The new Mac Pro is a long-anticipated development for Apple's high end pro users, but it sure looks as if the company also created the machine for its own strategic benefit — specifically to help make its Metal API become a dominant standard for GPU-intensive software. That could have big implications for Macs, iOS devices, and Apple GPUs going forward, with history providing some insight into why this matters.
There isn't just one announcement image of the dates for WWDC 2019, there are four. AppleInsider examines what apps make the cut for all four images — and whether they're a clue to what this year's gathering will focus on.
Autodesk has published a support document announcing that it is stopping development of its Alias and VRED vertical market packages, and that older versions will not work on Mojave due to Apple's OpenGL deprecation.
Apple's move to cut OpenGL after macOS 10.14 Mojave and pushing for the use of its own Metal graphics technology has come under fire from developers, expressing concerns it will impact cross-platform game development, and even causing some to declare they won't produce games for the Mac in the future.
The Khronos Group has released new open source tools that allows the Vulkan API, a 3D graphics API, to work on iOS and macOS, a move that can make it easier for developers to port games to Apple's hardware from other platforms, while still taking advantage of technologies like Apple's Metal graphics API.
Apple is building its own GPU architecture, but why? Rather than being motivated by simple cost savings, evidence points to the timing of a significant technical leap forward that could be as big of an advance as iOS was ten years ago.
Apple's WebKit team on Tuesday proposed a new Community Group at the World Wide Web Consortium (W3C) that will focus on developing a new standard API, perhaps based on Metal, for accelerating GPU-based 3D graphics and general computation for the web.
While Metal may be the future of Apple's graphics APIs, third-party developers and developers are seeing both advantages and disadvantages to the technology, as detailed by the developer of "Deus Ex: Mankind Divided."
Imagination Technologies, the developer of the PowerVR graphics processing cores that drive Apple's A-series processors used in iOS devices, has demonstrated a new mobile engine at CES with the ability to perform realtime ray traced 3D graphics rendering, likely destined to appear in Apple's future products.
At WWDC on Monday, Apple SVP of Software Engineering Craig Federighi announced Metal for Mac, which combines the power of OpenCL and graphics crunching capability of OpenGL into a unified API that reduces draw rendering times by 50 percent.
Despite using one of the fastest Qualcomm mobile Application Processors now available, Google's new Nexus 6 and Samsung's Galaxy Note 4 fall flat in running GPU intensive apps and games—particularly in comparison to Apple's iPhone 6 Plus.
While boasting an "Octa Core" Application Processor option and an extremely high resolution display, Samsung's new Galaxy Note 4 falls flat in running GPU intensive apps and games—particularly in comparison to Apple's iPhone 6 Plus.
While many new Android flagships sport hardware specifications that appear competitive with recent iPhones, top rated iPhone games remain conspicuously missing from Google Play, a problem that Apple's new Metal API and 64-bit Application Processors threaten to only make worse going forward, despite Android's lead in unit shipments overall.
With 2.1 million pixels, the Retina HD resolution of iPhone 6 Plus demands a lot more GPU performance than either iPhone 6 or iPhone 5s to render 2D and 3D graphics at its native resolution, resulting in benchmarks with—in some cases—lower frames per second rendering results in native resolution GPU tests.