just realized it will put the final nail in the coffin for the orphaned 3d suite I use. Which sucks, but I've been afraid of OS updates killing it without anything this drastic (not an idle concern as that actually happened while it was still being supported). And the suite is not readily replaced -- it fit a rather specific niche and nothing else does what it did.
Damn.
Again, it's NOT going away today, tomorrow, or maybe even EVER.
Those two standards are just being DEPRECATED. Apple will continue to include those Libraries in macOS for a LONG time.
Your Diablo is safe.
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Also helps line developer's pockets, as Adobe CS4 is only 32 bit and when it stops being supported by OSX, you pretty much have to pay Adobe whatever it asks for the current version (I believe that take $1000 cash or monthly installments on par with a compact car lease payments)
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Also helps line developer's pockets, as Adobe CS4 is only 32 bit and when it stops being supported by OSX, you pretty much have to pay Adobe whatever it asks for the current version (I believe that take $1000 cash or monthly installments on par with a compact car lease payments)
No that's part of the benefit of the subscription model, like it or not if the underlying platform change forces developers into a more modern architecture (personally my view is that would be Vulkan - MoltenVK on MacOS - rather than Metal) then the software users aren't hit with a big bill to upgrade all their software.
Re: No doubt... (Score:4, Informative)
That's $600 per year. Every year.
That is far more expensive than a single license of CS which could be used for years once you paid for it.
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That's $600 per year. Every year.
That is far more expensive than a single license of CS which could be used for years once you paid for it.
But if you truly ARE a "Pro", that's a ridiculously-insignificant cost. $50 a month is about $150 less than one Graphic Artist's coffee purchases per month.
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That's $600 per year. Every year.
And you stay up to date, what was the cost to do that on the perpetual license system? Even assuming you bought the full version and then upgraded every year? It was a lot more than that.
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Not used to games either I guess, as running older games is a very common occurence. Presumably there'd be a way to add OpenGL back, or is Apple now going to require that all libraries be signed? (it already requires debuggers to be signed which is an immense development headache)
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Not used to games either I guess, as running older games is a very common occurence. Presumably there'd be a way to add OpenGL back, or is Apple now going to require that all libraries be signed? (it already requires debuggers to be signed which is an immense development headache)
It's STILL THERE, and will be for a LONG, LONG time. Apple is just trying to get Devs. to move to Metal OVER TIME.
Sheesh!
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They have Metal and there are third party libraries to map Vulkan onto Metal. Their versions of OpenGL don't support modern GLSL features like Uniform Buffer Objects, so that's already broken. The goal is to unify iOS with OSX. Perhaps some third party could implement the OpenGL state machine over Metal or Vulkan.
Oh, fuck.... (Score:2)
So now we have *THREE* "standards"?
(insert profanity laden outburst reminiscent of Steve Martin's scene in Trains Planes and Automobiles when his rented car is stolen).
The infuriating part for me... (Score:5, Insightful)
Is OpenGL support *FINALLY* got good enough on linux to support both native and emulated software for the past 20 years... and now everybody is for ripping it all back out again before the fine polishing is done and replace it with something ELSE.
This is why we never have nice things in the computer world. Nobody is willing to take a pause on the standards train and finish up something so it is verifiable, immutable, and secure, while working on the either the next iteration of the standard, or an entirely new standard experimentally while benefiting from the existence of the old stable one until the new standard at least reaches the same level of stability as the old one had when the new one was started. As a result we've got a nightmarish morass of half implemented and broke standards some of whose least documented corner cases cause software breakage that may be difficult or possible to infer in future bug fixing endeavors because the particular iteration of documentation or discussion of the bug in question no longer exists.
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How can you pause and finish up the standards implementation when someone is juuuusssttt about to release a newer, better standard? Better giddyup and release the next iteration of the standard, don't finish the current one.
I think most of the problem is the 90/10 rule. The last 10% takes 90% of the time and it's boring and uninteresting work that involves fixing bugs and making the hard to work bits work right.
It's not nearly as interesting as dreaming about a new, better standard that's broader, more al
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How can you pause and finish up the standards implementation when someone is juuuusssttt about to release a newer, better standard?
OpenGL standardization is going just fine, the latest is 4.6 last August, now supporting Vulkan's intermediate shader code (SPIR-V) and a bunch of other goodies including improved parallelization. You don't want this for your next 3D shooter, but you do want it for a CAD system or to learn 3D graphics. Trust me, you do not want to start with Vulkan, which is pros-only zone.
Re:Oh, fuck.... (Score:5, Insightful)
No, we have one standard (OpenGL and subsequently Vulkan) and two proprietary implementations (DirectX and Metal).
