Setting up Windows 10 to run on the Mac is quite simple and requirements are basic enough, though the more resources the computer has the better the overall experience will be. To get started, you’ll first need to download Windows 10 ISO from Microsoft and get VirtualBox. When you’re finished, quit VirtualBox like any other application and Windows 10 will shut down. Keep in mind this is a virtual machine, which basically means the VirtualBox app is functioning as a virtual computer on top of your existing Mac. If you’re enjoying this VirtualBox experience, you may be pleased to discover that you can run many other operating systems in the virtual machine environment as well. If you get tired of Windows 10, you can either delete the virtual machine from within VirtualBox, or remove the Windows .vdi file (the virtual disk image) from your hard disk manually.
As for Windows in Boot Camp, well, Apple recently abandoned support for Windows 7 in Boot Camp on 2015+ Macs, this is unfortunate because Windows 7 is the most usable version of modern Windows out there until Windows 10 becomes finalized. You mention you didn’t know what those people are going to do for the time being until windows 10 is finalised. I have found that OS X Yosemite requires hardware from 2014 model year or newer, and it must have a Retina display.
In each side you think or go, Apple Locked your own volonty to stay with machines who satisfies you ! I had Yose running on a Mac pro 1,1 and although I think the interface is horrid it ran perfectly. MacWorld is the FoxNews of Apple news, biased as it gets and trumpets the party line, never deviating.
One to be aware of on the cross platform note is that you run VirtualBox on a PC VT-x must be enabled in BIOS. I have Yosemite running on a 1987 Packard-Bell with a monochrome CRT and a dot-matrix printer. I have Yosemite running on a TI classroom set solar calculator from 1983 and it runs incredibly. Has anyone actually tried and gotten the Windows 10 downloads to actually install and work as noted above in the instructions? I’ve downloaded and saved both to my desktop and chosen the options cited above, but no luck.
Glad you got your Windows 10 VM working, what did you have to change to resolve the errors you were getting? Surprisingly easy to install, and seems to work fine on my 2011 MacbookAir, no heating issues which can be a problem when I use Windows 7 in Parallels or BootCamp.
It can take a while to boot Windows 10 depending on the speed of the Mac, what you’re seeing is the Windows 10 bootup sequence though. It’s a virtual machine so it will take many hours perhaps depending on the speed of your computer.
I have a Win XP running in Parallels 8 and it is seamless with the Mac and fast, Can Win 10 be installed in a Parallel 8 virtual machine?? I’ve downloaded the x86 version directly from Microsoft and configured the windows 32 on the VM. The Windows 10 activation key is available when you download the ISO from Microsoft, it’s on the page. I was thinking about how I could simplify this process, even though it is just a couple of extra commands, I always like to see how I can make something easier to consume and reducing the complexity if possible.
Note: You will be prompted to enter the ESXi root password when it tries to run the script remotely on the ESXi Shell, there is a timeout for 120seconds in case you step away from the console. The really nice thing about having VMware Tools running in the CoreOS image, is that you can use VMware's Guest Operations API to be able to perform operations within the guest which are proxied through VMware Tools and can be quite handy, especially if networking is not available or you want to go through a single management interface such as using the vSphere API. Maybe that code can get you on par with let’s say a 4-node cluster, by only adding a little scripting-framework. Check out my updated script which I now build the cloud-config ISO, upload & attach to VM. I’m not sure how I missed this last week when I followed your version 1 guide, but your whole process after installing the 490 VMX and VMDK is basically what I figured out on my own, after hours of banging my head against the wall. I was trying to see if I could use coreos with the free VMware Player and share a directory between Windows (my host OS) and CoreOS – via hgfs I assume. Some how I’m still missing how that part works, is it already bundled in the coreos vmdk?
Assassin’s Creed Unity hits the streets today, boasting a new version of Assassin's Creed IV: Black Flag's AnvilNext game engine, a stealth system, fresh gameplay mechanics and systems, and a near-perfect recreation of Paris from the time of the French Revolution. In this article we’ll examine Unity's PC-only upgrades, explain how they work, show comparisons that highlight their benefits, and offer optimal playable setting recommendations for GeForce GTX GPUs that can tackle Unity's graphically-intensive action.
