The Behind-the-Scenes Changes Found In MacOS High Sierra (arstechnica.com)
Apple officially announced macOS High Sierra at WWDC 2017 earlier this month. While the new OS doesn't feature a ton of user-visible improvements and is ultimately shaping up to be a low-key release, it does feature several behind-the-scenes changes that could help make it the most stable macOS update in years. Andrew Cunningham from Ars Technica has "browsed the dev docs and talked with Apple to get some more details of the update's foundational changes." Here are some excerpts from three key areas of the report: APFS
Like iOS 10.3, High Sierra will convert your boot drive to APFS when you first install it -- this will be true for all Macs that run High Sierra, regardless of whether they're equipped with an SSD, a spinning HDD, or a Fusion Drive setup. In the current beta installer, you're given an option to uncheck the APFS box (checked by default) before you start the install process, though that doesn't necessarily guarantee that it will survive in the final version. It's also not clear at this point if there are edge cases -- third-party SSDs, for instance -- that won't automatically be converted. But assuming that most people stick with the defaults and that most people don't crack their Macs open, most Mac users who do the upgrade are going to get the new filesystem.
HEVC and HEIF
All High Sierra Macs will pick up support for HEVC, but only very recent models will support any kind of hardware acceleration. This is important because playing HEVC streams, especially at high resolutions and bitrates, is a pretty hardware-intensive operation. HEVC playback can consume most of a CPU's processor cycles, and especially on slower dual-core laptop processors, smooth playback may be impossible altogether. Dedicated HEVC encode and decode blocks in CPUs and GPUs can handle the heavy lifting more efficiently, freeing up your CPU and greatly reducing power consumption, but HEVC's newness means that dedicated hardware isn't especially prevalent yet.
Metal 2
While both macOS and iOS still nominally support open, third-party APIs like OpenGL and OpenCL, it's clear that the company sees Metal as the way forward for graphics and GPU compute on its platforms. Apple's OpenGL support in macOS and iOS hasn't changed at all in years, and there are absolutely no signs that Apple plans to support Vulkan. But the API will enable some improvements for end users, too. People with newer GPUs should expect to benefit from some performance improvements, not just in games but in macOS itself; Apple says the entire WindowServer is now using Metal, which should improve the fluidity and consistency of transitions and animations within macOS; this can be a problem on Macs when you're pushing multiple monitors or using higher Retina scaling modes on, especially if you're using integrated graphics. Metal 2 is also the go-to API for supporting VR on macOS, something Apple is pushing in a big way with its newer iMacs and its native support for external Thunderbolt 3 GPU enclosures. Apple says that every device that supports Metal should support at least some of Metal 2's new features, but the implication there is that some older GPUs won't be able to do everything the newer ones can do.
Like iOS 10.3, High Sierra will convert your boot drive to APFS when you first install it -- this will be true for all Macs that run High Sierra, regardless of whether they're equipped with an SSD, a spinning HDD, or a Fusion Drive setup. In the current beta installer, you're given an option to uncheck the APFS box (checked by default) before you start the install process, though that doesn't necessarily guarantee that it will survive in the final version. It's also not clear at this point if there are edge cases -- third-party SSDs, for instance -- that won't automatically be converted. But assuming that most people stick with the defaults and that most people don't crack their Macs open, most Mac users who do the upgrade are going to get the new filesystem.
HEVC and HEIF
All High Sierra Macs will pick up support for HEVC, but only very recent models will support any kind of hardware acceleration. This is important because playing HEVC streams, especially at high resolutions and bitrates, is a pretty hardware-intensive operation. HEVC playback can consume most of a CPU's processor cycles, and especially on slower dual-core laptop processors, smooth playback may be impossible altogether. Dedicated HEVC encode and decode blocks in CPUs and GPUs can handle the heavy lifting more efficiently, freeing up your CPU and greatly reducing power consumption, but HEVC's newness means that dedicated hardware isn't especially prevalent yet.
Metal 2
While both macOS and iOS still nominally support open, third-party APIs like OpenGL and OpenCL, it's clear that the company sees Metal as the way forward for graphics and GPU compute on its platforms. Apple's OpenGL support in macOS and iOS hasn't changed at all in years, and there are absolutely no signs that Apple plans to support Vulkan. But the API will enable some improvements for end users, too. People with newer GPUs should expect to benefit from some performance improvements, not just in games but in macOS itself; Apple says the entire WindowServer is now using Metal, which should improve the fluidity and consistency of transitions and animations within macOS; this can be a problem on Macs when you're pushing multiple monitors or using higher Retina scaling modes on, especially if you're using integrated graphics. Metal 2 is also the go-to API for supporting VR on macOS, something Apple is pushing in a big way with its newer iMacs and its native support for external Thunderbolt 3 GPU enclosures. Apple says that every device that supports Metal should support at least some of Metal 2's new features, but the implication there is that some older GPUs won't be able to do everything the newer ones can do.
Replacing HFS with APFS brings a lot of new features similar to ZFS but it's also going towards the Android/iOS security model where the system and user data are separated and the system read-only without a root user anymore.
Although it will probably be trivial to break out, we're moving more towards commercial ecosystems that no longer will support tinkering with the OS.
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Can someone explain to me how this is bad when both nvidia and amd's newer cards do hardware HEVC encoding?
Because the royalty licensing cost is passed on to you as the end user. You're paying extra for the codec rent. Additionally, there are, for example, content distribution royalties. So a company like Netflix is paying extra for merely transmitting HEVC content over the Internet and those costs also get passed on to you as the end user. Additionally, the Velos Media patent pool hasn't even announced its royalty rates. Who knows what they'll charge.
In the end, this anti-web licensing creates a pay-to-play environment where only the big boys can afford to play. I don't know about you, but that's not the web I want.
Secondly, as a end user if I want to play back HEVC videos there are many arm TV boxes I can get for under $100 which do hardware HEVC decoding.
There are many ARM TV boxes that you can get for under $100 which do VP9 decoding. There will be plenty of ARM TV boxes which you can get for under $100 which do AV1 decoding once AV1 is finished.
Formats, like HEVC, which require payment for patent royalties work against your individual interests. Don't support such formats.
Sell me macOS to use on the Intel box of my choice or in a VM. Thanks!
Why is all the good stuff already modded 5, when I have mod points?
Metal is about vendor lockin
No, it's about performance. If OpenGL could do what Metal can, they'd stick to it.
-jcr
The only title of honor that a tyrant can grant is "Enemy of the State."
And what exactly are the advantages of Vulcan over Metal? No, really... serious question.
Industry support. Vulkan will allow the same code to support every other major OS outside the Apple ecosystem, so will have 20X as many games as Metal ever will, not to mention better graphics drivers.
It's just a shame that your public don't spend. If you want to actually make money as a developer, Android isn't your target.