Twitch Upcoming!

We're delaying our Twitch till AFTER a very specific KS update. You'll know what one, we'll talk about the twitch in the update. We need all hands to get this one ready.
Which still means something good is coming.
https://www.twitch.tv/missingworldsmedia

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Cuppertino? I think we have a problem ...

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Redlynne
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Cuppertino? I think we have a problem ...

http://preta3d.com/os-x-users-unite/

Looks like there's a major problem with OpenCL drivers on OS X. Don't know if this is relevant to City of Titans.


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Lin Chiao Feng
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Cupertino. Not CuppaJo.

Cupertino. Not CuppaJo.

Has anyone seen my mind? It was right here...

SisterSilicon
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Unreal Engine 4 has PhysX

Unreal Engine 4 has PhysX built-in, so it doesn't utilize Apple's OpenCL drivers. And I think Mr. Ciccone is being too kind to Nvidia. They've been underdeveloping their OpenCL drivers to promote their own CUDA API for years. I think Apple gets caught in that BS because they seem to switch between Nvidia and AMD GPUs with every refresh of a Mac model line, so the OS guys have to hamstring AMD performance just to get things (barely) running on Nvidia.

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Lothic
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Wow. Regardless of Nvidia or

Wow. Regardless of Nvidia or AMD playing compatibility games it sounds pretty bad to have the OpenCL drivers directly embedded in OS X. Almost sounds like another attempt of Apple to control/conceal "proprietary" systems and as a result has made things too difficult to independently update. Sounds like there's plenty of blame to go around for all the major parties involved.

CoH player from April 25, 2004 to November 30, 2012

SisterSilicon
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It's just the different

It's just the different priority Apple and Microsoft placed on OpenCL in their operating systems. Apple considered OpenCL a key feature of OS X when they introduced it in 10.6 Snow Leopard. They intended it to work on top of their Grand Central Dispatch concurrency API. Their intent was to allow developers to run OpenCL calls through GCD so the OS could load-balance GPU compute units and CPU cores on the fly. OpenCL is a Khronos Group standard, just like OpenGL/Vulkan, so Apple wasn't trying to co-opt it or conceal it. If they're guilty of anything, it's building a secondary function dependent on component vendors so close to the core of the OS.

Microsoft, on the other hand, considered OpenCL competition for DirectX, just like OpenGL, so they did what they had done with OpenGL driver support: Washed their hands of it and left it to AMD, Nvidia, and Intel. And since neither OpenGL nor OpenCL are popular with game developers, neither gets properly optimized. Windows still has it better than OS X just on an Incumbent 800 lb. Gorilla basis.

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Welp, so much for OpenCL,

Welp, so much for OpenCL, OpenGL, and Vulkan anywhere but Linux. Apple just rendered them moot points at WWDC today by announcing that their own concurrent-draw-call/low-level API, Metal, is being ported from iOS to OSX El Capitan. Epic Games was on stage demonstrating Metal support in Unreal Engine 4 (Yay!) with an alpha build of the Mac version of Fortnite, and Adobe was showing off some ridiculous performance gains in After Effects from replacing OpenCL with Metal.

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Lin Chiao Feng
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Explains why Apple didn't

Explains why Apple didn't bother putting resources into OpenCL.

Has anyone seen my mind? It was right here...