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OS X 10.9 Mavericks Review

An anonymous reader writes "John Siracusa at Ars Technica has put together a comprehensive review of Apple's OS X 10.9 Mavericks. This is the first time a major OS X update has been free, and it works on any device that supports Mountain Lion. This suggests Apple is trying to boost adoption rates as high as possible. Siracusa says the following about Apple's move away from skeuomorphic design: 'Mavericks says enough is enough. The leather's gone, the fake pages are gone, the three panes are independently resizable (more or less), even the title bar is bone-stock, and it's boring?' On the other hand, he was a big fan of all the internal optimizations Apple has done, since the energy savings over Mountain Lion are significant. He found a 24% increase in his old MacBook Pro's battery life, and a 30% increase for his new MacBook Air. He also praised the long-needed improvements to multi-monitor support: ' Each attached display is now treated as a separate domain for full-screen windows. Mission Control gestures and keyboard shortcuts will now switch between the desktop and full-screen windows on the display that contains the cursor only, leaving all other displays untouched.' The 24-page review dives deeply into all the other changes in Mavericks, and is worth reading if you're deciding whether or not to upgrade."

14 of 222 comments (clear)

  1. Nothing about colour accuracy? by Anonymous Coward · · Score: 4, Interesting

    Apple has really fucked up big time on 10.9.

    Basically, the sRGB spec is no longer sRGB, and colour managed applications that use ColorSync are completely hosed. Almost everything is more saturated then it should be. Towers of bug reports have been filed on this alone and absolutely nobody has received a response from Apple, which makes me think it's some retarded "stylistic choice" of theirs to literally try and make the OS "look better" (it doesn't).

    So, basically, if you rely on OS X for colour accurate work, you're totally fucked.

    1. Re:Nothing about colour accuracy? by Just+Some+Guy · · Score: 4, Interesting

      Have a link? I'm not readily finding anything but I'd be interested in reading more.

      --
      Dewey, what part of this looks like authorities should be involved?
    2. Re:Nothing about colour accuracy? by Anonymous Coward · · Score: 5, Informative

      http://forums.macrumors.com/showthread.php?t=1651041
      http://forums.macrumors.com/showthread.php?t=1649988&highlight=saturation

      You can actually see the difference in the Ars Technica article just from the screenshots (which likely means it's intentional, since you can screenshot the issue and clearly see it in the pixel colours). Look at the icons closely, and you'll notice that the majority of them seem darker and more saturated then normal. I'd link you to the ADF forum discussion about this exact same issue, but that's kinda pointless since you'll need an ADC account to view it.

      We've got a whole bunch of ultra high end Eizo monitors in the office that do self calibration and colour correction inside the monitor itself. These units are all configured to accept a straight sRGB IEC-61966-2.1 colour space, and nothing else. Since the monitor ASIC handles the calibration & correction for the panel, there's no need to use ICC profiles if you don't want. We've found this to be an insane boon when you're targeting the sRGB colour space for mobile app development and graphics design (where sRGB is basically the safest space to target if you want it to look decent on any handheld).

      Anyways, under 10.7 and 10.8- setting up OS X to use the sRGB IEC-61966-2.1 colour space resulted in a pretty perfect image on the monitor (which was configured for the sRGB colour space "mode" and self-calibrated). No problems there, or with any of the Cocoa APIs, or OpenGL stuff.

      Under 10.9, everything is basically "fucking whacked" (according to our IT guy). About 60% of the Mac OS X UI doesn't adhere to the sRGB spec anymore in that if you have an ICNS file that was generated from sRGB source material, it is no longer displayed as straight sRGB in the Aqua UI- it's being tinkered around with by Apple's bug and/or design decision. A lot of stuff being displayed through NSImageView is totally hit and miss as far as the colours go, even with an sRGB monitor profile (this is even worse on Apple's own computers that use LCD panels which are somewhere in-between a wide gamut and sRGB... The colour variances I've seen on our office laptops running 10.8 and 10.9 side beside are unbelievable). Even OpenGL is hit and miss now- before everything seemed to be uncorrected (which was fine, applications could implement colour management themselves if they wanted), but in 10.9 it seems like some stuff is completely whack and other things almost look partially colour corrected depending on the monitor profile. We think this is due to the GPU drivers and brand, but nobody knows for sure.