Ubisoft’s Assassin’s Creed Unity system requirements made waves when revealed, being considerably higher than those for Assassin's Creed IV: Black Flag, and higher than those of most other games. Graphics: NVIDIA GeForce GTX 780 with 3GB VRAMRecommendations for compatible configs can be found here.
Assassin's Creed IV: Black Flag utilized an upgraded version of Ubisoft's AnvilNext graphics engine, first debuted on PC in Assassin's Creed III. Behind the scenes, AnvilNext's engine has been completely rewritten to greatly reduce the number of draw calls that have in past games caused CPU bottlenecking, which prevented GPUs from operating to their full potential.
Other changes include improvements to depth of field effects, shadowing effects, reflection effects, level of detail instancing, movement, stealth, object interaction, and much, much more, to the extent it'd be easier to list the items that haven't been upgraded, rewritten, or optimized.
Playing Assassin’s Creed Unity on a high-end PC gives you the grunt to render Unity's many PC-exclusive features, effects, and technologies, which include NVIDIA HBAO+, NVIDIA PCSS, NVIDIA TXAA, and NVIDIA DirectX 11 tessellation. Ambient Occlusion (AO) adds contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element. In Assassin’s Creed Unity, the Ambient Occlusion option enables players to upgrade from the console-quality SSAO technique to NVIDIA HBAO+, which is faster, more detailed, and more precise, adding extra depth and quality to AO shadows, and eliminating the halo effect occasionally seen around objects and characters.
Unity's detailed urban environments are ripe for HBAO+ enhancement, with connecting geometry at every turn, hundreds of objects, and thousands of people, each of which can influence the occlusion of light. HBAO+’s 36 occlusion samples per pixel greatly improve the quality of AO shadowing across the entire scene (particularly so on the statue).
With AO disabled, the improvement you gain when enabling HBAO+ is even greater, as the following interactive comparison demonstrates. Other examples of HBAO+'s image-enhancing properties can be found below in additional interactive comparisons and screenshots. HBAO+ benefits darker scenes, and shadows geometry to a higher degree of fidelity over longer ranges. Even perching atop a building, HBAO+ has a visible impact on the quality of shadowing below amongst the crowds. In this basic scene, the increased fidelity and accuracy of HBAO+ is particularly evident, with deeper, smoother shadows, and improved shadowing screen-wide. NVIDIA Percentage Closer Soft Shadows (PCSS) are an effective solution for developers wanting to add contact-hardening, realistic soft shadows to their games.


On the left of our interactive comparison you see the game’s highest-quality, 'standard' shadows.
Across a wider view, PCSS shadows are visible from a further distance, increasing image quality by an additional degree.
Unity's NVIDIA PCSS shadows also include NVIDIA Cascaded Shadow Maps and high-quality shadow filtering to further improves the quality of shadowing, and to reduce shadow aliasing.
NVIDIA TXAA is a custom-developed anti-aliasing technique designed to tackle temporal aliasing, the movement of anti-aliased edges when the player’s camera or view point moves. Combining Multisample Anti-Aliasing (MSAA) with a custom CG movie-style resolve, and a temporal filter, TXAA effectively combats temporal aliasing whilst simultaneously anti-aliasing geometry to a degree comparable to 4xMSAA. In addition to TXAA, Assassin’s Creed Unity gives players the choice of FXAA and MSAA anti-aliasing modes, though as in Assassin's Creed IV: Black Flag, FXAA is enabled simultaneously alongside MSAA to anti-alias transparent textures, such as those used to create foliage.
Between motion blur, post-process effects, and Global Illumination lighting, aliasing is less of an issue in Unity, but when the action slows down and cutscenes start rolling, you'll definitely want to tackle those jagged edges. Multi-Frame Sampled Anti-Aliasing (MFAA) is a new Anti-Aliasing technique exclusive to second-generation Maxwell Architecture GPUs, improving upon the performance of Multisample Anti-Aliasing (MSAA) to give you faster frame rates in your favorite games. MSAA is one of the oldest and most popular forms of AA, but its use substantially impacts performance. Using GeForce Game Ready Driver 344.75 WHQL, or newer, switching to MFAA can improve your Assassin's Creed Unity frame rates by 10-30% (21% on the system featured in this guide), noticeably improving performance and anti-aliasing quality.