In Windows land, the only thing that is required to work (by Microsoft) is DirectX, but in practice the GPU vendors always have to support OpenGL and Vulkan.
It may be possible that Apple is taking a similar stance (according to Microsoft in the strictest interpretation, neither OpenGL or Vulkan is 'supported' in Windows either, last I heard). I don't know if GPU driver vendors are going to be similarly empowered to bring Vulkan support regardless of the OS not doing so.
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Note that in the Windows case, the OS does not provide nor need it provide the APIs, the APIs are provided by the GPU vendor as part of it's 'driver' package (which also generally includes OpenGL libraries).
Microsoft also deprecated the APIs, but that does not preclude third parties from stepping in to do what's required. At the time there was a great amount of fear and assumptions that it was going to kill off OpenGL, but in the end OpenGL carried on forever because it turned out there was a market for a
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The shader code already needs to be compiled by the graphics driver to the particular GPU architecture anyway. It's just an extra compilation step.
Vulkan at least will be multiplatform and already has significant support in Windows for example.
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Why do you need approval? On Windows at least (maybe the only good thing about it) is that you don't need Microsoft's permission to run your own software, libraries, drivers, etc.
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Why do you need approval? On Windows at least (maybe the only good thing about it) is that you don't need Microsoft's permission to run your own software, libraries, drivers, etc.
And you REALLY think that isn't true on macOS?
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Well vendors supply support for OpenGL and Vulkan in their drivers for Windows, Apple restricts that which is why OpenGL support is stuck at the 2010 release (5 years before Metal was even available on MacOS) and why Vulkan is only available as an abstraction over Metal and not as a native driver library.
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As I read it, they are actually deprecating the API's
"Deprecating" does not mean "not supporting", it means "trying to scare developers'. They will succeed at that: developers will be scared away from Apple, more than they already are.
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As I read it, they are actually deprecating the API's, which I would take to mean that while existing applications will continue to work, any (new) applications that utilize them will not pass the criteria for approval.
Which only matters if you are selling them on the Mac App Store.
Re:Oh, fuck.... (Score:4, Interesting)
I imagine this has a lot to do with the announcement during the WWDC keynote that they are working on allowing iOS apps to run in macOS. That's far simpler if they stick with Metal and do away with Open GL.
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If you are saying they won't support iOS OpenGL apps, that's one thing toward your hypothesis. It would not, however, make anything easier for iOS apps if macOS apps can't use OpenGL....
Re:Oh, fuck.... (Score:5, Interesting)
Which should pretty much tell you that OSX is dead now. Apple is just figuring out the recipe for boiling the frogs slowly enough they don't know what is happening. Looks like they go it down
0) Build a large library of applications in the locked down iOS eco system
2) Don't abandon but scale back the technical and QA investments in OSX just enough that people feel it across a few generations.
3) Choke out the MacOS ecosystem by making it complete with iOS apps that can now run on OSX.
4) Convince existing MacOS users to move to iOS devices because hey all your software is iOS apps now anyway.
5) Walled garden complete, semi open platform gone, most customers retained and locked in, profit!
Heck there isnt even a ??? step
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You're implying that there are indeed iOS apps that are worth running on OSX. Evidence?
Re:Oh, fuck.... (Score:4)
Which should pretty much tell you that OSX is dead now. Apple is just figuring out the recipe for boiling the frogs slowly enough they don't know what is happening. Looks like they go it down
0) Build a large library of applications in the locked down iOS eco system 2) Don't abandon but scale back the technical and QA investments in OSX just enough that people feel it across a few generations. 3) Choke out the MacOS ecosystem by making it complete with iOS apps that can now run on OSX. 4) Convince existing MacOS users to move to iOS devices because hey all your software is iOS apps now anyway. 5) Walled garden complete, semi open platform gone, most customers retained and locked in, profit!
Heck there isnt even a ??? step
There hasn't been a OS X release since 2016 when they changed the name to macOS and large portions of your rant apply to Windows+DirectX too. Neither of those two is dead yet so I think your predictions of the death of macOS (which is presumably what you meant) are somewhat premature. Personally I would have liked to see Apple go for Vulkan instead of pissing about with their own API but there is at least one compatibility layer, MoltenVK, so I'm not seeing any reason to go into a full-blown panic attack and twist my underpants up into a bunch. Besides, Apple has been known to do a 180 and it would not surprise me if they just decided out of the blue to switch to Vulkan at some point in time. Until then my (rather insubstantial) gaming needs are perfectly well served by macOS/iOS and if I ever feel the need to do any hardcore gaming I'll either buy a console or (Yuck, Yuck! and triple YUCK!) buy a Windows box for gaming.
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I imagine this has a lot to do with the announcement during the WWDC keynote that they are working on allowing iOS apps to run in macOS. That's far simpler if they stick with Metal and do away with Open GL.
