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Re:Apple OS X El Capitan by zamalek on Monday June 08, 2015 @01:34PM (#9680680)
> Metal is coming to Mac, paving the way for new levels of realism and detail in games and other apps.

I'm guessing this is yet another API like Mantle/Vulkan that is also seated comfortably in the Apple walled garden and increases the development costs: awesome!

Re:Apple OS X El Capitan by izacus on Monday June 08, 2015 @01:53PM (#9680835)
And it's 40% faster! .... Of course they forgot to mention that OGL drivers on OS X were about 30% slower than OGL/DX drivers on Windows on the same hardware running same scene. So instead of updating their OpenGL 3D performance they just kept it back and now you're forced to use a proprietary walled garden API for full performance.

This kind of behaviour makes me really really sorry to be an Apple customer :/

Re:Apple OS X El Capitan by rimantas on Monday June 08, 2015 @02:01PM (#9680885)
> This kind of behaviour makes me really really sorry to be > an Apple customer :/

Well, don't be then. I don't get this cry about walled gardens. Feel free to roam in the jungle if you don't like them.

Re:Apple OS X El Capitan by izacus on Monday June 08, 2015 @02:05PM (#9680907)
Well, I already do own a Mac and I actually like using it. Are you telling me I'm not allowed to be annoyed and complain about having 3D performance crippled on the OS X as opposed to Windows? Are you telling me I'm not allowed to be annoyed about having to reboot my machine constantly to get the most of 3D performance?

To borrow your words - I don't get why are you criticising me when I express opinion about a one aspect of the product. OS X / Mac combination isn't just 3D - I do like other aspects of the combination that I will not get on other machines. I don't get why would you like to take away my right to express opinion about scummy Apple practices.

Re:Apple OS X El Capitan by coldtea on Monday June 08, 2015 @04:53PM (#9682313)
3D performance for what? Are you a gamer?
Re:Apple OS X El Capitan by Artemis2 on Monday June 08, 2015 @05:10PM (#9682440)
For a computer that costs thousands of dollars. Is that too much to ask that Apple make proper drivers for the one new model of discrete graphics cards they ship every year?
Re:Apple OS X El Capitan by justsid on Monday June 08, 2015 @08:36PM (#9683419)
I’ve talked about this with one of the guys at Apple who writes graphics drivers. Basically vendors give them their Windows drivers and they change them to work against IOKit. No idea what my point is, besides, “it’s probably not that easy”. But they are on the Vulkan team and probably now have experience providing a similar API, so I’m hopeful the Macs get great adoption for Vulkan.
Re:Apple OS X El Capitan by izacus on Tuesday June 09, 2015 @03:01PM (#9687891)
Remember that for example nVidia uses exactly the same codebase for Windows and Linux, and Linux gets same performance as Windows with OpenGL.
Re:Apple OS X El Capitan by Artemis2 on Tuesday June 09, 2015 @06:07AM (#9684930)
It's surely not easy, but that's still an important task. Hopefully El Capitan will also optimize these.
Re:Apple OS X El Capitan by jgh on Monday June 08, 2015 @11:00PM (#9683836)
OSX renders UI with OpenGL - and now in El Capitan it will render using Metal. The performance overhead affects more than just games.
Re:Apple OS X El Capitan by gtf21 on Monday June 08, 2015 @02:12PM (#9680945)
> Well, don't be then. I don't get this cry about walled gardens. Feel free to roam in the jungle if you don't like them.

I really don't get why people pull this "if you don't like it, leave" argument (in everything from politics to tech). There are lots of reasons someone might want to use a mac (I do), one is perfectly entitled to complain about aspects of Apple's approach to try to make the argument for change.

Re:Apple OS X El Capitan by zamalek on Monday June 08, 2015 @02:19PM (#9681018)
I think it originates from misunderstanding what a walled garden is and why they are great for customer retention. The whole point of walled garden is locking people in.

Avoiding a walled garden can only happen before you invest in the garden. Once you have spent money in iTunes or the store (or e.g. even have a long list of contacts in some IM client) you are stuck unless you are happy to lose those purchases/data.

Re:Apple OS X El Capitan by Dain42 on Monday June 08, 2015 @03:11PM (#9681496)
I had this experience leaving the Apple walled garden about six years ago and moving on to Ubuntu (with Windows for gaming purposes in free time). I just kind of ate the costs. I suppose technically I still have access to my video content purchased on iTunes, but I'd have to boot to Windows or use a VM to get to it.

