Jan 18, 2019. Dolphin - Roms - The Unarchiver - The Video Content has been made available for inf. Windows x64 Windows x86 Android Mac OS X: 3.5-2194: 6 years, 10 months ago: Fix inability to boot NAND contents caused by 04c41c1d3826. Windows x64 Windows x86 Android Mac OS X: 3.5-2193: 6 years, 10 months ago: Add a link to our documentations guides in Dolphin: Windows x64 Windows x86 Android Mac OS X: 3.5-2192: 6 years, 10 months ago: Fixes.
05-13-2018, 07:05 AM
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So, I already read the blog entry on Dolphin's Blog, stating 'If you see this message, there is nothing we can do to improve your device's performance, it just doesn't support critical features that Dolphin needs. Please ask your device manufacturer for updated drivers with Buffer Storage enabled.'
Well, for the most part they are right, but I'm wondering if they're using the right profile, with the right framework. You see, Apple is terrible at updating their Video Backends (outside of Metal), Seeing how Their latest drivers (including Nvidia's) only still support OpenGL 4.1 (and partially 4.2). So, because Dolphin (and most 3D games really) in macOS do not use Metal at all, and instead use OpenGL, I find myself wondering if they're using the Core profile for OpenGL, or defaulting to Compatibility, because Compatibility for some reason always throws driver support to OpenGL 2.1, and for what I've read here, and here, in order to support those new features, they have to use Cocoa, which seems to be a framework of some sorts, allowing for these new features to work. I'm writing mainly to understand this, because this is the same issue in macOS, with other cross-platform games like Minecraft, unable to use OpenGL 4.1 because they're tied to compatibility mode. A conversation on how we can workaround and potentially help fix this nonsense would be nice. Maybe a Metal Backend? or even better, MoltenGL!. My specs (MacBook Pro, 15' Mid-2012) i7 3615QM, 12DDR3 1600MHz, GT 650M 512MB. Comments are closed.
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