OpenGL already works on both.
Going from Mac->iOS might be difficult if you didn't plan for it but going from iOS to Mac (ie. OpenGL ES to OpenGL) is easy.
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Again you're getting this wrong. They said they were going to bring UIKit to macOS. That's all. The press is reporting on this like it's going to be some sort of magic thing that lets your iOS apps run on the Mac, oe that they're merging the operating systems, or that the Mac is going to have at touch interface. It's not that.
There's two UI libraries in the Apple world. The Mac uses AppKit and iOS uses UIKit. They have similarities but they're different enough to be a challenge. The big overall thing is tha
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Code your app correctly using constraints and traits and form factor changes don't matter.
Pretty much the same for dark theme.
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No, hardware vendors have to re-implement OpenGL in their custom drivers because Microsoft refused to do it
Of course they have to do that, how do you expect Microsoft to write an implementation of OpenGL for every vendor's hardware? It's exactly the same on Linux, the vendor provides the OpenGL driver which is the implementation of OpenGL for their hardware. This is also why the free software drivers lag the proprietary ones, because the free software devs are trying to write an OpenGL implementation for hardware that they don't have the full specifications for.
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So now we have *THREE* "standards"?
Apple's pale imitation of Vulkan is not standard and never will be. What we have is, alienating developers and users at the same time. Good job.
Re:Oh, fuck.... (Score:5, Insightful)
Metal came before Vulcan retard.
Apple cultist much? Shows.
Mantle came before Vulkan. Mantle came before Metal. Apple knew that the Vulcan standard was in development and idiotically forked Metal from it. Vulcan is a standard, Metal is not. Metal is just a piece of proprietary crap, that does not have the broad, consistent feature set of Vulkan and does not have the developer mind share or the application base. Mantle will descend further into crapland while Vulkan goes on to new amazing achievements. (Have you seen the demos? Have you seen the shipping games? Can you spell "Doom"? Heh.)
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Metal was in development for several years before its first release in 2014
Exhibit A: AMD originally developed Mantle in cooperation with DICE, starting in 2013 [wikipedia.org]
Exhibit B: Metal has been available since June 2, 2014 [wikipedia.org]
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Mandatory XKCD (Score:5, Funny)
https://xkcd.com/927/
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That's not quite accurate: Developers can port games to from Macs to Windows? Ridiculous! We need those platform exclusives!
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Has Apple had any platform exclusive games in the last 2 decades?
On iOS, yes.
I figured they went with OpenGL because at least that way they would get in on the cross-platform games and only lose out on the DirectX games.
They supported OpenGL because that's what all the "workstation" applications wanted. They probably haven't rushed to support OpenGL 4 because Adobe and Autodesk and Avid don't strictly need it.
apple wants there own DirectX to bad mac don't hav (Score:2, Insightful)
apple wants there own DirectX to bad mac don't have good video cards or cpus.
And no the $5K imac pro with down clocked cpus does not count.
Apple loves throwing away their users (Score:4, Insightful)
That is completely false (Score:4, Interesting)
Apple is doing a lot to help many scientific libraries adopt Metal instead of OpenGL, because it provides more modern GPU support and improves performance.
Only on Slashdot could Apple helping give the scientific community performance gains with existing hardware be considered "throwing away the scientific community"
Not to mention that Slashdot, a supposedly technical community, seems to have forgotten what "deprecate" even means. It's not like OpenGL is gone next year, it's still around and supported - it just means that something coming AFTER Mojave (so earliest, 2020) will drop OpenGL. It might even be after 2020...
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It's absolute fact that moving to Metal yields performance gains over the same code in OpenGL. So how can you claim it does not improve performance? How can you claim better performance does not help scientific research, which typically has budgetary constraints?
On Apple hardware, sure, it yields performance gains. However, given the budgetary constraints you mentioned, how many cash-strapped scientific programs in need of solid GPU performance are going to opt for Apple, especially when the GPU(s) in the
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However, given the budgetary constraints you mentioned, how many cash-strapped scientific programs in need of solid GPU performance are going to opt for Apple
Plenty when they can use eGPU based systems so they don't have to spend a ton on the core computer, yet still get the lower administration cost, and stability of a UNIX based system.
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It certainly doesn't run better for machine learning.
If you want performance for machine learning then now the best approach is really to exploit volta tensor cores using CUDA, so target platforms are Windows or Linux (locally or cloud). Metal is certainly not the best approach for machine learning performance unless you're limited to macOS with mac supported hardware.
Sad but understable development (Score:4, Interesting)
At some point, apple bet big on OpenCL on the mac, even by rewriting big chuncks of the OS to use it. Anyone remembers grand central dispatch?
