Comments (5)
In that case I think a more precise note in the README would be appropriate. Just state that macOS is not supported at all. The current note is very confusing.
That's a good point of feedback. I'll make that change now.
Vulkan wasn't invented by the fruit people, so ...no bueno. MotenVK is a thing but it's limited. You'd probably need/want a direct Metal port.
Sorry -- MoltenVK is what I meant here, but yeah, almost certainly limited - though to what degree I don't know. Direct Metal would almost certainly work better, as you say.
Sorry, Transform Feedback. As I said, I don't have in-depth knowledge about rendering tech (I've only been a curious user so far) but AFAIK it's the predecessor to compute shaders. It's frowned upon nowadays because it complicates drivers and CS are much better but it's the only option to get CS-like functionality on lesser software stacks as is the case here.
Gotcha. Unfortunately, unless someone in the community would like to take that burden upon themselves to develop, I don't really see transform feedback being utilized as a fallback method anytime soon, esp. for a relatively dead game like MM/MMCE.
from marble-marcher-community-edition.
Hi! Yes, MM does depend on compute shaders. Mac porting has essentially been abandoned due to this - unless someone is up to porting it to Vulkan?
Not sure what you mean by TF.
from marble-marcher-community-edition.
MM does depend on compute shaders. Mac porting has essentially been abandoned due to this
In that case I think a more precise note in the README would be appropriate. Just state that macOS is not supported at all. The current note is very confusing.
unless someone is up to porting it to Vulkan?
Vulkan wasn't invented by the fruit people, so ...no bueno. MotenVK is a thing but it's limited. You'd probably need/want a direct Metal port.
Not sure what you mean by TF.
Sorry, Transform Feedback. As I said, I don't have in-depth knowledge about rendering tech (I've only been a curious user so far) but AFAIK it's the predecessor to compute shaders. It's frowned upon nowadays because it complicates drivers and CS are much better but it's the only option to get CS-like functionality on lesser software stacks as is the case here.
from marble-marcher-community-edition.
MoltenGL may also be an option, but I haven't looked much into this.
from marble-marcher-community-edition.
MoltenGL may also be an option, but I haven't looked much into this.
MoltenGL only implements GLES2.0 which doesn't support compute shaders either.
Google's ANGLE might be an option but it only implements up to GLES3.0 atop of Metal and we need 3.1. You could perhaps run GLES3.1 atop of Vulkan atop of Metal perhaps but at that point you might as well use Zink which is supposed to work on mac but I've never gotten it to work.
from marble-marcher-community-edition.
Related Issues (20)
- Option to permanently show the FPS
- Option to disable the temporal denoiser
- Change ingame timer from jiffies to milliseconds
- Option for native/window resolution
- Option to reset the settings to default HOT 1
- Change default language selection to english HOT 2
- Duplicated / stretched pixels at the left and right screen borders
- Animated levels seem to keep moving when opening the settings HOT 1
- changing the auto-exposure target seems to give a performance boost
- During sped up countdown the mouse sensitivity is greatly increased
- When finishing the game, the end music still plays even with music & fx disabled HOT 1
- Add some stages where the marble has a weapon of some kind and does a boss fight HOT 1
- No video output on Arch Linux HOT 19
- Mac OS Building Issues HOT 5
- Ship as Snap, Flatpak or AppImage HOT 1
- Pause menu DoF is not cleared when clicking restart HOT 1
- how is the renderer so efficient? HOT 1
- Mouse causes lag HOT 3
- white screen (exept ui) HOT 3
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