My rationale was kind of along the lines of avoiding the sunk cost fallacy: just because I'd been invested in the Apple ecosystem for 20-some years and buying iTunes stuff for more than half a decade didn't mean that I should just keep doing that when I was unhappy with other things. But that cost-benefit calculus might work out differently for other people. The lock-in is very real if you don't want to lose your stuff. It's a reason that I still refuse to buy movies from any online service. Only discs that I can rip or DRM free downloads for me from now on, so I don't end up walled-in again.

Eventually I was able to rescue all my protected music at least by paying what ammounted to a $25 ransom for a year of iTunes Match (or whatever they call it now) so I could download DRM free versions of the music I'd already paid for.

Re:Apple OS X El Capitan by sixbrx on Monday June 08, 2015 @04:58PM (#9682353)
I did a similar "switch" where I kept my macbook/retina display laptop hardware but switched to Windows 8 for the OS.

It's been a good experience except for one thing: Apple delivers no drivers for the integrated video, disables it in EFI from Bootcamp, so it runs hot and has a short battery life when not in OS X. I haven't seen anyone reporting success working around this problem, and it's been going on for years for us "switchers" to Windows.

Re:Apple OS X El Capitan by kayoone on Monday June 08, 2015 @05:31PM (#9682594)
that is strange, as other macbooks that only have an iGPU work fine on windows 8.
Re:Apple OS X El Capitan by wlesieutre on Monday June 08, 2015 @02:53PM (#9681339)
Former Mac / iOS user (since pre-G3 Macs and the iPod touch), it's not that hard to switch. My main devices are now a Surface Pro and a Z3 Compact.

With how much data has moved off of devices, losing data isn't a huge concern anymore. My mail, calendar, photos, etc. were already hosted elsewhere on services with cross platform support.

Cost of replacing apps is the bigger issue, and for me it worked out to something under $50. That was cheaper than the (~$200) cost premium of a 64 GB iPhone over the Z3C and a microSD card.

EDIT: If you've tied yourself into HomeKit or Apple's photo system, things would be worse. Maybe I'm atypical there?

Re:Apple OS X El Capitan by coldtea on Monday June 08, 2015 @04:57PM (#9682348)
>The whole point of walled garden is locking people in.

No, the whole point for me is keeping the weeds out and have a comprehensive experience where stuff works together well.

It's 2015, there's nothing much to keep me locked in in any "walled garden".

I can use another client for my IMAP emails (or export and re-import them in 20 ways), I can move my photos out of Photos app, I use Chrome to begin with but I could very easily export Safari bookmarks too, my iTunes music files are not locked, so I can play them on Linux/Windows, etc.

What the apps? Those were always non portable between platforms, walled garden or not. And in the last 10 years, a lot of those are run on the web in the first place, or offered for free/near free anyway with the OS, or are subscriptions (e.g. the Adobe Suite, Microsoft Office 365, etc.), so I can move those about freely between OS X and say Windows.

Re:Apple OS X El Capitan by vacri on Monday June 08, 2015 @06:02PM (#9682758)
The very start of this thread gave an example of lock-in, being a custom API to get 3D performance to match other vendors. Judging by the size of the gaming industry, 3D performance is something people are interested in.
Re:Apple OS X El Capitan by coldtea on Tuesday June 09, 2015 @03:40AM (#9684508)
So Apple's grand plan is to get better gaming performance to lock people in?

First of all, gamers don't prefer Mac in the first place.

Second games are transient. You play them, and then you mostly forget them as new ones come out. You could jump to a new platform (that would be Windows) and buy new games and it wouldn't be a problem that your old Apple stuff doesn't work in Windows. So that's not much of a lock-in.

Third, if with the custom API they get "3D performance to match other vendors" then that's not a tempting proposition that can lock people in: it's "a match".

If, OTOH, they got performance many times that of other vendors with Metal, then that would be the GOOD kind of lock-in, the one where a platform is so much better that you use that.

Re:Apple OS X El Capitan by johnchristopher on Monday June 08, 2015 @05:51PM (#9682711)
http://www.don-lindsay-archive.org/skeptic/arguments.html

Argument By Dismissal:

    an idea is rejected without saying why.

