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Why is the performance of krita so awful in mac os ?

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Gingle
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Anyone know why the performance of krita in mac os is really bad ?
Its weird because the mac yosemite is very lightweight ,fluid and fast , its lighter than gnome 3

i tried krita recently in yosemite and its horrible because its laggy, its basically unusable no matter which settings i use. Photoshop cs6, sketchbook pro , firealpaca, Mangastudio, Corel painter ,and paintstorm studio all work great and fluidly in the mac yosemite.

I can prove the performance of krita is bad in macos, because i ran a windows 8 vm in parallels whilst in mac os and krita runs smooth in the virtual machine on top of macos on a measly 1st gen core i3 cpu and 4gb ram lol

Are the krita developers aware of exactly how horrible krita runs in macos ?
Clearly krita needs a lot more work and development to work in macos better.

it is embarrassingly slow in mac os, though krita works great in linux and windows on the same exact hardware. Someone know what kind of mac it even takes to run krita ? you need a high end mac from like the year 2015+ with max specs to run krita ?
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halla
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Hey...

Why complain here? Why not complain to Apple? They are using a **** file system, **** OpenGL implementation, **** compiler -- and a, in general, **** OS. Oh, and it runs on **** hardware. Outdated processors, bad keyboards, slow graphics cards, relatively **** screens. **** battery life. The only thing decent about my MacBook Pro 15" is the ssd -- that's fairly fast.

And I'm the only Krita developers who has got a Mac, and I only bought it to build Krita for macOS -- none of the others are crazy enough to spend an insane amount of money for an incredibly **** computer. Apple has no compelling hardware, and hasn't had it since the 17" Macbook Pro I had in 2008.

That said, I can paint on that macbook pro without trouble -- it's just not as much fun as using my mobilestudio pro.
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Gingle
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boudewijn wrote:Hey...

Why complain here? Why not complain to Apple? They are using a **** file system, **** OpenGL implementation, **** compiler -- and a, in general, **** OS. Oh, and it runs on **** hardware. Outdated processors, bad keyboards, slow graphics cards, relatively **** screens. **** battery life. The only thing decent about my MacBook Pro 15" is the ssd -- that's fairly fast.

And I'm the only Krita developers who has got a Mac, and I only bought it to build Krita for macOS -- none of the others are crazy enough to spend an insane amount of money for an incredibly **** computer. Apple has no compelling hardware, and hasn't had it since the 17" Macbook Pro I had in 2008.

That said, I can paint on that macbook pro without trouble -- it's just not as much fun as using my mobilestudio pro.


So it must be the apple os , as it runs perfect in linux and windows on the same hardware.
originally thought that krita was poorly written for macos

I suppose i'll file a complaint letter to apple on their forums about krita running slow later,once i get around to making an apple account. I haven't even made one yet

But I guess you must have a killer 1000$ dollar macbook to be able to do your artwork paintings in krita in mac os
I always thought you were one of the heaviest krita mac users out there and loved apple. But now i know the opposite to be true now, and that you would never spend money on an apple under normal circumstances
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Gbear7
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Lol :D
Oh the rage against mac. Do you feel like you where taken for a ride boudewijn? :'(
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konstantinnikkari
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My experience on MacBook Pro (Retina, 15-inch, Mid 2014).

boudewijn wrote:They are using a **** file system, **** OpenGL implementation, **** compiler -- and a, in general, **** OS. Oh, and it runs on **** hardware. Outdated processors,

I don't know anything about these nerd stuff so you might be right here. But that is why I use MAC. I don't need to know about these things. I can be an artist. Also, MAC has the best value-for-price programs for vector graphics and photo manipulation - AFFINITY DESIGNER & PHOTO.

boudewijn wrote:bad keyboards, slow graphics cards,

This is a matter of taste. The backlit keyboard is for my liking and I think it is simply the best what I have tried in years. Also the touch pad is best of any competitors. Haven't got any problems with my graphic cards.

boudewijn wrote:relatively **** screens. **** battery life. The only thing decent about my MacBook Pro 15" is the ssd -- that's fairly fast.

Very good screen. Battery life is AMAZING. I have three years old laptop and it still gives me 4 to 6 six hours of battery live. None of the PCs Windows or Linux ever could have managed to handle that much battery live at the age of 36 months. Very often PC laptops could barely handle 1.5h after 1 year of usage.

boudewijn wrote:And I'm the only Krita developers who has got a Mac, and I only bought it to build Krita for macOS -- none of the others are crazy enough to spend an insane amount of money for an incredibly **** computer.

