Recommended Posts

I've got a feeling this may be one of the new additions in Leopard - since Boot Camp is going to be a feature of Leopard, Apple may want to add full NTFS support for XP.

Yeah exactly. Currently we have a pretty crappy situation because you're forced to use NTFS when having a partition larger than 32 GB (or something like that).

Ok well I have thought about it, and read some rumors that make a ton of sense and have come to the conclusion that boot camp will be the corner stone of making Macs a more popular machine bundled with a future more popular OS. What's the reason behind this? Yellow Box. Yellow Box was a NextStep deal that would make the programing architectures (I think that would be the right terminology) such as Carbon or Cocoa universal, aka, you could program using those fronts on a Windows PC, a PPC Mac or an Intel Mac. Think about that for a second. Programers would be able to easily program apps, that are universal across 3 different platforms.

Anyhow, rumor has it, that Apple is working on a yellow box type solution again. It would weigh somewhere in the 150 meg range, and would allow for developers to develop universal programs for both Mac and PC. Apple ports the Cocoa and Carbon API's as well as Xcode to Windows, and it makes developers real happy. What does Boot Camp have to do with this? Its simply a method of getting people to switch over to OS X. It is a safety net for those that need to use those one or two windows programs. Leopard would introduce a virtualization of Windows for OS X and that coupled with the fact that developers would be developing universal programs for all three platforms, its a no loose situation.

At first I thought this was a bunch of eh BS to be honest, but now that I think about it, if this is what Apple is doing and has in its cards, then its genius. Developers need not worry about wasting money developing for Mac because they could develop for all 3 at the same time. It saves money and makes the consumer happy too. Apple uses the safety net feature of having Boot Camp and later on a virtual version of Windows in Leopard, to draw in switchers. And MS is fine because developers would be able to develop cool programs in a very nice, easy to use environment.

If these predictions turn out to be true, I really think its blue skies for Apple. The combination of dramatic enhanced compatibility and interoperability plus ease of development for consumers with successful safety net for consumers, will be Apple's strength in taking a nice chunk of the market. Apple will never beat MS, I think everyone knows that. But with a strategy that at least tries to accomplish the same goals as the one that I sort of laid out, I think they can regain a nice little segment.

I don't think so, this would just allow developers do develop programs that would run on both platforms nativly. That can only be a good thing because if Apple plays its cards right, OS X will be an actual competitor. Aqua and OS X specific technologies will still be OS X specific, but being able to program applications that will run on both platforms will make development costs drop and make developers jobs easier. It will just open the door for more development on the OS X side.

^If one application is being developed for both Mac OS X and Windows in the way you're stating won't that seriously affect Aqua and other Mac OS X-specific technologies? :/

Apple enforces strict GUI guidelines, if a professional developer makes an application it must meet the guidelines of each OS, which is very doable, most likely it will be implemented so that this is done automatically, picture itunes on windows vs. osx.

Apple enforces strict GUI guidelines, if a professional developer makes an application it must meet the guidelines of each OS, which is very doable, most likely it will be implemented so that this is done automatically, picture itunes on windows vs. osx.

Bingo

Parallels runs very fast. It certainly takes advantage of CPU Virtualization. Its very near native speed. Pity it doesnt take advantage of the video card. Maybe I could try installing the drivers that Apple provides with Boot Camp. :whistle:

I was just going to do the same thing this evening. I can tell everyone as well, it runs very fast. I would say excluding the second of lag when you click inside the virtual machine it is definitely quick enough to make you think it was native. I'll be getting my extra ram today...so I'll let you know how this runs with a dedicated 1GB to it :yes:

I was just going to do the same thing this evening. I can tell everyone as well, it runs very fast. I would say excluding the second of lag when you click inside the virtual machine it is definitely quick enough to make you think it was native. I'll be getting my extra ram today...so I'll let you know how this runs with a dedicated 1GB to it :yes:

Parallels will not let you run games regardless of what drivers you install. The video drivers Apple provides for the XP install are just ATI Catalyst drivers. The VM only provides an SVGA card. It is only useful for productivity apps and the like which are not available on OS X.

