These days if you want to support macOS, Windows, Linux: I say good luck to you, Electron can save you there.
Electron is not crap, but many javascript developers are crap. You can make fast and memory efficient apps in Electron, if you know how to code.
(Note: Slack or Discord developers don't have that skill)
`browserwindow.setHasShadow(false)`
Could possibly just hotpatch my existing app, add this to the packed in javascript .asar resource file and not having to make a new build with updated Electron version.
Good example of how the bottlenecks are often not where you think they are, and why you have to profile & measure (which I assume Viti95 did in order to find that speedup so early on). The status bar percentage?! Maybe there's something about the Doom arch which makes that relatively obvious to experts, but I certainly would've never guessed that was a bottleneck a priori.
"SMW is incredibly inefficient when it displays the player score in the status bar. In the worst case (playing as Luigi, both players with max score), it can take about a full 1/6 of the entire frame to do so, lowering the threshold for slowdown. Normally, the actual amount of processing time is roughly proportional to the sum of the digits in Mario's score when playing as Mario, and the to the sum of the digits in both players' scores when playing as Luigi. This patch optimizes the way the score is stored and displayed to make it roughly constant, slightly faster than even in the best case without."
So thanks for the developer of this!
I may or may have not seen HDR content accidentally, but I’m not sure.
That doesn't stop them from implementing both Metal and Vulkan.
Vulkan is everyone's ticket out of that mess. Not only does it provide Apple an industry-standard API for third-parties to develop on, it flips the DirectX problem on it's head. Because you support Vulkan 1.3 you get DXVK support alongside DX9, DX11 and DX12 support. Now it doesn't matter what third parties do, because you win every time; Steam Deck politics.
The status-quo is simply detracting from the value of using MacOS; the only feasible explanation is that Apple is hoping to somehow force developers into using Metal natively. Outside Tomb Raider and Resident Evil, I just don't see it happening.
> The Apple Metal platform surely is customized to the needs of Apple
That clearly doesn't stop anyone from writing Vulkan drivers for the hardware, though. OP appears to be blatant evidence of this.
For example; CUDA is well-customized to Nvidia's specific hardware, but their hardware also supports Vulkan drivers. Same goes for Intel with oneAPI and AMD's ROCm; all of them still support Vulkan. Apple is quite literally one of the only mainstream manufacturers that does not support it.
With Vulkan, they would have to wait for a committee to approve required changes, and still they could not probably optimize it to match their GPU an CPU hardware profiles in such an efficient way.
And not least at all, to optimize the developer experience and tools. Apple GPU debugging tools are probably the best tools you get for graphics development debugging, and you get that only on macOS.
IMO Metal is a nicer API than Vulkan. At the same time, you can ask, why should Microsoft get to keep DirectX, and not just write a Vulkan driver ?
Meta Mate (https://metamate.cc/) makes a total bomb of a mate product, can highly recommend if you are in Europe and want to try out their refreshing Meta Mate 23.
Have to order another batch from them now, I've tested many mates but theirs just tastes and works the best for me.
Was introduced to mate by a fellow software developer back in the day, happy that he did, would not have figure out it otherwise.