But I guess they got tired of waititng for the standards bodies to deliver the functionality they needed, and just as they did with PCIe Solid state storage, they developed their own technology and went their separate way.
Still, sad to see this happen, as going metal only (no OpenCL, no OpenGL and no Vulkan) means less games for my mac, and less support for a true multiplatform standard
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Q) What does Microsoft embracing POSIX have in common in with Apple abandoning it?
A) They're both signs of defeat.
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Dispatch is still there, not sure what the concern is:
https://developer.apple.com/do... [apple.com]
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OpenCL really never took off though.
CUDA was first, fast, and runs well on Linux -- the primary platform of GPGPU engineers. OpenCL, on the other hand, can run on slower AMD based video cards. Your OS choices are Windows (less supported by the open source community), Linux (less supported by AMD's video driver), or on macOS (unsupported by Apple's hardware who's flagship server was last updated by Steve Jobs [wikipedia.org].) And if you're going to use NVivida hardware anyway, you may as well use CUDA.
I don't like the smell of this. (Score:2)
Apple seems to nibble to death it's karma it has with opinion leaders, i.e. us. This could spell trouble for projects like Blender and Xonotic. ... Could be that I might be staying away from new Apple hardware for good.
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You'll save yourself a few bucks by never buying Apple again.
Courage! (Score:2)
Period.
How will this impact WebGL support? (Score:3, Interesting)
Has Apple given any hints on how this will impact WebGL support in Safari, Firefox, Chrome?
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Mod parent +1 insightful.
As a WebGL developer I'm curious about how this impacts support in the future as well.
OpenGL ES and by extension, WebGL, are standardized across desktops, tablets, and SoC devices. While Metal is a good clean break from all the legacy baggage being locked into a proprietary API is not good for anyone.
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Really Sucks... (Score:2)
Relevance? (Score:2)
OpenGL and OpenCL (Score:2)
OpenGL and OpenCL.
Legacy.
This should be used as exhibit A any time someone tries to cast doubt over whether Apple have gone completely fucking batshit loco.
Re:WTF is metal? (Score:5, Insightful)
I guess Apple doesn't want to play with others?
You just noticed that?
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Macs don't have modern 3D capabilities at the moment. It's not a major driver.
Re: Goodbye Games (Score:2)
trade->Apple->Open new Short.
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I know a lot of people running MMOs on Macs because there's cross platform support. There's a big enough demand for this that some games even added official support for Macs.
Re:Goodbye Games (Score:5, Interesting)
I remember when Microsoft dropped OpenGL from the Windows platform. In practice, nothing changed as the GPU vendors kept providing OpenGL implementations anyway.
It just meant that MS was stopping the rather crappy job they were doing with OpenGL that the GPU vendors were already replacing anyway.
It being Apple, they could throw a bigger fit and forbid it, but at least it's possible that OS dropping support may mean nothing in practice.
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I remember when Microsoft dropped OpenGL from the Windows platform.
Well the implementation generally came in the form of an MCD anyway and the obvious progression was to move to an ICD model (the same as is done on Linux) especially as hardware became more complex so vendors could implement the OpenGL spec for their own hardware.
It being Apple, they could throw a bigger fit and forbid it, but at least it's possible that OS dropping support may mean nothing in practice.
Apple doesn't use an ICD model for OpenGL, that's why the best OpenGL support you can get on a Mac (even before the 2015 introduction of Metal on the Mac) is 4.1 from 2010. Apple always lagged in OpenGL support, it's never been very good.
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This argument could be applied to directx too but microsoft still shipped directx with windows.
Of course they do, they are the vendor of DirectX and the platforms on which it is supported so it makes sense for them to ship it, the actual hardware implementation is still supplied by the hardware vendor though.
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There will be no more support for cross-platform games on the Mac, then, I guess. Until someone makes a translation layer that will translate OpenGL calls to Metal, that is.
If Apple follows their standard game plan, no apps that translation layers not available in source form will be allowed on the platform. Fortunately, Valve has convinced MoltenVK [wikipedia.org] to release their Vulkan 2 Metal translation layers in open source to allow this.
Unfortunately, Vulkan isn't OpenGL, but it's OpenGL evolved, so unless there is someone that wants to do this for backward compatibility purposes, OpenGL is dead...
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Looking at their revenues, I don't think Apple is in any danger.
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Now look at their OSX revenues.
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Not supporting Android, iOS, Switch, PS4, and Xbox One? Collectively that's a larger market than Windows and Linux. And Linux is the smallest market of the bunch. (Android != Linux, practically speaking)
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So instead of helping to develop Vulkan they go off and make their own thing which will basically make games less likely to support Mac? It's just as bad as Microsoft pushing DirectX as only Windows.
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