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Originally Posted by cd090580
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Originally Posted by cd090580
But - look closely at the CPU requirements. On the Intel Macs, you need a minimum Core Duo processor. On Windows, it's Pentium 4. So, actually, the Intel Mac has more demanding needs. I believe (i.e., I do not know for definite) that it has to do with the Mac version needing SSE3 instruction support, which the original versions of the P4 do not have.
Likewise 2.0GHz Core Duo vs. 3.0GHz Pentium D. The latter is less powerful even though the clock speed is higher. Also, the video card memory requirements are less for Windows and QT can run on 7-year old Windows 2000.
Plus, naturally Apple will make it appear a first glance that their platform is better - i.e., apparently less power needed to achieve the same results.John Miller -
There is also a difference in OS overhead.
Google is your Friend -
Well Apple wouldn't want you running OSX on a P4 since they never sold such systems, so the minimum requirements for Intel will be a little skewed (basically minimum Mac, not the real minimum using a cracked OS).
QT on win32 is indeed a piece of crap. Basically due to the way it is written/ported there is much more overhead than the native build. -
read this for an excellent explanation of why the issues of QT on windows
Microsoft's Plot to Kill QuickTime"Each problem that I solved became a rule which served afterwards to solve other problems." - Rene Descartes (1596-1650) -
Now, this was a nice written, compact Microsoft story. Really enjoyed it!
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Originally Posted by BJ_M
In early 1997, Microsoft bought WebTV. Meanwhile, Microsoft had renamed its tainted Video for Windows to ActiveMovie, to fit the Active branding associated with its various Internet efforts:
From a developer's perspective, DirectShow is a much more flexible architecture than Quicktime (yes - I've developed for both. Hated the QT API). -
Originally Posted by JohnnyMalaria
Actually, the author clearly says that:
ActiveMovie itself was being renamed again to DirectShow, to shake the performance problems associated with it, and also give it the Direct brand used in Windows 98 for components that dealt directly with hardware:
Direct3D, Microsoft's proprietary alternative to OpenGL for 3D graphics, particularly in games
DirectX, the remainder of video game related development tools bound to Windows
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