Parallels will not let you run games regardless of what drivers you install. The video drivers Apple provides for the XP install are just ATI Catalyst drivers. The VM only provides an SVGA card. It is only useful for productivity apps and the like which are not available on OS X.

Does anyone know if the ATI drivers Apple supplies in Boot Camp are the latest available from ATI. Can you for example, get newer/updated versions for XP from ATI's site and install them. :unsure:

Does anyone know if the ATI drivers Apple supplies in Boot Camp are the latest available from ATI. Can you for example, get newer/updated versions for XP from ATI's site and install them. :unsure:

Welcome to the world of Windows Drivers.

Yes, you can. Will they work properly? I'm not sure. The video BIOS is usually the only difference between a PC video card and a Mac video card. If there is some Mac specific feature in the video BIOS of your card, the generic Ati drivers probably won't support it (power management comes to mind). Naturally, on a desktop this may not be an issue.

Parallels will not let you run games regardless of what drivers you install. The video drivers Apple provides for the XP install are just ATI Catalyst drivers. The VM only provides an SVGA card. It is only useful for productivity apps and the like which are not available on OS X.

argh...for craps sake. Once and for all, I am not saying you can or would want to run games on Parallels. The attraction of Parallels is that you don't have to dual boot and you don't have to restart to use Windows.

You use Windows inside OSX, you can use Final Cut to do your video editing in the native OSX environment, then open up your VM in Parallels to use MS Access or any other Windows App you need in very near native speeds...side by side, no reboots.

Yeesh.

Apple enforces strict GUI guidelines, if a professional developer makes an application it must meet the guidelines of each OS, which is very doable, most likely it will be implemented so that this is done automatically, picture itunes on windows vs. osx.

Please correct me if I'm wrong but basically you mean an "universal" application that runs on both Mac OS X and Windows will contain resources (toolbar icons for example) for both platforms? So basically everything is double?

How are you going to that with Mac OS X specific technologies like Spotlight etc.? Those won't run on Windows.

You use Windows inside OSX, you can use Final Cut to do your video editing in the native OSX environment, then open up your VM in Parallels to use MS Access or any other Windows App you need in very near native speeds...side by side, no reboots.

Yeesh.

I don't think Final Cut will run that fast with Windows XP in Parallel hogging up resources. ;)

tried it at work today with member qbie.

ran 3dmark 03 and got 6,363 - this is on the high end imac. one thing i did notice was the botting times on the winxp-was very fast. i just hope driver are developed for the isight and other hardware thats not working at the moment.

very nice... :) pics taken with mobile phone-so abit grainy.

1.jpg

2.jpg

3.jpg

I want a Macbook Pro so badly now. I've got love for MacOS, and I'd take it over Windows any day, but as an engineering student, sometimes I'm forced to use programs that don't have MacOS equivalents. I was thinking of buying a MBP and dual booting with the onmac.net method, but Boot Camp just seems like a perfect solution now.

I was wondering, why does my iMac X1600 show up as a Mobility card on Windows? On the Apple website it says nothing about it being a mobility version of the card, and they do make the distinction on the MacBook Pro site. Is it a driver thing (just using the same drivers for now and they'll fix later?) or do they just sneak that mobility in on the iMac users? ;)

