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> DEPRECATING OpenGL Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D
by electricslpnsld 8y ago
> DEPRECATING OpenGL
Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D pros.
- obl 8y agoI'm guessing it's not the end of the world for Autodesk to add a metal backend to maya. Some smaller teams might very well choose to let go of mac though.
- DonHopkins 8y agoIf they weren't already doing that just for the performance improvement itself.
- agumonkey 8y agoApple will easily ease the transition. That would be way too stupid to kill partners that way.
- deleted 8y ago[deleted]
- saagarjha 8y agoOpenGL has just been deprecated. It hasn’t been removed.
- yreg 8y agoIt will be in a year.
- Lio 8y agoDoes anyone know how this will effect Blender in the short term?
- pjmlp 8y agoNo, because contrary to HN beliefs about 3D APIs, in the real world most business already added Metal backends to their rendering engines.
- hellofunk 8y agoExactly. Not sure why everyone thinks their favorite Mac apps are using OpenGL anyway. They probably moved to Metal a long time ago — it is much better.
- SCdF 8y agoThe indie gaming community[1] would have me believe different. https://mobile.twitter.com/EvilBachus/status/1003722391627976705 https://mobile.twitter.com/EvilBachus/status/100372239162797... https://mobile.twitter.com/tha_rami/status/1003728791217364992 https://mobile.twitter.com/tha_rami/status/10037287912173649... https://mobile.twitter.com/radiatoryang/status/1003732865648119808 https://mobile.twitter.com/radiatoryang/status/1003732865648... [1] at least the portion I follow on twitter
- pfranz 8y agoI'm sure everyone's favorite /exclusive/ Mac apps are probably using Metal. I'm guessing you haven't used apps like Maya, Nuke, or Houdini. They were all written in the mid-90's on IRIX machines and later ported to Linux, Windows, and OSX. Surprisingly, 3d performance isn't always big goal of their's. My guess is the core features don't sell new versions, so even though they have annual releases those things don't get much attention. They'll have drawing issues and transparency sorting problems for years. Same with audio bugs. Their Mac support was spotty and irregular until the past 5-10 years.
- eddieh 8y agoWhen Metal was introduced for the Mac they had the Modo devs at WWDC and they ported their code to Metal in like a week or two. Not really the apocalypse.
- vvanders 8y agoWat. Metal and OpenGL two completely different APIs, shading languages and probably a whole host of other things. I've ported my fair share of things from fixed-function to programmable shader pipelines and you'd be effing naive if you think you can do that in a couple weeks on anything more than a toy demo.
- rys 8y agoI worked with a AAA gamedev recently who had written a Vulkan renderer for their game to demo quality level in 2 weeks. It all depends on existing level of abstraction for the rendering API and shading language (and to some extent assets), and how much performance and efficiency you’re happy leaving on the table.
- vvanders 8y ago> demo quality level in 2 weeks Getting pixels on the screen and shipping something to end users are to very, very different things, 90/10 rule and all that. Vulkan also has the benefit of multiple platforms supporting it so you're not doing all that work for a minority(which is what OSX is in the graphics space) platform.
- seba_dos1 8y agoIf you already had an architecture with replaceable renderers, especially with DirectX 12 one already written, adding Vulkan one will be a matter of just a few weeks. If you hadn't, it will be much tougher.
- eddieh 8y agoWell Modo isn’t a toy.
- nsxwolf 8y agoWon't there just be OpenGL drivers as a separate download? Is this any different than when they removed Java?