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Direct3D layers have been enabled by default for a month or so, you don't need the MOZ_ACCELERATED environment variable any more.

I know that much but I was too lazy to remove it :p Anything I should make sure in about:config before I remove it so I can be sure that D3D is still on?

EDIT: just updated to newest nightly and enabled D3D10...... holy damn fast :woot:

I know that much but I was too lazy to remove it :p Anything I should make sure in about:config before I remove it so I can be sure that D3D is still on?

EDIT: just updated to newest nightly and enabled D3D10...... holy damn fast :woot:

Damn with all the sexy stuff happening on Windows I wonder whether I should abandon Mac OS X and go to the dark side :(

Once again Mozilla developers demonstrating they don't give a crap about Mac users by their decision to work on and enable layers for DirectX before OpenGL :(

Damn with all the sexy stuff happening on Windows I wonder whether I should abandon Mac OS X and go to the dark side :(

Once again Mozilla developers demonstrating they don't give a crap about Mac users by their decision to work on and enable layers for DirectX before OpenGL :(

You are the minority.

Damn with all the sexy stuff happening on Windows I wonder whether I should abandon Mac OS X and go to the dark side :(

Once again Mozilla developers demonstrating they don't give a crap about Mac users by their decision to work on and enable layers for DirectX before OpenGL :(

When Firefox started there wasn't even a Mac version to support. Now there is and they are obviously working very hard to make it as good as they can on the Mac, but you can't expect Mac to get any the "sexy stuff" first when it's primarily a Windows and Linux app. You'll get all the features eventually, but we all know how slow Firefox development is, and I imagine it's even worse now that they're developing for Mac as well. There's really no reason to abandon OS X, though, if that's your OS of choice, especially just for a web browser. Supposedly there are plenty of Windows emulation options available, including running Windows apps within the OS X environment. Working on DirectX before OpenGL doesn't mean Mozilla doesn't give a crap about Mac, though it does imply that perhaps they don't give a crap about OpenGL. There's a reason why the majority of PC games are for Windows. (That doesn't mean I personally prefer DirectX over OpenGL, but apparently most developers do. I once thought That OpenGL would eventually overthrow DirectX and I would see most games being released on multiple OSes, but it's been almost 20 years now and it still hasn't happened.)

When Firefox started there wasn't even a Mac version to support. Now there is and they are obviously working very hard to make it as good as they can on the Mac, but you can't expect Mac to get any the "sexy stuff" first when it's primarily a Windows and Linux app. You'll get all the features eventually, but we all know how slow Firefox development is, and I imagine it's even worse now that they're developing for Mac as well. There's really no reason to abandon OS X, though, if that's your OS of choice, especially just for a web browser. Supposedly there are plenty of Windows emulation options available, including running Windows apps within the OS X environment. Working on DirectX before OpenGL doesn't mean Mozilla doesn't give a crap about Mac, though it does imply that perhaps they don't give a crap about OpenGL. There's a reason why the majority of PC games are for Windows. (That doesn't mean I personally prefer DirectX over OpenGL, but apparently most developers do. I once thought That OpenGL would eventually overthrow DirectX and I would see most games being released on multiple OSes, but it's been almost 20 years now and it still hasn't happened.)

The issue with Firefox and Mac OS X rather than being a cause is but one of a long list of issues I've had with third party developers and their incessant whining about Microsofts monopoly (such as Firefox whining to the EU) but through their crap software on Mac further entrench the monopoly further. You'd think that there is sufficient motivation to making their Mac version worth while but even a cracker under their backside seems to do nothing - oh, and Firefox on *NIX is no walk in the path either but that is due to a whole set of other considerations.

As for OpenGL, thats an issue caused by the entrenched status quo of CAD vendors not wanting OpenGL to move to a "object creation would become atomic, using templates to define the properties of an object which would be created with a single function call" (from the Wikipedia article) which unfortunately has lent it to a bias towards CAD producers with gamers being given the short end of the stick. I don't see things improving any time soon other than the Mac user base increasing and software vendors having to swallow their pride and learn how to use OpenGL properly instead of the half baked approach they're doing today.

I'd say that my hope is in the Webkit corner at this stage especially with Webkit2 in development with process separation baked right into the API itself - I really do want Firefox on Mac OS X to be really good if for no other reason that it puts a fire under the backside of Apple developers to improve Safari. If the only viable browser on Mac OS X is Safari then it doesn't speak too highly as to the future development of Safari beyond the current status quo.

Mozilla's aim is to innovate and improve the web , and thus , they need a platform used by most of the ppl , which comes to be Windows (90+% share :o )

So obviously , they would first think of Windows version , and then of the latter.

Anyways , 17 blocking bugs left :D We MIGHT see Beta 7 next week

Damn with all the sexy stuff happening on Windows I wonder whether I should abandon Mac OS X and go to the dark side :(

Once again Mozilla developers demonstrating they don't give a crap about Mac users by their decision to work on and enable layers for DirectX before OpenGL :(

OpenGL Layers were landed and enabled before D3D10 layers were landed (they still aren't enabled)

D3D Layers landed earlier simply because they were the simpler API, OpenGL Layers isn't just for OS X (they're using them on mobile devices (Android, etc.), so they had to write lots of support code)

There's a bit of a difference between performance and resource usage. Performance pretty much equates to speed and responsiveness, and honestly I think performance absolutely sucks at the moment, but I have hope that by the time it's final it'll be significantly improved. I really don't care how much of my CPU or RAM it uses. 90% of your CPU is more than acceptable if Firefox is the active program (although it doesn't; it fluctuates between 5%-45% for me, what kind of CPU do you have?!), it shouldn't use nearly so much if it's in the background. However, I have a fairly decent CPU, so when it is active I expect it to run fairly decently, and it doesn't at the moment. It's test software, if you want release-quality you should go back to 3.6.