To enable MFAA, open the NVIDIA Control Panel, navigate to 'Manage 3D Settings', change the 'Multi-Frame Sampled AA (MFAA)' option to “On”, and click 'Apply'.
When enabled, the result will be MFAA anti-aliasing comparable to 4x MSAA when 2x MSAA is selected, and comparable to 8x MSAA when 4x MSAA is selected. Virtual RealityMFAA support for SLI systems and other configurations will be introduced in future Game Ready Drivers. A post-release update will introduce gamers to our GeometryWorks DirectX 11 Advanced Tessellation technology, which enables developers to quickly and easily generate tessellation displacement maps from pre-existing assets, and to efficiently integrate tessellation rendering into their engines with minimal work.
In Unity, GeometryWorks is being used to add tessellation to roof shingles, roof tiles, cobblestones, brick roads and paths, archways, statues, architecture, and much, much more. Take a tiled roof for example: without tessellation the bulk of the roof is a single flat texture and therefore cannot receive HBAO+ shadowing, nor will PCSS shadows warp around its simulated detail. The Assassin's Creed Unity graphics menu has comparatively few options, as many of the performance-intensive features and effects of the game are intrinsic to its appearance. From our comparisons, which are as close to 1:1 as possible given the need for an engine restart between setting changes, we can see the difference between High and Ultra High is minimal in most scenes, and near-imperceptible during gameplay.
Note: enabling MSAA increases VRAM usage, and 2GB GPUs may struggle with anything other than FXAA at 1920x1080.
In this early game scene, the floor loses a small degree of detail when reducing the Texture setting from Ultra High to High, whereas the quality of the table and chair to the left is greatly decreased. In our second scene, only the roof texture Arno is standing atop suffers to any noticeable degree when lowering the Texture setting. Unity's randomized pedestrian clothing makes it hard to see, but on Low NPC clothing is one of the features hardest hit by the Texture Quality setting.
If your GPU features 3GB of VRAM, the Unity experience won't be impacted to any great extent by the use of the High setting, and outside of screenshot comparisons you likely won't notice during gameplay. Assassin's Creed Unity's AnvilNext upgrades extend to its Level of Detail system, which dynamically adjusts the amount of game elements visible on-screen at any one time, and the quality at which they are shown. Supplementing that system is the Environment Quality setting, returning from Assassin's Creed IV: Black Flag. After a lot of speculation and many rumors, Epic Games has finally pulled the curtain off its Unreal Engine 4 technology and talked about its next big product, while showing off the first actual screenshots from a demo that’s running on the tech. Now, after the studio showed it off behind closed doors at GDC earlier this year, Wired magazine has posted a special feature story about Unreal Engine 4, complete with the first screenshots from the demo showed by Epic to one of its reporters.
While Epic has already impressed many with the Samaritan demo back at the 2011 GDC expo, which ran on a modified version of Unreal Engine 3, the studio wants to amaze everyone with the demo for the actual Unreal Engine 4. According to the developer, the demo was made over the course of three months by a team of 14 engineers, and was showcased running on a PC powered by just a single graphics card, in the form of Nvidia’s new Kepler-based GTX 680.
The visual detail, as you can see in the screenshots below, is quite impressive and, judging by Wired’s description, the whole demo uses an array of high quality effects that, if recreated on platforms like the Xbox 360 or PS3, would grind them to a halt.
While the introduction shows off the demon knight above, the demo is completely playable from a first-person perspective and serves to show just how many effects will be seen by players during actual gameplay, not just in cut scenes.
Unreal Engine 4 will bring not only great graphics to users, but also simplified development tools for those who make the games, from lighting that can easily be modified, in order to lower production time and costs. The first public unveil of the Unreal Engine 4 will take place next month, at the E3 2012 expo. You can install and run Windows 10 in OS X for free using VirtualBox and the Windows 10 Preview from Microsoft. The rest is just a matter of following the simple instructions, and soon you’ll have Windows running in OS X in no time. Essentially this means you can run Windows 10 in OS X (Yosemite, Mavericks, you name it), Windows 7, or even Linux, using the exact same software and instructions, nifty huh? These preview builds expire eventually when the final version comes out from Microsoft, but there is some speculation that they may make Windows 10 free. This undoubtedly impacts performance, which is part of why the more resources the computer has the better the experience, so you’re not going to want to be using this for trying to play some wild Windows games in OS X. If you want to try Linux, you can run Ubuntu on your Mac with VirtualBox, or many versions of Internet Explorer in different Windows VMs, Windows 8, even Android 4, older versions of Mac OS X like Snow Leopard, and much more, you can explore our VirtualBox section for more.