      In a nutshell, things are NOT as they should be.

      1) Their Aqua UI should assume that input images are in the sRGB colour space, and display them as accurately as possible according to the monitor profile
      2) NSImageView & friends should do the same thing for data sources that have no associated colour space
      3) OpenGL should preferably be totally uncorrected, since anything else would be totally ambiguous and up to the manufacture

      Our six 10.9 pilot systems were recently reverted to 10.8, which still has horribly broken colour management... BUT, at least on 10.8, if you tell it to output sRGB then that's precisely what it does (and this works well with our Eizo monitors). 10.9 seems to take this all one step further in that they fuck around with anything and everything at will, and it's just a complete nightmare to deal with as a user.

      TLDR; it is very evident Apple has no clue what they're doing in regards to colour management. This is becoming more and more apparent with each release of OS X.

    3. Re:Nothing about colour accuracy? by Alan+Shutko · · Score: 5, Informative

      All I can find is this in the Apple Dev Forums (login required). It seems that certain people in a workflow without a monitor color profile see differences without embedded profiles look differently. This does not appear to be a problem in a workflow where you regularly profile your monitor (and in fact, I don't see a problem).

      So, if you depend on OS X for color accurate work, and if you are working exclusively with untagged images that are to be assumed to be sRGB, and if you have a monitor which does its own sRGB calibration and you're depending on the bits from the image being sent directly to the monitor without adjustment, then you might see problems. I don't know how big of a community that is.

    4. Re:Nothing about colour accuracy? by Anonymous Coward · · Score: 4, Funny

      They also dropped off another x86 64bit arch

      What the fuck are you blithering about? Mavericks supports all the hardware which Mountain Lion supported.

      just as they did with the bullshit 32bit video bus driver bollock.

      "32bit video bus driver bollock" is an amazing bit of word salad. Calm down, stop frothing.

      Apple only release OS "updates" when they can kill an entire hardware release with the exception of their little cell phones stuck in a 2008 timeloop.

      Can't tell if stupid or just trolling.

  2. Re:Biased Ars Review of Apple Product by Anonymous Coward · · Score: 5, Funny

    Someone needs to counter-balance the horrendous anti-Apple bias found here on /.

  3. It IS a big deal by bussdriver · · Score: 4, Interesting

    We use computers and mice, maybe a track pad. It is one thing to theme something with fluff and quite another to try to simulate historical metaphors while ignoring known methods of user input and popular conventions.

    Making something look like a book is a nice touch that is a matter of opinion but making you do the motions of the real world to interact with a computer program using a mouse... that is just idiotic and should be a cause for concern.

    Skeuomorphism is great if you are making something tor a target demo that understands some real world item well and would instantly "get it" while you could slowly migrate them to something better suited to the newer technology that is replacing it.

    You might want to use VHS tape or film reels as metaphors when introducing video editing in the 90s... But as soon as people can adapt, those metaphors can be chucked for more modern or abstract ones; as Apple and others have done with digital video editing. Some terms like film and reels still remain despite this generation never using or even seeing actual film.

  4. Re:Enough already! by UnknownSoldier · · Score: 4, Insightful

    > Skeumorphism is just a thing, if done right it is great, if done poorly, it is bad.

    As a 3D, UI, & UX expert I concur 100%.

    Skeumorphism is like spice. A little kicks it up a notch. Not having any is TOO plain; having too much and that is worse then not having any.

    IMO the BIGGER problem is OSX 10.9 and iOS 7 completely desaturating and removing all 3d shading -- THAT is the hideous UI crime. The UI designers should be forced to use Windows 1.x for their stupidity.

