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The issue is more likely the very different graphics implementation. There is a reason both major console platforms settled on the same hardware (AMD CPU & GPU). Sony's own teams crying out "stop with the fucking proprietary bullshit like cell". Now Sony even publishes its games on Windows! It's top selling MLB The Show ships on Xbox!

The Apple GPU is actually more like the Cell idea that Sony had to give up on (and add a GPU) before the PS3 shipped. It's not as slow as Cell, but it's different enough from a regular GPU that games optimized for one aren't that great on the other. I love my M1 Max and M2 Max for Civ and Factorio, but I've got a windows gaming rig for playing the kind of games that need show stopping graphics, and a PS5 for convenience.



Yeah pretty much everyone who tried some sort of RISC implementation for graphics has let go in favor of the modern GPU architecture. Apple seems to think it knows better but the actual performance getting out of their hardware says otherwise. The base was pretty good to scale stuff at first and was(is) enough in a mobile phone but it really shouldn't be applied to a console and even less to a full size computer...


> The issue is more likely the very different graphics implementation.

Metal and Vulkan are very conceptually similar. Most things you can write against Vulkan will work in Metal, only the API calls will differ. MoltenVK will even wrap Metal with Vulkan's API.

But the OP isn't talking about graphics APIs, they're making the absurd claim that ARM CPUs are "obscure". It's so wrong it borders on asinine.


> It's so wrong it borders on asinine.

Only because you're complaining about their exact wording and ignoring context.


The M1's TBDR GPU is very different from an Nvidia-style GPU. The different API doesn't actually matter much, but for best performance you'd want to rewrite the renderer whether or not you used a different API.




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