Sorry if it's been asked before, I think I've read most of this thread but I might have missed something.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Microsoft releases PowerToys v0.100.1, fixes a bug that made remapped keys misbehave by Ivan Jenic Microsoft just released PowerToys v0.100.1, a patch update that addresses several stability and behavior issues found in v0.100.0. The v0.100.0 patch was a significant update for PowerToys, as it introduced all sorts of new features and additions, such as a rebuilt Shortcut Guide, a Command Palette Extension Gallery, webcam overlay support in ZoomIt, and more. However, the v0.100.0 version also introduced some bugs and stability issues. And now, Microsoft is addressing these issues in the new patch. The most impactful fix in this release perhaps is in Keyboard Manager, where remapped modifier keys were being delivered as system-key events, causing unexpected behavior in apps. The clearest example of this was Alt-to-Backspace remaps, deleting whole words instead of a single character. So, if you thought there was an issue with your keyboard, Microsoft just confirmed that it was PowerToys. Beyond the Keyboard Manager fix, v0.100.1 also addresses several other issues. It fixes a bug with Power Display that was preventing monitors from waking from standby correctly. Additionally, the new update patches Quick Access crashes on launch, and resolves a Shortcut Guide crash that occurred when switching between sidebar sections. Here’s the full changelog: Color Picker Fixed a bug where the main Color Picker window could appear inside the zoomed-in picker view Command Palette Fixed Run history initialization in AOT builds Fixed a bug where the Performance Monitor dock item could show ??? after restart Fixed the Hibernate command using the Sleep icon Limited the "pin to dock" dialog to displays where the dock is enabled Keyboard Manager Fixed modifier keys remapped to non-modifier keys being delivered as system-key events, which caused unexpected behavior in apps such as Alt-to-Backspace deleting whole words Power Display Fixed a bug where selecting On in the monitor power-state control did not wake a monitor from standby Fixed built-in display detection and brightness control on dual-GPU laptops where the internal panel is driven by the discrete GPU PowerToys Run Fixed VS Code Workspaces discovery after VS Code moved recently opened workspace data to shared storage Quick Access Fixed Quick Access flyout crashes caused by unhandled XAML exceptions during launch or page navigation Shortcut Guide Fixed a crash when navigating between Shortcut Guide sidebar sections Fixed number-key rendering in shortcut manifests and added a Postman shortcut manifest Updated bundled shortcut manifests to use the literal number-key token so number keys render correctly across apps ZoomIt Fixed a race condition in audio initialization for ZoomIt video recording You can download PowerToys v0.100.1 from the official GitHub releases page.
    • OBS Studio 32.2.0 Beta 2 by Razvan Serea OBS Studio is software designed for capturing, compositing, encoding, recording, and streaming video content, efficiently. It is the re-write of the widely used Open Broadcaster Software, to allow even more features and multi-platform support. OBS Studio supports multiple sources, including media files, games, web pages, application windows, webcams, your desktop, microphone and more. OBS Studio Features: High performance real time video/audio capturing and mixing, with unlimited scenes you can switch between seamlessly via custom transitions. Live streaming to Twitch, YouTube, Periscope, Mixer, GoodGame, DailyMotion, Hitbox, VK and any other RTMP server Filters for video sources such as image masking, color correction, chroma/color keying, and more. x264, H.264 and AAC for your live streams and video recordings Intel Quick Sync Video (QSV) and NVIDIA NVENC support Intuitive audio mixer with per-source filters such as noise gate, noise suppression, and gain. Take full control with VST plugin support. GPU-based game capture for high performance game streaming Unlimited number of scenes and sources Number of different and customizable transitions for when you switch between scenes Hotkeys for almost any action such as start or stop your stream or recording, push-to-talk, fast mute of any audio source, show or hide any video source, switch between scenes,and much more Live preview of any changes on your scenes and sources using Studio Mode before pushing them to your stream where your viewers will see those changes DirectShow capture device support (webcams, capture cards, etc) Powerful and easy to use configuration options. Add new Sources, duplicate existing ones, and adjust their properties effortlessly. Streamlined Settings panel for quickly configuring your broadcasts and recordings. Switch between different profiles with ease. Light and dark themes available to fit your environment. …and many other features. For free. At all. OBS Studio 32.2.0 Beta 2 changelog: Beta 2 Changes Fixed a CI deployment issue. There are no application changes since Beta 1. 