I would also like to know. The Yosemite page is surprisingly devoid of new under the hood improvements.
Yep! That's exactly what I was looking for. It's really sad that they are doing this, they're always three years behind.
This is a beta. They might add more extensions during the summer.
The iOS market is much bigger than the OS X market, and i doubt that developers rewrite all OpenGL code just for a few OS X users.They might. But they almost certainly won't.
It's really sad to see Apple praising iOS gaming and doing some cool stuff like Metal API for it and completely ignoring gaming in OS X at the same time.
What games are requiring OpenGL 4.2+ anyways?
The iOS market is much bigger than the OS X market, and i doubt that developers rewrite all OpenGL code just for a few OS X users.
I talked about "Metal".Taking OpenGL to 4.4 doesn't require a 'rewrite'.
I hope they wont forsake OpenGL due to Metal.
It's not necessarily about games. It allows 3D app developers for apps such as Maya, C4D, Lightwave, etc. to provide better visual tools for 3D designers/animators. As well as other OpenGL features in other apps. It saddens me that OpenGL is still sort of the red-headed stepchild at Apple
Metal is for iOS, completely separate from OpenGL support in OS X.
I hope they wont forsake OpenGL due to Metal.
How that? What features of modern OpenGL would benefit 3D editors or other apps?
As Leman mentions above, there's absolutely no reason it will stay on iOS. It will actually make sense for Apple to make it available for OSX, as it will make game porting much easier. I believe Swift is also making it easier to write code that'll work on both platforms.Metal is for iOS, completely separate from OpenGL support in OS X.
I am just curious to know as to wether it will be a good or bad thing, when it comes to porting games from other platforms to the Mac? OpenGL has been a good aspect in that matter of course.That might be a reasonable move. OpenGL in its current state is a wall on the road to achieving higher performance, and Khronos is way to slow to address the issues. There was a very good proposal to revitalise OpenGL, which, unfortunately, never saw the light of the day. Also, Nvidia has years ago implemented various extensions which minimize the OpenGL driver overhead and achieve exactly what Apple does with Metal, but nobody seems to be keen to adopt those. For whatever reason.
As Leman mentions above, there's absolutely no reason it will stay on iOS. It will actually make sense for Apple to make it available for OSX, as it will make game porting much easier. I believe Swift is also making it easier to write code that'll work on both platforms.
I am just curious to know as to wether it will be a good or bad thing, when it comes to porting games from other platforms to the Mac? OpenGL has been a good aspect in that matter of course.
As Leman mentions above, there's absolutely no reason it will stay on iOS. It will actually make sense for Apple to make it available for OSX, as it will make game porting much easier. I believe Swift is also making it easier to write code that'll work on both platforms.
I am just curious to know as to wether it will be a good or bad thing, when it comes to porting games from other platforms to the Mac? OpenGL has been a good aspect in that matter of course.
Apple would be idiots to abandon further OpenGL support on OS X. You would lose media creation tools if they went dropped OpenGL and went to Metal only.
There is a HUGE reason for Metal not coming to OS X. You're talking about the difference between ARM-Based platforms where the CPU and GPU are designed in-house in most cases versus the x86 platform where third parties are developing the GPUs. On the desktop side, Intel, nVidia, and AMD are doing the OpenGL optimizations, not Apple. Apple has full control over the silicon of iOS devices, and that is not the case on the OS X side of things.
Who says about abandoning OpenGL? OpenGL will always be supported. But it can be a wrapper on top of something else.
This is not really an argument. . A IHV driver for Metal would be easier to implement than an OpenGL driver. And byte code-compiled shader code can be further optimised by the driver as necessary. Apple heavily relies on the LLVM toolchain here, which means that backends can be implemented with relative ease. Such approach is much better than every IHV maintaining their own shader language parser/high-level optimiser. I am not entirely sure, but it can be that Apple is already using this approach with its OpenGL driver (compiling the shader code in the OpenGL framework and then sending the byte code to the driver).
Apple isn't the one making the drivers for the Intel/nVidia/AMD parts in their desktops/laptops though. That's the part you keep overlooking. Not only is it "really an argument", it's the most significant roadblock to implementing metal on the desktop/notebook aside from the x86 vs ARM architecture differences. The GPUs in the iOS devices are based to some extent off the PowerVR GPU. That is a far different part from GPUS from Intel, AMD, and nVidia, which aren't based on ARM/PowerVR at all. At the assembly code level (where these drivers ultimately make the system calls), you can't simply use X86 Assembly on ARM or vice-versa.
I would also like to know. The Yosemite page is surprisingly devoid of new under the hood improvements.