"not likely with that market potential" by the way, just buy a Win10 Home System Builder license and be on your merry way )
That's the perpetual Linux Catch 22 and is the only thing keeping Microsoft in business at this point.
Revenue in Productivity and Business Processes was $8.0 billion and increased 22% (up 23% in constant currency), with the following business highlights:
· Office commercial products and cloud services revenue increased 7% (up 8% in constant currency) driven by Office 365 commercial revenue growth of 45% (up 45% in constant currency)
· Office consumer products and cloud services revenue increased 15% (up 14% in constant currency) and Office 365 consumer subscribers increased to 26.2 million
· Dynamics products and cloud services revenue increased 10% (up 11% in constant currency) driven by Dynamics 365 revenue growth of 81% (up 82% in constant currency)
· LinkedIn contributed revenue of $975 million
Revenue in Intelligent Cloud was $6.8 billion and increased 11% (up 12% in constant currency), with the following business highlights:
· Server products and cloud services revenue increased 15% (up 16% in constant currency) driven by Azure revenue growth of 93% (up 94% in constant currency)
· Enterprise Services revenue decreased 1% (unchanged in constant currency) with declines in custom support agreements offset by growth in Premier Support Services and consulting
Revenue in More Personal Computing was $8.8 billion and decreased 7% (down 7% in constant currency) driven primarily by lower phone revenue, with the following business highlights:
· Windows OEM revenue increased 5% (up 5% in constant currency)
· Windows commercial products and cloud services revenue increased 6% (up 6% in constant currency)
· Surface revenue decreased 26% (down 25% in constant currency)
· Search advertising revenue excluding traffic acquisition costs increased 8% (up 9% in constant currency)
· Gaming revenue increased 4% (up 6% in constant currency)
Only that is the very definition of a compatibility layer, translating one thing to another. But if you have a better term for what this thing does, by all means.As far as i understand it, it's not "just" a compatibility layer. It's directly interfacing Vulkan to Metal
Only that is the very definition of a compatibility layer, translating one thing to another. But if you have a better term for what this thing does, by all means.
…except on Xbox One and PS4, that don't support Vulkan at all. And also not under macOS, since MoltenVK is primarily aimed at mobile developers and does not support the full desktop feature set of Vulkan – and probably never will (or at least not for a long time), as (desktop) Vulkan is not always translatable into Metal.Actually, for Vulkan you DON'T need to "add" an API. You rewrite the whole thing and it will be working under ALL platforms without anything,…
Nope. It doesn't. The hardware would of course be technically capable of it, but Sony offers not support for Vulkan. They use their own low-level API instead, GNM.PS4 supports Vulkan native.
There absolutely is a difference: Metal has different feature sets depending on the hardware and system it runs on. There are large commonalities between the macOS and iOS versions, but still notable differences.Also, there is absolutely no difference between running it on iOS or MacOS, since that's the whole point of Metal.
There absolutely is a difference: Metal has different feature sets depending on the hardware and system it runs on. There are large commonalities between the macOS and iOS versions, but still notable differences.
It's the same with Vulkan. The API is the same, no matter whether you use it on a desktop PC or a mobile Android device. But you still won't have the same feature sets on these platforms.
After some initial jubilation, it looks unfortunately as if my point still stands. For context: that guy is one of the lead programmers at Epic for the development of the Mac version of Unreal Engine 4, so he's knowledgeable.https://www.phoronix.com/scan.php?page=article&item=vulkan-on-mac&num=1
Well, it only took roughly 4 weeks.
I doubt, frontier will react to that, though...
Specifically MoltenVK has a list of limitations that make it sufficient for porting mobile Vulkan games and games with a primarily D3D9-era rendering engine, but probably inadequate for most modern D3D11+ game engines.
Dota 2 uses in fact only DirectX 9.Hmm, odd. How come Valve have shown a benchmark of DOTA 2 using Vulkan on macOS then? Is this not using MoltenVK? DOTA 2 isn't DX9 is it?!
Dota 2 uses in fact only DirectX 9.
I am currently running on Xbox, but I am not satisfied. The lack of Journal files and mor trivially the lack of a keyboard to text & search is terrible.
I do not own a windows system.
Is there a chance that in the future we could have a Linux version?