  5. Re:Why App Store and not software update? by amiga3D · · Score: 4, Informative

    I don't know what in hell you are talking about and apparently neither do you. There is no requirement for any info whatsoever to get security updates. I hit the apple in the top corner of the screen, scroll down to software update, it shows the updates and I hit go and it goes. My computer asks for my administrator login/password. That's pretty much it, a lot like updating my linux box. I get the idea you've never used an apple computer.

  6. Re:Enough already! by TheRaven64 · · Score: 4, Interesting

    If you're asking an art professor about HCI, then you're doing it wrong. Try looking over in cognitive psychology for people who can give useful input.

    --
    I am TheRaven on Soylent News
  7. Re:Whoah! Battery life by Anonymous Coward · · Score: 5, Informative

    I am really curious what power optimizations were done?

    You are in luck. An article about that is the topic under discussion.

  8. Re:Enough already! by fyngyrz · · Score: 4, Insightful

    Any "computer art professor" that teaches which style is "superior", as opposed to "how to do" any style you are tasked to implement, isn't worth the time spent with them.

    The issue of replicating physical interfaces is not, and never will be, cut and dry. Some physical interfaces are highly refined and functional, and abandoning them leads to problems (look at a modern audio system as compared to, for instance, a late 1970's Marantz. Now try to turn up the midrange, or route one recording input to a recording output, assuming your modern hardware even has them.)

    There are some excellent UI design guidelines out there. Like, don't constantly show and hide interface elements, it fouls up muscle memory. But "bury everything in menus" is a total newbie suck move, and "remove all familiarity" (which is what the rabid anti sku folk are saying, really) is also a suck move.

    Change and so forth in moderation, see?

    --
    I've fallen off your lawn, and I can't get up.
  9. Re:Step Away From The Kool Aid by GrahamCox · · Score: 4, Insightful

    The Sprite Kit is just a 2D sprite library

    There you go again. Have you used it? It's "just" a 2D sprite library that has the simplest API I've ever seen, and yet handles all the OpenGL stuff behind the scenes for you, has a full particles system AND a physics engine, all built in. The physics alone (which is not just basic collision detection but a full physics environment) is worth the price of admission, which is ummm, free.

    As a test I piled sprites of about 100x100 pixels, all with attached particle emitters and each with a physics body into the system, moving randomly and interacting according to their 'natural' physics. On my 13" Macbook Pro Retina I only started to see the framerate dip below 60fps when I got to almost 3000 sprites. That's good performance actually.

    2D games may be ho-hum to some, but with simple API, power and performance SK gives you, I look forward to seeing what cool stuff people come up with. Should be fun.

  10. Re:Biased Ars Review of Apple Product by mrxak · · Score: 5, Informative

    John Siracusa's reviews of OS X over at Ars Technica have always been in-depth and informative, and while John Siracusa himself may be a fan of OS X, he doesn't shy away from being very critical when it does something not-so-great, or he sees a problem with Apple's direction. This year he (rightfully) railed against several UI elements that are pretty bizarre. It's hardly a puff piece. It's more educational, than anything.

    In general, I find his reviews much more about explaining how things work, than actually praising or criticizing. It's a review, in the sense that it's an overview of the new operating system, rather than some sort of grading of the operating system. He's not comparing it to anything except the previous versions of OS X, and then only in objective technical respects. It's not about competing views of different products, it's to tell existing OS X users what they can expect if they upgrade.

    Mostly Siracusa talks about under-the-hood workings of the operating system and computer hardware, and past Siracusa reviews have even included code examples to explain new APIs to developers interested in the platform, and users who may be the beneficiaries of developers using new APIs. This year it talks quite a bit about race-to-sleep and other technical issues that apply to computing as a whole. It's exactly the sort of review somebody would want to read if they were technically-inclined, like the Slashdot audience. I would say a Siracusa OS X review is entirely appropriate, here. If you're just looking for some kind of Windows vs. Mac (vs. Linux) argument fodder, it's not the review for you. I wouldn't want or care about those sorts of reviews on Slashdot.