Here:ZOS_AlexTardif wrote: »which is something not available on Mac's (now-unsupported) OpenGL version
Just to point out - OpenGL got deprecated on Mac, but it still works.That is, nothing has changed, and there's an expectation that it'll actually stop working in the future - but it works right now. Which means that everyone needs to switch eventually - but not right now this instance. If ZOS decided to switch at a particular patch, and it works poorly, that change should be rolled back, tested more, adjusted, and rolled out later. Unless something else, unrelated, was requiring this change, and the MacOS userbase was simply too small, to make a point strong enough for a more relaxed rollout rate.
For the context: I'm a *very* new ESO player (4d in), and the performance I see on my Mac is similar to poorly made ports, shipping with a semi-customized Wine wrapper. I'm happy to hear that the performance *used* to be better (like properly made ports like LoL or WoW?), but I'd love for this performance to be something more than just a memory
So, in short: can you please reconsider, roll back the changes (if there's nothing else hinged on it), and come back later with much smoother port? 😍
ZOS_AlexTardif wrote: »As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
ZOS_AlexTardif wrote: »As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
nathan_bri wrote: »Yes, let’s add a new feature that only works on a new API that doesn't test well so far on Macs—but, hey, particles, man. No need to wait until we sort out the support issues... players want particles—even though they don’t know it yet—even more than good frame rates!
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
Thank you for the response, it is appreciated. However, I do agree with others here, Apple did NOT remove OpenGL, in fact I was playing a game just last night that uses OpenGL. They DEPRECATED it. This should not have been released in this state.
What's done is done. Now we have to wait for a fix. So, let's talk compensation. I have a 6 month sub that I paid for that I am not getting the full value of. What are you going to do about it? How are you going to make this right? What about the event tickets? I barely managed to get them for the last event, but what about the future ones where I may not be able to participate because your game, quite frankly, makes me sick to play more than the basic log on, do writs, log off.
HowTaoBrownCow wrote: »nathan_bri wrote: »Yes, let’s add a new feature that only works on a new API that doesn't test well so far on Macs—but, hey, particles, man. No need to wait until we sort out the support issues... players want particles—even though they don’t know it yet—even more than good frame rates!
Particle man, particle man
Particle man hates frame rate man.
They have a fight, particle wins
Particle man.
nathan_bri wrote: »"Dear Mac Users:[...]
Im not using a mac,but this was the only active discussion about this topic,that i could find.
Is this a mac exclusive problem?
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
Sorry, I said that was my lost post but I still need some indications: how can I request a refund?
xclassgaming wrote: »ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
A bit late, but i would also like to make sure ZOS knows that this is also a problem on PC, not just MAC.
HowTaoBrownCow wrote: »During the Twitch stream last night, Gina said that there would be an update in Tuesday's patch that would help Mac users with performance problems. She didn't say how much it would help, but I was pleased to hear it.
Gina had also made a point of stating that it would be on Tuesday rather than Monday, to avoid the U.S. Veterans Day holiday. I assume that's why the banner currently at the top of this forum states "PC/Mac: No maintenance– November 12", and that there will be maintenance on Tuesday as she described.
This... concerns me. Because "help" means that they don't know what's causing it, and whatever is in the patch is only going to maybe improve things, but not FIX them. So it's not a fix.
I'm not sure what has happened. I just re-downloaded the game to try and get my Usersettings.txt file back. It is still not there and the game is back to immediately quitting itself. What do I need to do to get that file back?
@Wodinn - Had you previously used a workaround for multi-core to prevent the crash? If so, you can try this:I'm not sure what has happened. I just re-downloaded the game to try and get my Usersettings.txt file back. It is still not there and the game is back to immediately quitting itself. What do I need to do to get that file back?
@Wodinn - Had you previously used a workaround for multi-core to prevent the crash? If so, you can try this:I'm not sure what has happened. I just re-downloaded the game to try and get my Usersettings.txt file back. It is still not there and the game is back to immediately quitting itself. What do I need to do to get that file back?
1. Open "Terminal.app"
2. Copy/paste this to the command line and hit return:
echo 'SET MaxCoresToUse.4 "4" ' > ~/Documents/"Elder Scrolls Online"/live/UserSettings.txt
3. Run the game
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
ZOS_AlexTardif wrote: »Hi everyone,
We’ve been actively working non-stop on the Mac performance issue with the new API. It's one of our highest priority tasks, but it's a complicated issue that requires a large amount of reworking / testing and we’ve had to fast track a lot of this work due to OpenGL no longer being supported by Apple.
As to why OpenGL isn't available as an option from here on out: we're introducing compute shader support for Mac devices through the new API, which is something not available on Mac's (now-unsupported) OpenGL version. This will allow us to use graphics hardware for things we couldn't before, like GPU particles.
We do sincerely understand your frustration with the performance problems you're experiencing, but know that we’re working on this until it is resolved. As soon as it's fixed, it will be pushed in an incremental patch.
This reply is SO LATE. Why not stop making new content, and FIX what has been broken. WE have been waiting for THIS, for almost a year. We are paying customers. There is no excuse for this lack of service.
Get it working. I'm done paying for +
HowTaoBrownCow wrote: »During the Twitch stream last night, Gina said that there would be an update in Tuesday's patch that would help Mac users with performance problems. She didn't say how much it would help, but I was pleased to hear it.
Gina had also made a point of stating that it would be on Tuesday rather than Monday, to avoid the U.S. Veterans Day holiday. I assume that's why the banner currently at the top of this forum states "PC/Mac: No maintenance– November 12", and that there will be maintenance on Tuesday as she described.