Mozilla's aim is to innovate and improve the web , and thus , they need a platform used by most of the ppl , which comes to be Windows (90+% share :o )

So obviously , they would first think of Windows version , and then of the latter.

Anyways , 17 blocking bugs left :D We MIGHT see Beta 7 next week

haha, let's hope so

Well between Beta 6 and current nightlies there are already a very noticeable performance improvement in Startup, response time, JS speed etc. I dont know how you define suck, but it is definitely not slow anymore. Compartment GC is definitely working as switch between my home Nighties Build and Work 's Beta 6 environment i notice the pause between tabs in beta 6. It may not be as fast as Chrome and Opera in many cases, but it is not that far behind.

Chrome and Opera scales VERY well with high end machines. i.e If you have a fast computer and lots of memory Chrome is going to perform better with wider margin of advantage then Firefox. However at the low end Firefox does very well, if not better then Chrome.

It's very difficult not to perform better than Firefox ATM, it's by far the slowest browser, even after all these supposed speed improvements.

Also, I'm actually using yesterday's build still, because today's build crashes almost immediately upon startup. I think it's a problem with Flash, because simple sites (like Mozilla's FTP site, thankfully) didn't crash it. Oh, well, maybe tomorrow will be better.

It's very difficult not to perform better than Firefox ATM, it's by far the slowest browser, even after all these supposed speed improvements.

Also, I'm actually using yesterday's build still, because today's build crashes almost immediately upon startup. I think it's a problem with Flash, because simple sites (like Mozilla's FTP site, thankfully) didn't crash it. Oh, well, maybe tomorrow will be better.

What operating system are you running it on?

It's very difficult not to perform better than Firefox ATM, it's by far the slowest browser, even after all these supposed speed improvements.

Also, I'm actually using yesterday's build still, because today's build crashes almost immediately upon startup. I think it's a problem with Flash, because simple sites (like Mozilla's FTP site, thankfully) didn't crash it. Oh, well, maybe tomorrow will be better.

I couldn't open the latest build at all it just crashed before it opened. But I fixed it by using the 32 bit build rather than the 64 bit one.

However at the low end Firefox does very well, if not better then Chrome.

False.

This site scrolls super-smooth in SRware Iron 6 (Chromium 6 + Fast Adbloock) on an Intel Atom N270.

While, with Firefox it is a painful experience without D2D and D3D10 layers.

Whilst Firefox 4.0 b7-pre beats IE9 in performance by a large margin outside of IE9 tests (BS), Chrome 6 beats FF4.0 b7pre (w. D2D and D3D10 layers) by a noticable margin in real world speed. Don't forget that Firefox is about 3-4 times slower without D2D and D3DX layers.

EDIT: Forgot to mention, performance was better before.

Firefox really isn't that smooth in scrolling. Chrome does not properly support touch either.

I can't wait for this generation of browsers to hit rtm. I am tired of using betas, but the current final versions just do not offer as nice of an experience.

Also, is it possible for a browser to cause a blue screen? I've had the same OS install for a good couple of months and had my first this morning. I enabled the layers.use-d3d10. Very strange coincidence.

Since they're using the GPU more and more, it's certainly possible they're hitting driver bugs that cause the BSOD.

Mozilla are running into driver and card issues so much that they've implemented a block list on Windows and OS X.

Edit: I should clarify, I'm talking about browsers in general in the first paragraph.

Since they're using the GPU more and more, it's certainly possible they're hitting driver bugs that cause the BSOD.

Mozilla are running into driver and card issues so much that they've implemented a block list on Windows and OS X.

Edit: I should clarify, I'm talking about browsers in general in the first paragraph.

True, problems started appearing when Flash started to be GPU accelerated and many bugs were found in many of the drivers that are out there. Some of the results were weird inconsistencies whilst others resulted in BSOD's. This probably explained why Microsoft didn't move their bundled applications from GDI+ to Direct2D but with that being said had they dogfooded their software during the development phase they would have uncovered these bugs relatively quickly rather than it being several months after the release of Windows 7. Apple on the other hand does a great job at dogfooding - they develop and API and use it straight away so that the API reflects a real world situation rather than something designed in abstract that doesn't actually address a problem the way programmers would address it.

False.

This site scrolls super-smooth in SRware Iron 6 (Chromium 6 + Fast Adbloock) on an Intel Atom N270.

While, with Firefox it is a painful experience without D2D and D3D10 layers.

Whilst Firefox 4.0 b7-pre beats IE9 in performance by a large margin outside of IE9 tests (BS), Chrome 6 beats FF4.0 b7pre (w. D2D and D3D10 layers) by a noticable margin in real world speed. Don't forget that Firefox is about 3-4 times slower without D2D and D3DX layers.

EDIT: Forgot to mention, performance was better before.

And that is a scrolling specific issues. I am referring to Firefox using lower amount of memory, and CPU usage. For single Tab, Chrome may well does better then Firefox, once you open multiple tabs, Its Multi Thread, Multi process architecture really hurts low end machines.

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    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. 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However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. 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The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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