    Dismissals usually have overtones. For example, "If you don't like it, leave the country" implies that your cause is hopeless, or that you are unpatriotic, or that your ideas are foreign, or maybe all three. "If you don't like it, live in a Communist country" adds an emotive element.
Re:Apple OS X El Capitan by happyscrappy on Monday June 08, 2015 @02:17PM (#9680993)
Yeah, feel free to sideload sketchy apps to your Android if you have no qualms being pwned. There is a reason Google recommends only Play Store downloads and it is not just because they want to lock you in their garden.
Re:Apple OS X El Capitan by bashinator on Monday June 08, 2015 @03:01PM (#9681402)
I wonder if you're getting downvoted because there's been plenty of malware in the Google Play Store?
Re:Apple OS X El Capitan by threeseed on Monday June 08, 2015 @03:11PM (#9681494)
We don't know if they have increased OpenGL 3D performance. You are just speculating.
Re:Apple OS X El Capitan by frik on Monday June 08, 2015 @02:35PM (#9681186)
(Metal is already in iOS8)

For the first time in history we have OpenGL, OpenES and WebGL on all platforms including iOS8 and IE11. And then all these companies kiss the open APIs good bye by releasing all the proprietary next-gen APIs whereas the successor to OpenGL isn't even ready. So multiplatform will have to stick with OpenGL/OpenES/WebGL or bit the granite and code for several different APIs :(

The WWDC announcements are great, don't get me wrong.

Re:Apple OS X El Capitan by pjmlp on Monday June 08, 2015 @01:44PM (#9680759)
Most studios use middleware and there is zero support for OpenGL in game consoles anyway[0].

So it looks like Apple is saying goodbye to OpenGL, given that all their accelerated rendering has been moved over to Metal, at least from the keynote presentation.

[0] No sane studio ever bothered with PSGL on the PS3, the only console ever supporting an OpenGL variant.

Re:Apple OS X El Capitan by sz4kerto on Monday June 08, 2015 @01:46PM (#9680774)
I think this benefits DirectX 12.
Re:Apple OS X El Capitan by pjmlp on Monday June 08, 2015 @02:04PM (#9680901)
This benefits game engines in general. I fail to see why it would favour only DX 12.

Apple saved OpenGL from extinction when it was chosen as the iOS 3D API, as the API never had a foothold on game consoles.

Apparently now they are done with it and with no plans on adopting Vulkan.

Re:Apple OS X El Capitan by wrl on Monday June 08, 2015 @05:49PM (#9682701)
Do you have a source for "no plans on adopting Vulkan"? Apple is definitely on the Vullkan working group (logo is part of the image at the bottom of https://www.khronos.org/vulkan).
Re:Apple OS X El Capitan by pjmlp on Tuesday June 09, 2015 @01:23AM (#9684214)
It is a gut feeling from an old dog that has seen corporations change their stances in technology too many times.

Why adopt Vulkan given their investment in Metal, to the point that they have moved their accelerated 2D stack to Metal.

What is the point to rewrite it again for Vulkan?

Even if they adopt Vulkan, most likely would be a layer on top of Metal.

As for being in the group, Sony is also and they don't use OpenGL on their consoles.

Re:Apple OS X El Capitan by cwyers on Monday June 08, 2015 @02:22PM (#9681052)
I'm sure Valve is thrilled to see the largest OpenGL desktop OS abandoning OpenGL for their own API right now. Just thrilled to pieces.
Re:Apple OS X El Capitan by threeseed on Monday June 08, 2015 @03:14PM (#9681511)
I don't see where Apple said they were abandoning OpenGL.

They just moved over to Metal for AppKit operations which naturally would always be faster than a common abstraction layer.

Re:Apple OS X El Capitan by kllrnohj on Monday June 08, 2015 @05:56PM (#9682730)
Apple more or less abandoned OpenGL years ago. The state of OpenGL on OS X is a trainwreck. It's outdated by about 5 years.

Just look at the supported version list: https://support.apple.com/en-us/HT202823

Note that there's a lot of hardware on that list that supports OpenGL 4.5 and indeed has drivers for that on other platforms but on OS X all top out at 4.1. That may not sound like a big deal, but OpenGL 4.3 brought full compatibility with GLES 3.0. That's a biggie if you're, say, an indie game dev that wants to do a cross-platform game that can span from mobile to desktop. And 4.5 brings the robustness support that allows for secure WebGL.

