It does look like they've got a great release coming some time, but it's clear they care more about marketing it eventually than pushing the web forward by putting the latest and greatest in user's hands.
https://www.mozilla.org/en-US/firefox/ios/
https://itunes.apple.com/us/app/chrome-web-browser-by-google...
http://www.opera.com/mobile/mini/iphone
I cannot agree with "no competition is allowed in that space."
Edit: I just saw the remark for "mobile browser rendering engine" -- that is true.
Since it uses Apple's engine underneath, you can't work around their ban on free codecs in the browser for example. Same goes for support for multiple HTML5 features (how about MSE for starters?). So it is clearly anti-competitive.
Also other browsers on iOS are more restricted than Safari. For example those Safari content blockers don't work in Firefox. So given Firefox's inability to provide plugins, this means that in Firefox you are forced to load and see annoying ads, whereas in Safari you don't have to.
On Android, Firefox is actually a good alternative to Chrome, albeit less well integrated, but then I can't imagine using a mobile browser without uBlock, HTTPS Everywhere, etc. But on iOS the alternative browsers like Firefox are nothing more than dumb shells around restricted functionality.
I'm using Firefox on all of my desktops (MacOS, Windows and Ubuntu), I'm using Firefox on my Android device. Guess which browser I'm using on my iPhone? ;-)
The team simply has different priorities in particular security and battery life which means some eg service workers take longer to implement (if at all).
That's why on my Mac unlike Chrome and Firefox, Safari isn't a memory hog that chews through battery life like it's nobody's business.
An experience would be having a track day at Silverstone, not opening Safari.
Thanks for clarifying.
It's not an excuse but deliberate design choices. That is why Safari is by far the best browser on the Mac.
IDK, I see people linking me safari PoCs far more often than other browsers. What leads you to believe they're doing better than Chrome?
Do you have any examples of things using it?
https://itunes.apple.com/us/app/vainglory/id671464704?mt=8
https://itunes.apple.com/gb/app/sky-gamblers-storm-raiders/i...
https://itunes.apple.com/gb/app/radiation-island/id923760656...
https://itunes.apple.com/de/app/asphalt-8-airborne/id6103919...
Adobe After Effects
https://blogs.adobe.com/creativecloud/after-effects-cc-2015-...
Adobe Premier Pro
https://blogs.adobe.com/creativecloud/up-next-for-premiere-p...
I don't know what percentage of Unity/UE4 Mac & iOS games have Metal enabled, but it is potentially a very large number.
That's the thing about Metal -- as long as common libraries and game engines add support for it, most developers won't have to do much additional work to use it. Only people who are writing their own graphics engine from scratch would need to learn it.
Not everyone is going to spend resources on implementing a redundant API. Apple are just being their usual lock-in jerks by not supporting OpenGL and Vulkan.
Example: https://www.winehq.org//wwn/404
> An open issue with anything newer than Direct3D9 is that wined3d still depends on legacy OpenGL 2 features and many drivers do not expose some features necessary for d3d10/11 in legacy contexts. With the MaxVersionGL key set wined3d will request a core context, but certain blitting corner cases are still broken. Mesa and the Nvidia binary driver mostly work. On MacOS you are most likely out of luck.
Well that says it all, even if Apple had an up to date OpenGL driver, that wouldn't help.
What I would really benefit from is updated OpenGL support. Right now, MacOS X is the lowest common denominator, with all the other platforms having 4.5+ as standard. I can upgrade to that with ease. But I'm never going to be able to justify rewriting the stuff with Metal, because it would mean a complete parallel implementation just for MacOS, since we would need to retain OpenGL everywhere else.
Vendor-specific graphics APIs are, for the most part, a legacy of the past which we were lucky to escape from. Apple creating Metal is an anachronism, and I don't think it will have a long life unless they make it portable.
As an actual developer, who's been around since the eternal IE-version days, I really don't understand this criticism.
Honestly, Safari as a lot of new really nice browsers features that my clients are actually asking for, like blurred backgrounds[1] and native CSS carousels[2]. Realistically, things like WebRTC is only holding back a very specific subset of development.
Nintendo on the other hand now has officially confirmed support: https://www.khronos.org/conformance/adopters/conformant-prod...
Want to bet who will be next?
All the other devices from Nintendo don't support Vulkan.
So nothing relevant in market share for Vulkan.
No reason for them not to support it on any of their future devices. Older ones might not be possible, since Vulkan support has hardware requirements that not every GPU can fulfill (basically, no compute shaders = no Vulkan). Newer ones aren't a problem though, so I expect Nintendo to support it everywhere they can.
Also, think about it from GPU manufacturers perspective. Not only Nintendo have no need to reinvent the wheel anymore, they don't need to bug Nvidia about making special driver for them as well. They just use their Vulkan driver for their GPU (adapted for Nintendo OS which is FreeBSD based as far as I know). I.e. all win by stopping the pointless wheel reinvention (which costs money as well), and focusing on actually doing useful stuff. So I think Nvidia played a role here in pushing Vulkan through to Switch.
Same thing will eventually happen to Sony with whatever GPU they'll use then (AMD or Nvidia). MS will probably be the last to follow.