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With news doing the rounds about the latest update to macOS, it turns out they're finally admitting they're doing nothing with their support of OpenGL and it's to be deprecated.

See here, where it says:

Deprecation of OpenGL and OpenCL

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.

I've seen so many complaints about the poor OpenGL support on macOS for quite some time, so it's not exactly a surprise. It's going to be a shock for those game developers not using a pre-made game engine like Unity and the likes.

"This isn't a Mac news website" I hear you scream at your monitor. Yeah, I know. However, this could have a big impact on Linux gaming, for better or worse. It could lead to developers either dropping Mac support due to the small market share and not being worth having to learn another (closed) API, or it could mean them dropping OpenGL in favour of Metal and not doing Linux version for the smaller again market share.

Interesting times we live in. Thankfully, the big game engines will take away some of the pain for developers. My Twitter feed has been—colourful this evening when news of this came in. Here's some initial reactions:

Jupiter Hell + DRL - D**m, the Roguelike developer:

Jupiter Hell is the last game that I'll do that will have OSX support. https://t.co/662OLJ0hqj

— Kornel Kisielewicz (@epyoncf) June 4, 2018

Defender's Quest developer: 

If Apple thinks this is going to drive Metal adoption, they're nuts. All this means is "All aboard the Vulkan train!"https://t.co/szY0WuJ2Oz

(Or just ignore Mac entirely, as Apple itself is doing more each day themselves)

— Lars Doucet (@larsiusprime) June 4, 2018

MidBoss developer:

Fuck Apple. If they insist on going this route I may just have to start exclusively shipping Electron web builds of my games on Mac to ensure things will keep working. Sorry for those of you on Macs but 2% of my games users is not worth implementing a whole new back end for. https://t.co/lPoqpwOL9n

— 'Shark Hugs' Eniko (@Enichan) June 4, 2018

Starsector developer:

This would mean the end of OS X support by Starsector. Unless @LWJGL comes up with some dark magic? https://t.co/2RaKk0Q5fw

— Alexander Mosolov (@amosolov) June 4, 2018

Maia developer:

I won't port thousands of lines of my engine to a non standard proprietary API. Neither will many other developers either on principle or due to OSX's tiny install base. Here lies the end of games on Apple's desktop platform. pic.twitter.com/nKUWiMKwDS

— Simon Roth (@SimoRoth) June 4, 2018

The list goes on and on like that. What will be interesting to see, is if more developers who are building the tools themselves look to projects like MoltenVK to use Vulkan on both Linux and Mac. 

I do have to wonder, if Valve knew this was coming and helped get MoltenVK open sourced to help for when this situation eventually came.

What are your thoughts?

Article taken from GamingOnLinux.com.
Tags: Misc, Vulkan
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sub 4 Jun 2018
Meanwhile all Lead-Rendering-Engine bigwigs on Twitter like:

"C'mon it's so straightforward to add an abstraction layer for rendering backends - it's the way to go, anyways."

:D
Ehvis 4 Jun 2018
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A lot (if not most) professional software still uses OpenGL (older compatibility stuff even). Seems like a harsh move to kill that off. I'm sure Laminar Research of X-Plane won't be amused either.
Shmerl 4 Jun 2018
Hehe. Apple deprecate OpenGL support on macOS. Game developers deprecate macOS support altogether. Way to go Apple to alienate developers even more.


Last edited by Shmerl on 4 Jun 2018 at 9:07 pm UTC
nox 4 Jun 2018
Hm, I find that kind of scary. Microsoft pushing their "no vulkan allowed" storefront, and no opengl on mac.

EDIT: I don't know the details, only read about it briefly. Read further down for more information from smarter people.


Last edited by nox on 4 Jun 2018 at 9:18 pm UTC
sub 4 Jun 2018
Hm, I find that kind of scary. Microsoft pushing their "no vulkan allowed" storefront, and no opengl on mac.

"no vulkan allowed" storefront.

You mean Vulkan API apps are not allowed on the Microsoft store?
Really? Can you please point me to a source?
Shmerl 4 Jun 2018
"no vulkan allowed" storefront.

You mean Vulkan API apps are not allowed on the Microsoft store?
Really? Can you please point me to a source?

I think they only allow UWP, and UWP doesn't support Vulkan. So the result - no Vulkan applications allowed.


Last edited by Shmerl on 4 Jun 2018 at 9:13 pm UTC
Shmerl 4 Jun 2018
https://github.com/KhronosGroup/Vulkan-Docs/issues/366

They might find some solution, but nothing is supported now.


