Archives for games
At this year’s slightly smaller SIGGRAPH show in Anaheim, the focus continued to be on VR (virtual reality) this year, in addition to a new focus on real-time rendering, cloud and other interactive areas such as AR (augmented reality) and of course gaming.
In this Viewpoint feature associate editor Akiko Ashley asks a very well-timed question about Apple: does it still support those who wish to Think different? Hinging that question on the one true product that was legend to Apple-based ‘creatives’, she frames the discussion through a wide lens that reviews Apple’s Mac Pro history—the backbone of innovators—against a new onslaught of new agendas, new markets and the transformation to mobile.
The Brenwill Workshop Ltd. has added support for OS X to their MetalGL product, unleashing the power of Metal’s low-latency rendering to let OpenGL ES games and applications perform up to 3x the number of draw calls, and benefit from the advanced tools available for the Metal development ecosystem, all without changing the way the game or app use OpenGL ES.
We discuss five issues about Vulkan and its impact on Apple in both desktop and mobile markets, and this article is chock full of info not yet contained in our other Vulkan reports.
Apple’s market-leading iPhones and iPads just got a little bit better–in the near future. New OpenGL ES 3.1 has been released and iOS and other mobile operating systems will be able to tap its power in the new feature
Apple Hearts Nvidia? Maybe…Perhaps this is less about Apple helping to save games and more about Apple being classic Apple.