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Metal 2 API Support

Metal 2 API 1.0

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melinerunen #1 Posted Jun 28 2018 - 21:14

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Hello,

 

Since in the new upcoming Mojave update it will be the last version of mac that supports 32-bit application and also it will change the state of OpenGL to deprecated, is there any plans to have a proper port with Metal 2 support?

For example in World of Warcraft the FPS increase and stability is almost double. Also currently with the mac warpper(wine based :ohmy:), even playing with all settings at the bare minimum and also setting up the 3d rendering to the minimum it has a decent FPS but it lags extremely hard when firing or watching huge explosions.

 

And no I won't sacrifice hard disk space for the bootcamp.

 

Regards

 

Melinerunen



black_colt #2 Posted Jun 28 2018 - 21:36

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View Postmelinerunen, on Jun 28 2018 - 12:14, said:

Hello,

 

Since in the new upcoming Mojave update it will be the last version of mac that supports 32-bit application and also it will change the state of OpenGL to deprecated, is there any plans to have a proper port with Metal 2 support?

For example in World of Warcraft the FPS increase and stability is almost double. Also currently with the mac warpper(wine based :ohmy:), even playing with all settings at the bare minimum and also setting up the 3d rendering to the minimum it has a decent FPS but it lags extremely hard when firing or watching huge explosions.

 

And no I won't sacrifice hard disk space for the bootcamp.

 

Regards

 

Melinerunen

 

I reached out to CodeWeavers [who produced the WoT Mac Wrapper for Wargaming] recently and they are aware of and are talking to Wargaming about any potential issues and resolutions - e.g. CodeWeavers has a solution for the memory leak in the current WoT Mac Wrapper but Wargaming has to approve the release of any changes to the WoT Mac Wrapper, CodeWeavers is aware of the depreciation of 32-bit apps [this may be no issue as the solution to the memory leak is a 64-bit solution]

 

IIRC the next version after macOS Mojave is the OS that will not support 32-bit [at least 18 months away].

 

As the native game is based on DirectX and MS Windows I do not see World of Tanks PC moving to Metal.

 

The Wine Team has made significant advances on the on-the-fly conversion of DirectX for POSIX-compliant systems - e.g. Linux, macOS - and this reinforces my prediction that there will not be a move to Metal.

 

Not sure why you think a Wine-based solution is a negative - Wine is a very sophisticated solution for running MS Windows apps on POSIX-compliant OS[es] - e.g. Linux, macOS, and BSD.  It is not an emulator [Wine Is Not an Emulator] nor does it use MS Windows.  Rather it is a compatibility layer [software] that emulates the MS Windows runtime environment by translating MS Windows system calls into POSIX systems calls on-the-fly which avoids the performance and memory issues of other methods.

 

Additionally Alexandre Julliard, a prominent project leader for Wine, is employed full-time by CodeWeavers.

 

Many of the issues with the WoT Mac Wrapper are a direct result of the choices made by Wargaming.

 

Currently the game is a 32-bit app [a choice of Wargaming] which requires 64-bit OS[es] to run 32-bit libraries on top/within a 64-bit environment [WOW64] - this means that the OS must maintain two sets of libraries [32-bit and 64-bit] which increases the risk of error/lack of efficiency/etc.

 

Because the native game is 32-bit app and Wargaming has not approved a 64-bit version of the WoT Mac Wrapper macOS users do not have access to the HD Client even though macOS is a 64-bit OS.  This is not the fault of Apple the fault solely lies with Wargaming.

 

The successor to macOS Mojave will also present issues if Wargaming does not move to a 64-bit native game [app].  Apple is most likely eliminating 32-bit apps since the custom silicon in iOS devices and desktop CPUs has been 64-bit for several years, IIRC since the iPhone 5 and Core i3 respectively, so that they can eliminate the need for 32-bit libraries and allow them to concentrate on one code base that is 64-bit only.

 

Apple has been [burned] in the past for relying on technologies from other companies.  Those companies had to support multiple needs from many clients and not implemented changes requested by Apple since they conflicted with the needs of their other clients.  Making its own custom silicon and using a small subset of hardware allows Apple to fine-tune the user experience by tuning the respective OS for that hardware.  This includes writing your own graphics APIs.  Apple is the owner of iOS and macOS and has every right to decide what APIs will be used.

 

Microsoft has done the same with DirectX and OpenGL [which IIRC has been depreciated on MS Windows for many years].


Edited by black_colt, Jun 29 2018 - 01:21.






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