Re:Apple OS X El Capitan by crylon on Monday June 08, 2015 @07:58PM (#9683268)
Could OpenGL be implemented as a cross-platform library on top of Metal/Mantle/Vulkan/DX12?
Re:Apple OS X El Capitan by kllrnohj on Tuesday June 09, 2015 @10:51AM (#9686235)
What makes you think Apple is going to keep their OS X GPU drivers up to date this time?
Re:Apple OS X El Capitan by cwyers on Monday June 08, 2015 @03:15PM (#9681525)
I'm sure OS X will retain its current support for OpenGL. But I think this means that Metal, not Vulkan, is going to be the equivalent to DX12 for OS X development.
Re:Apple OS X El Capitan by threeseed on Monday June 08, 2015 @03:41PM (#9681757)
I'm going to continue to get downvoted but oh well.

Apple was always going to support Metal on OSX in order to allow for iOS apps to transition back. It would be stupid not to.

That doesn't necessarily mean they are abandoning OpenGL. Just seems a little early to be getting the pitchforks out.

Re:Apple OS X El Capitan by acdha on Monday June 08, 2015 @01:38PM (#9680708)
Yes, but unlike either of those it's in widespread production use (Mantle is still beta, Vulkan was just announced). It shipped last year on iOS 8 – this is just the expected next step of offering it on OS X as well:

https://developer.apple.com/metal/

Re:Apple OS X El Capitan by corysama on Monday June 08, 2015 @03:17PM (#9681539)
FYI: Mantle is probably never going to go widespread public in any meaningful way. AMD is going to focus on DX12 and Vulkan instead.

https://community.amd.com/community/gaming/blog/2015/05/12/o...

Re:Apple OS X El Capitan by zamalek on Monday June 08, 2015 @01:46PM (#9680778)
Right, that makes sense. However the desktop dev market is a completely different beast when compared to mobile - it's been a hard enough (and un-won) battle digging DX out. The chances of Apple pulling off what Khronos couldn't are slim - in my opinion.

If I were Apple the best I'd hope for is their mobile games porting over to OSX. However, with the added performance of desktop is Metal really needed? If it works on a tablet I'd say there's a fantastic chance it would work on desktop with mere OpenGL.

Re:Apple OS X El Capitan by acdha on Monday June 08, 2015 @02:37PM (#9681205)
Just because something works now doesn't mean it wouldn't be preferable to have the performance to fully support a 5K display or consistently run at higher frame rates and/or on a higher quality level.

Developers increasingly treat iOS as a must-have platform but OS X hasn't hit that level. In particular, many games are ported but noticeably slower than the same game running on Windows. This seems like an easy way to avoid requiring a bunch of OpenGL-specific tuning which wouldn't be needed for either iOS/Metal or Windows/DirectX and will thus not be a priority for many studios.

Re:Apple OS X El Capitan by cwyers on Monday June 08, 2015 @02:27PM (#9681098)
> The chances of Apple pulling off what Khronos couldn't are slim - in my opinion.

Apple has a large and loyal customer base, and it's typically people who are willing to spend money on apps and games for their devices. Apple doesn't have to try and satisfy a bunch of legacy CAD vendors who don't care about consumer 3D graphics at all. And when Apple announces Metal, they don't mean they have a spec, they have an implementation that is going to have a significant installed base in under a year. They have a lot of advantages Khronos doesn't.

Re:Apple OS X El Capitan by leoc on Monday June 08, 2015 @02:49PM (#9681314)
OS X has a lot going for it, but when it comes to the desktop gaming market it's just not the top dog in revenue generation that iOS is for mobile apps. I'd assume (not an expert) that Vulkan's support from Intel, nVidia and AMD on PC could mean more to professional game developers and publishers than Metal's OS X support.
Re:Apple OS X El Capitan by cwyers on Monday June 08, 2015 @02:52PM (#9681335)
I don't think there's going to be a major game developer that supports OpenGL/Vulkan on Windows over DirectX, outside of perhaps Bethesda/iD. If Vulkan isn't present on the second-most used desktop OS, and it's not best-of-breed on the operating system used on over 90% of desktops, I don't see where it makes major inroads on the desktop.
Re:Apple OS X El Capitan by leoc on Monday June 08, 2015 @03:17PM (#9681536)
Valve is certainly interested in Vulkan, partly as a means to target Chinese Dota players running Windows XP. Even a second-place position on PC may amount to more than star status on OS X. (Though OTOH the relatively easy port could draw people looking for some extra income for their iOS game.)

