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Originally posted by Alexmitter View Post
What I think has happened to this honored senior experienced C++ developer that, from his own words, clearly has more experience and intelligence then Linus Torvalds himself is that he googled "OSX opengl version" and got this https://imgur.com/a/HaghoOh, he quoted the big number and called it a day instead of reading what was written under it.
Incompetence but at the same time feeling competent as hell is something amazing, at least amazingly funny.
I'm really looking forward to him jumping on the next Wayland thread and hearing him tell them to upgrade to C++ (or Rust). I'm sure the Wayland Engineering team don't understand C++ either, which is why they obviously chose C (C++ is SOOOO advanced). I'd genuinely love to see him also love to see him argue Xorg with someone like Keith Packard too.Last edited by Auzy; 21 July 2020, 08:05 AM.
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Originally posted by Aryma View Post
makOS support closedGL 4.6 and Vulcan in his wet dream
Incompetence but at the same time feeling competent as hell is something amazing, at least amazingly funny.
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Originally posted by pal666 View Posti've got that 4.6 number with two seconds of research, your prediction is wrong
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i like this toxic part about linux community they defensed software and like they defense they're virginity
anyway congrats you win i hope they drop vulkan as API and all we move to ARM based system because apple decided that
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Originally posted by Auzy View PostYour entire argument is centred around a single use case. Who gives a crap if you introduce regressions eh, as long as a few games work faster it's ok..
When AMD went and submit their first code to the kernel it got rejected 3-5 times before it could get the green-light. It was either pal666 or the KDE blind-fanboy that defended the argument of it should be green-lighted regardless. (The irony I am making is that all trolls blurs into a blob so names are hard to remember).
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Originally posted by pal666 View PostI can't believe I'm literally debating with person who thinks wine managed their directx11 support better than dxvk
no directx11 support vs dxvk. fact versus appeal to authority. btw, i have more than 27 years of coding(but not in one project). and i already gave you an example of even older and larger gcc project successfully switching to c++
we know for a fact that dxvk is managed better, because it produced better result
it's already happened - dxvk is written in c++ and it already overtook wine directx11. were you living under a rock?
nobody called c an oop language. i said there's plenty of object oriented code written in c, and c++ is not an oop language. and both of those are facts. you can write object oriented code even in assembly(that's what oop code looks like after translation, after all), it just wouldn't be very convenient. and yes, in c++ it would be more convenient than in c, but c++ is just more convenient in general
why do you try to argue on subjects you are incompetent with?
Your entire argument is centred around a single use case. Who gives a crap if you introduce regressions eh, as long as a few games work faster it's ok..
And your ego has literally grown so big you honestly believe you're better than the person managing the project. Either go fork wine, or shut up. Prove you know what you're talking about.
Or please tell us at least the projects you've managed. Because frankly, it's getting tiring listening to someone act like they're a celebrity in the development community. Really looking forward to your linuxconf talk too mate about how you plan to fix wine single handedly and how you can fix all their projects too.
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Wine already doesn't work on the current macOS, they're are rewriting it to run 32bit software (e.g. games) on 64bit-only macOS Catalina (by transforming pointers and emitting the rest of the code as native 32bit instructions - macOS Catalina has no 32bit libs, but it allows to send 32bit instructions to the CPU).
OpenGL is one macOS version behind the 32bit support - deprecated in the current macOS version and missing in some next versions (with 32bit it was removed in the next version after the warning, so it can be fast for OpenGL, too). As mentioned above, OpenGL on macOS is really ancient. Fortunatelly there's MoltenGL wrapper OpenGL-->Metal, which implements newer OpenGL and even runs faster than the native. That means commercial apps can simply solve it this way.
I don't expect Valve will buy it and release as free like they did with MoltenVK. Games use Direct3D, newer OpenGL or Vulkan. Ports to macOS map Direct3D to Metal, not the old OpenGL, e.g. because that old OpenGL doesn't contain compute shaders, which are used in modern games (they would have to manually call OpenCL and complicatelly move data back and forth between OpenGL and OpenCL).
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Originally posted by Alexmitter View PostAgain, two seconds of research could have got you the knowledge
Originally posted by Alexmitter View Postthat apple hasn't updated its OpenGL stack since 2010, it is stuck on 3.3.
Originally posted by Alexmitter View PostAnd deprecated by the way.Last edited by pal666; 20 July 2020, 07:05 AM.
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