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Up and Coming
September 3, 2014

Switching from PC to Mac

Hey guys,


I am thinking of switching from PC to mac (various reasons) but I wanted to have the advice of other (skilled) developers on that change.
My workflow mainly uses Unity, Blender, Sketchup; the targeted macbook(15inch with Nvidia 750M) should be used only for some moderate Unity and 3D creation and running moderate demos with the DK2. (similar to tuscany demo)
My current PC is a Dell Precision M4800 laptop with Nvidia Quatro K1100M.

Do you think this is a good idea ? Should there be other things to consider ?
Do you also have the feeling that more dev is done at Oculus for PC and that sticking to it would be a better idea for the future ?
If you have the same macbook, do you experience good results ?

Any thought would help before making the change !

Thanks

    28 replies

    September 7, 2014
    I want to point out that the OP's original question was centered on development of games not playing of games. The Mac Pro is not a gaming box it's a workstation which provides the uptime and reliability required to produce 3D content. I also have found that when developing a game it's not necessary or even desirable to develop on the fastest gaming machine out only because the majority of gamers don't own the fastest hardware anyway.
    Up and Coming
    September 7, 2014
    My two pennies,

    I switched to Apple hardware only because I was sick of searching for drivers of yet another obscure part of hardware that would have been used in my (cheaper) Windows based laptops. Since then I run both OSX and Windows (Windows via Bootcamp) on a MacBook Pro. I'm using wxWidgets for the UI, which is platform independent and CMake to create build projects for either Xcode or Visual Studio. IMHO Visual Studio is still the best development environment to do your daily work in, especially the debugger. But it is nice that you can create, build and run Xcode projects from the same code base, without (in theory) having to change any of the code. And it is not a bad idea anyway to have at least two different compilers "look" at your code. I did (just one) iOS app the same way and that was quite a hassle (but it is possible). Although wxWidgets doesn't support iOS so you will use more native iOS frameworks.
    Linux is supported in a CMake/wxWidgets/(Eclipse (for instance)) workflow as well and works but I've only used it once or twice.

    Thanks,
    Daniel
    kojack
    Honored Contributor
    September 7, 2014
    "contempt" wrote:
    I also have found that when developing a game it's not necessary or even desirable to develop on the fastest gaming machine out only because the majority of gamers don't own the fastest hardware anyway.

    When testing, yes, a lower system is handy so you know what average users will experience. But actual developing... fast computer is better. Compiling large code bases, generating lighting and visibility, etc, are all far less annoying on a fast computer.
    Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
    Up and Coming
    September 7, 2014
    "kojack" wrote:
    "contempt" wrote:
    I also have found that when developing a game it's not necessary or even desirable to develop on the fastest gaming machine out only because the majority of gamers don't own the fastest hardware anyway.

    When testing, yes, a lower system is handy so you know what average users will experience. But actual developing... fast computer is better. Compiling large code bases, generating lighting and visibility, etc, are all far less annoying on a fast computer.


    This. Testing is entirely separate from much needed grunt while compiling, rendering, running an engine editor with a 'test' game window that takes more power etc.

    There is never a good excuse for 'less' power, especially when it costs more money due to a badge.
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    September 8, 2014
    Hey guys,


    thank you for your detailed answers !

    I have to say that the original question was related to a workflow with mostly only Unity and the Rift, and knowing if that combination would give me trouble if used on a Mac instead of a Windows PC...
    The idea is not to program in Xcode or VS, or create my own graphics engine; but to build and run some basic demos in Unity and use DK2 to show it to people. Also use blender to do some 3D creation.

    Would you say that in that case, switching to a mac for the (current) DK2 dev should be ok?

    Thank you !
    Inspiring
    September 8, 2014
    "Sharpfish" wrote:
    "bdeschryver" wrote:

    I am thinking of switching from PC to mac


    Don't. :lol:


    Yep, Apple is for you Mum to browse. And you only have OpenGL there. Also a lot of problems with OpenGL were it is working on PC - for example Autodesk Maya.
    Up and Coming
    September 9, 2014
    "bdeschryver" wrote:
    Hey guys,


    thank you for your detailed answers !

    I have to say that the original question was related to a workflow with mostly only Unity and the Rift, and knowing if that combination would give me trouble if used on a Mac instead of a Windows PC...
    The idea is not to program in Xcode or VS, or create my own graphics engine; but to build and run some basic demos in Unity and use DK2 to show it to people. Also use blender to do some 3D creation.

    Would you say that in that case, switching to a mac for the (current) DK2 dev should be ok?

    Thank you !


    Wouldn't you want to run other demos on the DK2 as well? It seems to me they are all released for Windows currently.
    September 10, 2014
    "Sharpfish" wrote:
    There is never a good excuse for 'less' power, especially when it costs more money due to a badge.


    No one said anything about 'less' power, power and speed are two different things.

    The new Mac Pro is a workstation, as such it is more reliable for "compiling, rendering, running an engine editor with a 'test' game window" than a setup that is oriented towards gaming speed.

    There is a reason that high end production houses spend more money for workstation class GPUs that perform slower than their gaming oriented counterparts. When rendering you want reliability and accuracy. Have you never set up a long render and come back to find your render failed?

    You say it costs more money due to a badge then price out a superior workstation with the same warranty and equal parts.
    Here is a good place to start when researching:
    http://www.extremetech.com/computing/173695-apples-new-overpriced-10000-mac-pro-is-2000-cheaper-than-the-equivalent-windows-pc

    As for the OP I have no problem developing on a Mac and outputting Windows versions for the DK2, you'll be fine developing on a Mac :)
    Up and Coming
    September 10, 2014
    I am also developing on a Mac, sometimes I get the black game window but for the most part I haven't had any issues. I have had to change my work flow a bit in Unity but no real issue there. I use an iMac and a Mac book pro. No complaints.
    Up and Coming
    September 10, 2014
    "Gigantoad" wrote:
    "bdeschryver" wrote:
    Hey guys,


    thank you for your detailed answers !

    I have to say that the original question was related to a workflow with mostly only Unity and the Rift, and knowing if that combination would give me trouble if used on a Mac instead of a Windows PC...
    The idea is not to program in Xcode or VS, or create my own graphics engine; but to build and run some basic demos in Unity and use DK2 to show it to people. Also use blender to do some 3D creation.

    Would you say that in that case, switching to a mac for the (current) DK2 dev should be ok?

    Thank you !


    Wouldn't you want to run other demos on the DK2 as well? It seems to me they are all released for Windows currently.


    that is a very good point, thanks !