(In any case, is it yet certain that Apple won't support Vulkan on OS X? It wouldn't have been ready for El Capitan's launch this Autumn regardless. Maybe Apple will try to deprecate it (in the non-technical sense) as a compatibility option but support it anyway?)

Re:Apple OS X El Capitan by cwyers on Monday June 08, 2015 @03:41PM (#9681762)
Valve is an oversight, yeah -- I did mention them in another comment here. I don't really think of them as a game developer anymore, but I'm probably being unfair.

If Apple supports Vulkan but with worse drivers than Metal, I'm not sure that's any better. OSX has roughly four times the penetration of Linux in the latest Steam hardware and software survey. I'm not sure it's worth it for most developers to deliberately target the second-best choice on OS X in order to pick up the handful of Linux gamers who can't/won't dual-boot Windows.

Re:Apple OS X El Capitan by leoc on Monday June 08, 2015 @04:39PM (#9682218)
I was talking more about Vulkan's second-place position on Windows than about Linux (Vulkan is likely to have some advantages on Windows, like being less tied to the Windows roadmap than DirectX, or indeed OpenGL), and if Apple provided bad Vulkan support I think they'd just be letting themselves in for bad Vulkan-based ports. But overall I don't think we're really disagreeing very much here.

(EDIT: see below.)

Re:Apple OS X El Capitan by cwyers on Monday June 08, 2015 @04:48PM (#9682274)
Did you mean Vulkan where you said "Mantle's second-place position on Windows?" As far as I can tell, Mantle is pretty much DOA -- Nvidia and Intel aren't going to support it on any platform, and Nvidia has 52% of the PC market according to the latest Steam user survey[1], and Nvida/Intel combine for roughly 80%. Even AMD is deprecating Mantle in favor of DX 12/"GLnext"[2].

[1] http://store.steampowered.com/hwsurvey [2] https://community.amd.com/community/gaming/blog/2015/05/12/o...

Re:Apple OS X El Capitan by leoc on Monday June 08, 2015 @05:06PM (#9682419)
Yes, of course I meant Vulkan, sorry. IIRC though Vulkan is effectively Khronos-standardised Mantle, so it's not all that fair to say that Mantle has died exactly.
Re:Apple OS X El Capitan by epsylon on Tuesday June 09, 2015 @12:31AM (#9684085)
> Valve is certainly interested in Vulkan, partly as a means to target Chinese Dota players running Windows XP.

That seems like a far fetched theory to me. AMD and NVIDIA haven't released drivers for XP for ages. Vulkan support in Source Engine is nowhere near done, if it has even started. In the meantime Chinese players will move on...

Re:Apple OS X El Capitan by increment_i on Monday June 08, 2015 @02:08PM (#9680921)
Did they mention how far back the Mac line will support the new Metal api? I'm assuming it only supports relatively recent chips? Can't find any information on this.
Re:Apple OS X El Capitan by emsy on Monday June 08, 2015 @01:39PM (#9680714)
You probably won't use it yourself. You'll use Unity or UT4 which uses Metal under the hood.
Re:Apple OS X El Capitan by zamalek on Monday June 08, 2015 @01:43PM (#9680754)
> You'll use Unity or UT4 which uses Metal under the hood.

Why do I have to use those engines?

Re:Apple OS X El Capitan by pjmlp on Monday June 08, 2015 @01:45PM (#9680767)
As anyone in the industry knows, either you make a game engine or a game.
Re:Apple OS X El Capitan by phn on Monday June 08, 2015 @02:20PM (#9681028)
There are plenty of successful studios that have their own in-house engines. Naughty Dog, From Software, ex Kojima Productions...

Besides, for simple games, using those engines are a huge overhead and an unnecessary cost.

I understand what you're saying, but I don't like how you make it sound a simple, already-made-for-you decision, when reality is much more nuanced. Each case is a case, and no one should turn down their critical sense when making these decisions, there are no rules.

Re:Apple OS X El Capitan by chrisBob on Monday June 08, 2015 @03:09PM (#9681478)
> Besides, for simple games, using those engines are a huge overhead and an unnecessary cost.

