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Re:Valve drops VR support for macOS by gumby on Friday May 01, 2020 @11:03PM (#23048777)
Unfortunately due to the mobile architecture you can’t sync frames. This is true on the windows side too but there you can get a “gamer” laptop which has a desktop cpu and video architecture. We could only demo castar for example On a gamer laptop or a desktop. Even a cheap desktop worked great.

I’m a Mac user and develop on the Mac so you might think I’d bend over backwards to make an excuse, but...not possible in this area. Those gpus do render beautiful pictures and can do some cool gpgpu crunching, but aren’t appropriate for gaming.

Re:Valve drops VR support for macOS by ashtonkem on Friday May 01, 2020 @11:07PM (#23048799)
Genuinely surprising. I’ve switched over from gaming on my older PC (very old CPU but a 1050ti) to my MBP for cable logistical reasons, and the MBP performs admirably. Admittedly I’m no hardcore gamer, but I’m satisfied with what my MBP can do.
Re:Valve drops VR support for macOS by willis936 on Friday May 01, 2020 @11:20PM (#23048861)
>can’t sync frames

What does this mean?

Re:Valve drops VR support for macOS by teddyh on Friday May 01, 2020 @11:40PM (#23048942)
Re:Valve drops VR support for macOS by willis936 on Saturday May 02, 2020 @12:13AM (#23049118)
Right, but display buffering is a solution to the vertical sync issue that has existed for as long as raster graphics. You can’t buy a GPU without it.

Now that I’ve had more time since I read the post, I think they may have been referring to adaptive refresh rate.

Re:Valve drops VR support for macOS by wtallis on Saturday May 02, 2020 @12:23AM (#23049171)
I don't think adaptive refresh rate is what that post was referring to. Instead, I think it was referring to the difficulty in doing frame synchronization when the game is running on the discrete GPU but the display is connected to the integrated GPU. But I don't know how Apple's hardware is set up on that score.
Re:Valve drops VR support for macOS by gumby on Saturday May 02, 2020 @12:29AM (#23049205)
Yeah, the problem was making sure we didn't have screen tearing. T he only path to video was through the mobile integrated graphics interface even when using the external graphics chip. On a desktop CPU you can DMA into graphics memory directly and get the frame sync.

I think you have to do this if you want to be able to switch between integrated and external. Which we didn't care about but perhaps most people do?

Re:Valve drops VR support for macOS by wtallis on Saturday May 02, 2020 @12:36AM (#23049249)
> I think you have to do this if you want to be able to switch between integrated and external. Which we didn't care about but perhaps most people do?

Most people need to be able to power down the discrete GPU when they're done gaming in order to have reasonable battery life, and the most user-friendly way to make that possible is for every application but the video game to use the integrated GPU.