Last edited by Shmerl on 4 Jun 2018 at 9:16 pm UTC
nox 4 Jun 2018
Alright, so it seems like the post I read about it might have exaggerated it a bit then. Still doesn't sound good until a solution is found.
Alloc 4 Jun 2018
Wish everyone was targeting Vulkan only and either the OSs would support Vulkan or players would move on to something proper that doesn't do such crap. With ("real") Windows supporting Vulkan that might actually work but I doubt any big dev would go this way unfortunately.
Jau 4 Jun 2018
Apple and Microsoft are insane. They want to think about their platforms as gaming consoles. When you port a graphical application on PS4, you have 2 APIs : 1 high level and one low level specifically made to optimize the rendering for a specific hardware. Here, they don't have this excuse. The hardware is never the same, so you need some kind of "adaptable" APIs. Vulkan is the logical, pragmatic solution.
They are trying to steal as much freedom as they can, imprisoning their users / developers to squeeze out as much cash flood as possible for themselves and only them *mwahahaha*... in the multi-platform era : They are insane and dangerous !
I hope Atari VCS will be a success (near 10000 donators ! ^^ ). I really do !
FireStarW 4 Jun 2018
Doesn't this also mean for mac users that their back catalog of opengl games will be unable to be playable on new versions of macos? What a crazy decision.
Cyril 4 Jun 2018
Wow, what a day.
With this news, we'll see soon or later what devs will continue to support us (Vulkan move) and what devs won't.
It might be interesting... support Linux because it can brings more customers or because It's a Free/Libre OS?
I'm a bit afraid that we can loose some devs/porters. So wait & see...
rea987 10 years 4 Jun 2018
There goes the weeks I spend to find a Mac image of ETQW to manually update it, enhance it and then repackage it for Mac users in order to increase the playerbase of the game even a bit... Great! Seriously though, wouldn't there be a way to run OpenGL games on new releases of macOS, even with third party solutions? How about MoltenGL? It doesn't seem to be open-sourced unlike MoltenVK.

https://moltengl.com/moltengl/
Avehicle7887 4 Jun 2018
Wow, what a day.
With this news, we'll see soon or later what devs will continue to support us (Vulkan move) and what devs won't.
It might be interesting... support Linux because it can brings more customers or because It's a Free/Libre OS?
I'm a bit afraid that we can loose some devs/porters. So wait & see...

For some time now we have been getting ports that the Mac users don't, a few examples are Ruiner and Vaporum. Hopefully devs will continue to see that although small, there's profit to be made in Linux, not to forget the great improvements it made on the desktop.

EDIT:

Technically, Linux is more gaming capable than Mac and you can build a system from parts.


Last edited by Avehicle7887 on 4 Jun 2018 at 10:34 pm UTC
Salvatos 4 Jun 2018
Doesn't this also mean for mac users that their back catalog of opengl games will be unable to be playable on new versions of macos? What a crazy decision.
Sounds like the kind of spiteful move I would expect from Apple.
Leopard 4 Jun 2018
Wow, what a day.
With this news, we'll see soon or later what devs will continue to support us (Vulkan move) and what devs won't.
It might be interesting... support Linux because it can brings more customers or because It's a Free/Libre OS?
I'm a bit afraid that we can loose some devs/porters. So wait & see...

For some time now we have been getting ports that the Mac users don't, a few examples are Ruiner and Vaporum. Hopefully devs will continue to see that although small, there's profit to be made in Linux, not to forget the great improvements it made on the desktop.

Actually , going OpenGL will be meaningful for small devs who wants to aim PC only and have very small chances to make it a story of success.

Otherwise , if you want to aim for mobile too Vulkan is the only way now. Since you can expand your available platforms to MacOS and Ios thanks to MoltenVK.

On AAA wise , nothing changed. Dx11 will be the dominant api (W7 , 8 and 10 ) since mobile devices are not capable to run them and Linux user base is simply not worth it.
PJ 4 Jun 2018
given that basically all 3D Apps currently use OpenGL this really seems like an awkward move (not that Macs impressed in any way when it comes to 3D content creation in recent years).
Interestingly it hurts video editing apps as well - heck, probably even more as they often rely on OpenCL.
Wonder whether Apple is going to try releasing their own 3D app (they hired a couple of 3d devs in the recent months) or whether they're simply going to piss on this segment of pro market.


Last edited by PJ on 4 Jun 2018 at 10:37 pm UTC
sub 4 Jun 2018
So can AMD ship their own OpenCL implementation?

Isn't NVidia providing CUDA on macOS?
Disharmonic 4 Jun 2018
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Apple have been trying really hard these past few years to damage MacOS with their decisions regarding software, hardware design choices and even complete lack of new hardware for certain sectors. They could very well become one of those companies that crash really hard
rea987 10 years 4 Jun 2018
Have to wait and see what they decide to do in future MacOS releases. It's possible they might provide a shim library of some description to emulate, but then they have shown in the past not to really care for backwards compatibility sometimes.

Apple is infamous for unplugging widely used compatibility solutions for the sake of their innovative apps. Remember Rosetta which made possible running PowerPC applications on Intel based Macs? It was discontinued starting with Mac OS X 10.7 all sudden. Everyone was furious and claimed that no one will upgrade to Lion in order to keep their PowerPC software running; but in the end people moved on and Adobe, Autodesk, Microsoft ended up profiting hugely thanks to forced upgrades. Same will surely happen to those who reject to use cloud based software solutions (Creative Cloud, Office 365, etc) in favor of traditional installations.

Gaming has always been an afterthought for Macs but considering the potential software suit upgrades, Apple simply doesn't care at all. Hack, a barely used Macbook Pro in my former work had 20k€ worth Adobe + Microsoft software installed in it; not a single being but me (1h of basic Illustrator edit) even touched those. As many middle sized, poorly managed companies are being constantly rooked that way, imagine the possibilities...

Anyway, as I investigated a bit, if Apple eventually terminates OpenGL in upcoming releases of macOS; MoltenGL and LWJGL might be the only ways to run OpenGL software on Macs. I have no idea, how that would be utilized by users.


Last edited by rea987 on 4 Jun 2018 at 11:26 pm UTC
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