I don't think the pricing of $0-$75/month is a huge cost. They made some big changes to their fee structure this year.

Re:Apple OS X El Capitan by emsy on Monday June 08, 2015 @03:07PM (#9681467)
Engines bring their overhead, but they also bring expertise small studios most likely lack. It's easy to cripple your performance with a single error. This can also happen to you while using an engine but even more so when writing your own engine.

Or put differently: Simple games probably have so sleek game logic code that the engine overhead can safely be ignored.

I don't say custom engines are pointless, but for the hundreds of games that are released on the App Store daily, a ready to use engine is "enough".

Re:Apple OS X El Capitan by phn on Monday June 08, 2015 @03:52PM (#9681864)
Yes, I understand that, the expertise point is very pertinent indeed. I am not against using available engines at all.

My main point is still that this should be a decision that you make when starting a project, not one that has presumably been made for you. Team members expertise, project cost, for how long you'll be using the tech you're developing, etc. should all be taken into account.

A practical example: Imagine trying to optimize loading times when the whole resource system is a massive generic thing that has been made for you. Now imagine having to support a new platform. You could be in a bind simply because you're using third-party tech (especially if closed-source).

Re:Apple OS X El Capitan by solidpy on Monday June 08, 2015 @04:15PM (#9682069)
Simple games will be simple enough to be able to move without too much cost/time.

The big companies with their in-house engines will be able to pay someone to do the job.

Re:Apple OS X El Capitan by epsylon on Tuesday June 09, 2015 @12:24AM (#9684067)
> There are plenty of successful studios that have their own in-house engines.

None of which develop for Mac.

Re:Apple OS X El Capitan by s73v3r on Monday June 08, 2015 @08:43PM (#9683443)
"Besides, for simple games, using those engines are a huge overhead and an unnecessary cost."

For simple games, you're probably not going to be reaching down to the Metal layer anyway. You're probably gonna stay up at the CoreGraphics layer, use SpriteKit/SceneKit, or something like Cocos or something similar.

Re:Apple OS X El Capitan by pjmlp on Monday June 08, 2015 @02:56PM (#9681365)
Having gotten lots of Gamasutra postmortens and GDC presentations, is why I just oversimplified the statement.
Re:Apple OS X El Capitan by gambiting on Monday June 08, 2015 @02:19PM (#9681011)
Well not necessarily. I work in a large games studio for one of the largest publishers in the world, and pretty much all of our games are made using our own engines. No Unity or UT in sight. But working on those engines is a huge part of every project, it wouldn't be possible if we didn't have hundreds of programmers working on it.
Re:Apple OS X El Capitan by pjmlp on Monday June 08, 2015 @02:54PM (#9681357)
> But working in those engines is a huge part of every project, it wouldn't be possible if we didn't have hundreds of programmers working on it.

Yes, but was my point. I just oversimplified it.

Without a big team, resources are soaked up developing the engine, as so many Gamasutra Postmortens testify.

Re:Apple OS X El Capitan by wzdd on Monday June 08, 2015 @01:48PM (#9680790)
You don't have to, but they reduce development cost by reducing the impact of per-device differences such as those between various versions of OpenGL ES, various versions of OpenGL, various manufacturer-specific implementation quirks of OpenGL, D3D, the existing desktop below-OpenGL APIs and now, presumably, metal.
Re:Apple OS X El Capitan by zamalek on Monday June 08, 2015 @01:54PM (#9680846)
I was being slightly sarcastic: the point is that there are people who enjoy doing both (and indie games are for the most part a work of love/enjoyment). If Mac drops OpenGL (or never adds Vulkan) there is a chance that someone simply won't bother making their engine+game work on Mac - meaning lost potential on the platform. Who's to say the next Minecraft (which is an engine+game) won't support Mac because it doesn't support Metal and instead went the Vulkan route?

Apple can port Metal, it makes sense: there are tons of mobile games that would pose immediate value for the platform; adding Vulkan into the mix (or even fixing their completely broken OpenGL implementation) would have been a much stronger message.

Re:Apple OS X El Capitan by izacus on Monday June 08, 2015 @02:48PM (#9681309)
Getting people to finally start porting games to OS X was hard enough... and now Apple just threw a wrench into all that by forcing them to code against another API.