Good. Thank you for being crazy. Because of you the recent Krita versio for Mac is stable and not laggy. Works very well and I decided to make a monthly subscription for Krita to support OSX development.

Please focus on making the OSX version more staple and bug free. It is more important than new features. Krita's true gem is the brush engine. It is a master piece which must work always flawless. Everything else is just gimmicks.


andro
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sarocu
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Are the developers of Krita openly inviting users of Mac to move to another software?
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halla
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sarocu wrote:Are the developers of Krita openly inviting users of Mac to move to another software?


No, we're inviting people to move to another operating system and different hardware. Apple's hardware (except, perhaps, for the new macbook pro) is awful, with awful keyboards. The operating system has outdated, the red-headed stepchild of IPadOS, with unmaintained opengl drivers (because Apple wants everyone to write applications only for their platform), with an anemic window manager, an broken event queue implementation and awful developer documentation. They claim their "notarization" ploy is about making things safer for users, but it's of course just another way to enforce the walled-garden rules about interpreters and browser engines, but on macOS instead of just IPadOS. Their ecosystem is designed to keep everyone in, with no way out, putting all their users in something pretty close to purday. Their app stores make developers into sharecroppers, people who can share their work with Apple, and if Apple allows it, make some money out of their work, while Apple is getting filthy rich.

We're still supporting the macOS version of Krita, and there's even a second developer with access to the platform now.

But on the whole, if you bought an Apple computer, you got a lemon and where had.
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halla
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To add to that, we've had reports that with Catalina, Krita's performance somehow improved. I haven't updated my 2015 15" Macbook Pro yet, so I cannot check, but, if true, that does rather bear out what I've been saying: the OS is keeping Krita back.

In fact, there's no macOS specific code in any critical part of Krita. The only bits where there's macOS specific code is for calling color selectors and file dialogs. We rely entirely on macOS, OpenGL and Qt for Krita's functionality on macOS.
sarocu
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I'll take that as a "yes"
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halla
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It's a no: we're inviting them to move to another OS. Though Ivan reported that he might be able to short-circuit some of macOS's shortcomings -- but no promises yet.
ghevan
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No promises yet, Im still making a functional prototype for smooth painting on macOS with openGL. I do hope I can get it to run completely as openGL on macOS is very old and alot of modern openGL cannot be implemented as is.


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tymond
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Someone recently mentioned that what helped them was installing older Wacom drivers: https://www.reddit.com/r/krita/comments ... nworkable/ (there is specific version in the comments).
Al Martinsen
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Why not, instead of blaming Apple of everything and inviting users to replace a full os or computer to use ONE APP, why don't adapt to the future? OpenGL is going to be deprecated in the future (if not already: the latest stable release is FROM 2017), as it's now being outperformed by Vulkan ( https://en.wikipedia.org/wiki/Vulkan_(API) )

Apple deprecated OpenGL because they are focusign on their own low level GPU acceleration (Metal), and the reason is obvious: about a 40% performance increase.
There's even an implementation from Vulkan to adapt it to Metal, so adapting an app designed for OpenGL would use Metal so the performance would be better on Macs without you developers getting mad about Apple.

https://github.com/KhronosGroup/MoltenVK

I hope it helps to improve performance without atacking us, Mac users. Thank you
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TheraHedwig
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We will go to Vulkan at some point in the future, but not until the ecosystem has improved (that is, other people have figured out how to do the basics with Vulkan... right now it looks like it requires writing a whole graphics card driver's worth of work, for us that requires doing nothing else but port for a whole year, so you would not be getting any features or bugfixes during that period).

There's even an implementation from Vulkan to adapt it to Metal, so adapting an app designed for OpenGL would use Metal so the performance would be better on Macs without you developers getting mad about Apple.

The only reason that exists is because some other devs, not related to Apple, thought it'd make for good money, and then I think... Valve(?) paid out of their nose to get these guys to make it available for everyone. Apple has 0 to do with that, so yes, we will stay angry and upset with Apple, on top of being angry and upset with Apple for introducing ever more complex verification schemes such as notarization and other nonsense that only exists to stroke Apple's ego (and getting money from devs) and doesn't actually help anyone else.


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