32.2 New Features Replaced add source dropdown with new dialog [Warchamp7] Improved FPS selector UX [jcm93] Added missing file support for filters [exeldro] Added ability for plugins to set custom icons for new source types [cg2121] Included .webp files when adding a directory to Image Slide Show source [TarunCore] Added copy paste functions to frontend API [exeldro] Added filter to compose SDR into HDR [jpark37] Added delete as a hotkey to delete sources on macOS [PatTheMav] Added dynamic bitrate support to multitrack video [lexano-ivs] 32.2 Changes Forced Intel-based installations to update to Apple Silicon version on macOS [PatTheMav] This change means that OBS Studio versions built for Intel-based Macs but running on Apple Silicon Macs will automatically update to OBS Studio built for Apple Silicon Macs. If an installation was using third-party plugins, those plugins will no longer load until replaced with Apple Silicon versions. Fixed audio mixer state getting out of sync when changing settings via websockets or plugins [Warchamp7] Added theming for checked QToolButtons [glikely] Improved OpenGL performance slightly on low-end machines [kkartaltepe] Set minimum size for color source to 1 pixel [exeldro] Added minimum width to spinboxes [Warchamp7] Disallowed overwriting the crash handler [sebastian-s-beckmann] Applied process mitigation policies for Windows [notr1ch] Adjusted description of multitrack video [jhnbwrs] Changed new capture devices to use fallback frame rate by default [PatTheMav] Improved DLL loading behavior on Windows [notr1ch] Limited multitrack video config to Custom service [PatTheMav] 32.2 Bug Fixes Fixed OAuth and dock state save corruption [PatTheMav] Fixed group bounds not resizing when removing items [howellrl] Fixed canvas mixes not being restored after video reset [dsaedtler] Fixed some erroneous crashes during shutdown [Warchamp7] Fixed display capture sometimes capturing black after a duplicator failure [ThrowTop] Fixed color of controls dock output buttons in System theme [shiina424] Fixed virtual camera reset failures [stephematician] Fixed potential crash when user discards changes in the settings window [suogesi] Fixed incorrect return value in virtualcam filter [xtfo] Fixed source toolbar buttons not working after dragging a source into a group [Warchamp7] Fixed properties hint icon spacing [Warchamp7] Fixed potential crash when a video device reconnects on macOS [jcm93] Fixed an issue where PipeWire could fail on NVIDIA GPUs [hoshinolina] Fixed obs_canvas_get_video_info returning incorrect framerate [dsaedtler] 32.2 Deprecations Deprecated obs_properties_add_button [sebastian-s-beckmann] Download: OBS Studio 32.2.0 Beta 2 | Portable | ARM64 | ~200.0 MB (Open Source) View: OBS Studio Homepage | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Is a fast food restaurant a good metric to compare against?
    • Grand Theft Auto VI pricing revealed alongside Ultimate Edition and pre-loading details by Pulasthi Ariyasinghe Last week, Rockstar revealed Grand Theft Auto VI pre-orders will be starting soon, and just a day ahead of that, now the studio has announced the official pricing for the highly anticipated game. This has been a hotly debated topic among fans and industry veterans for a long time, considering the game is expected to be the biggest entertainment product launch ever. The confirmed pricing for the Grand Theft Auto VI standard edition is $79.99, which Rockstar says gives access to the "single-player experience set in the biggest, most immersive evolution of the series yet." This follows what most of our readers thought would happen with the pricing too. At the same time, a $99.99 Grand Theft Auto VI: Ultimate Edition has been confirmed as well, which lands with "an exclusive collection of premium vehicles, weapons, apparel, and action threaded across all aspects of Jason and Lucia’s story." Pre-ordering will also give fans extra bonuses, including a Vintage Vice City Pack of cosmetic items as well as a free month of GTA+. Head to the official website of the game here to check out all the cosmetic rewards the Ultimate Edition and pre-orders bring. Interestingly, the studio does not mention Grand Theft Auto VI multiplayer at all in today's announcement. Perhaps this will arrive later, following the campaign launch, or the studio is keeping that reveal for a later date. Digital pre-orders for Grand Theft Auto VI will begin on June 25, 2026, at midnight local time across regions for Xbox Series X|S and PlayStation 5. The title is slated to launch on November 19 on those same platforms. Pre-loading for Grand Theft Auto VI will kick off on November 12, giving players a week to get the game ready on their consoles. As for the physical edition, Take-Two has confirmed that this will be available without a disc, with the box only containing a download code inside. This will be purchasable starting November 12, giving players who take this route time to pre-load the title as well.
  • Recent Achievements

    • One Year In
      OHI Accounting earned a badge
      One Year In
    • First Post
      Almohandis earned a badge
      First Post
    • Rookie
      DaviKar went up a rank
      Rookie
    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      474
    2. 2
      +Edouard
      171
    3. 3
      PsYcHoKiLLa
      122
    4. 4
      Michael Scrip
      82
    5. 5
      Xenon
      71
  • Tell a friend

    Love Neowin? Tell a friend!