ggs wrote:mmar wrote:The diffrence is that the actual UI will now be using Direct3d with WPF while before the UI used (2d) GDI+.
GDI and GDI+ are 2 different interfaces to the GDI rendering engine, which is hardware accelerated since about 1995.
You really fucking like to nitpick things to death, don't you? What next? Do you require me to write a complete history of the windows rendering engines for you to be satisfied?
Of course GDI is accelerated, that much can be made obvious to anyone (using generic video drivers and specific drivers for your graphics card for example). Of course GDI+ is just an upgrade to the basic GDI API.
So yes, technicly nothing will be crippled, however the new UI will not work.
The new
UI will work, just without the extra gloss which is doing fuckall anyway. We arent talking about any actual loss of functionaility in what the UI does, just in the appearance.
Oh-nooes, how will I ever live without my slightly transparent window edges!
And why the fuck would you expect anything else? We are talking about a fucking
rendering engine and not "backend" functionality.
Thing is, it puts you in a situation to use something less then you are capable of (hardware wise). It is someting that will bug people and a clear indication of "OpenGL not really wanted here" - which, of course, is fully understandable and expected. [EDIT] Both from the technical perspective and from the buisness perspective.
Are you noticing something here?
The rendering interface really doesnt matter; 3rd party midware(a booming industry these days) like physics packages or entire game engines are vastly more important in how hard it is to port something.
True, thats why all along I've been saying that this transition will have a very minor positive impact on portability of games. Its all in the APIs. (and don't fucking nitpick me to death here - I'm saying its all in the APIs because if the middleware doesn't support OSX's APIs it's unlikely that the port will happen).
But you still arent going to see too many more games for the Mac, because it is a fuckall business market.. PC gaming is tiny compared to console gaming market. And the Mac gaming market is virtually non-existant compared to the PC gaming market.
Linux gaming, which is x86 and has OpenGL, simple doesnt exist on the beyond for a few rare statistical outliers.
The likes of EA games(which are snapping up more and more developers and publishers) isnt going to target the Mac gaming market because it is simply too small.
Isn't that what I've been saying in the last x posts? That why I mentioned specialised porting companies in the first place! Except for developers (like Blizzard) which target the Mac as a platform initialy, the porting is done by such companies and they, because of the low percentage of overall marked (what was it, 4% at last count?), have razor thin margins and as such won't port anything that isn't either a hit or easily portable.
And that won't change with this transition because Windows and OSX have diffrent APIs and, as such, require porting between them.
So lets recap; right now there are few games being made/ported for Mac/OSX. The transition to Intel won't help much in that regard since OSX APIs will still be diffrent then Windows and the move to the same hardware will solve rather marginal problems. Do to the market share of Macs, porting to that platform isn't very profitable and, barring a freak market share gain, will not be in the future. As such, Macs gamers will benefit very little from the transition.
I think that answers Zac Naloen's question quite well, how about we let the rest of the dicussion (in which we seem to have pretty similar opinions except for your need to nitpick everything to hell and back) on Vista and OpenGL die so that this thread can stay on topic, which would be Macs and their transition to x86/Intel hardware?