Keep in mind that if you delete the VM, any files that you created in Windows will be removed as well. Subscribe to the OSXDaily newsletter to get more of our great Apple tips, tricks, and important news delivered to your inbox!
For those seriously interested in virtual machines, Parallels performance is significantly better, as is VMWare. Not sure what they expect those people to do for the time being, but Windows 10 final will be out soon enough I suppose.
If you do not have 8GB of RAM, SSD hard drive, and a Retina display Mac, the OS X Yosemite experience is so poor, slow, and hard on the eyes, it is unusable and should be avoided in favor of OS X Mavericks. Have you ever seen an Apple product get a review of less than 4 or 4.5 out of 5 mouses on MacWorld?
I think theres something wrong with my virtual box, because none of my virtual machines work. This information was extremely helpful, I want to do this but instead put a Mac on a Windows 10 CP.
The original workflow had to be slightly modified as the new image is only available as bz2 (bunzip2) and ESXi does not contain the bunzip2 utility.
I of course decided to create a new script called deploy_coreos_on_esxi2.sh which now runs outside of the ESXi Shell.
Then I can edit PHP code using PHPStorm (IDE) natively on my windows laptop, but run the PHP code in a Docker container.


I think i’m missing the section where you install the actual vmware kernel mods and configure the systemd units, can you elaborate? On PC, players receive the definitive experience with a whole host of advanced NVIDIA GameWorks effects, and of course the expected assortment of PC-exclusive improvements. The reason: Assassin’s Creed Unity forsakes previous-generation cross-platform compatibility to focus solely on PCs and new-generation consoles that can power the ambitious vision developers Ubisoft Montreal cooked up. For Black Flag, the engine received a variety of significant upgrades, including pre-baked Global Illumination, volumetric fog, dynamic weather, and dynamic foliage to name but a few examples. In addition to improving performance, draw call optimizations have enabled Ubisoft to dramatically increase the population density of their gameplay areas, with thousands of NPCs now visible on-screen simultaneously, each operating with some degree of artificial intelligence powered by reclaimed CPU cycles. The AO technique used and the quality of the implementation affects the shadowing’s accuracy, and whether new shadows are formed when the level of occlusion is low. HBAO+’s added definition and clarity significantly increases image quality, and should you wish to learn more about its inner workings detailed information can be found on our HBAO+ technology page.
Below, interactive screenshot comparisons demonstrate these benefits, highlighting the dramatic improvement in image quality when upgrading from the console-quality SSAO technique to NVIDIA HBAO+. As in real life, PCSS shadows progressively soften as the distance from the casting object increases, increasing realism, as this interactive comparison demonstrates. Together, the three technologies greatly improve the realism and fidelity of Unity's world, though understandably some will prefer sharp, unrealistic shadows everywhere, and as such should select the High option in the in-game menu.
Referred to as crawling and shimmering, this movement is a particular eyesore in games with fine detail, like the expansive urban environments of Assassin's Creed Unity.
If performance isn't a problem, TXAA or 4xMSAA are recommended, but if it is an issue (or you approach the limits of your VRAM), simply find the option that gives you a smooth framerate.
Next, in a supported game, simply set the MSAA graphics option to 2x or 4x, and our driver will take care of the rest. Also of note, MFAA current works with the following technologies and features, with more to come, and in the near future will be fully integrated into GeForce Experience and its one-click Optimal Playable Setting recommendations. Furthermore, our tessellation tech comes pre-packaged with adaptive tessellation factor calculation and frustum culling, making widescale usage a reality in open-world games like Unity.
And because this tessellation is real geometric detail, as opposed to simulated detail from bump mapping or normal mapping, tessellated detail in Unity is accurately shadowed by NVIDIA HBAO+ and NVIDIA PCSS, significantly improving image quality. With tessellation enabled, every single tile is 'real', receives HBAO+ shadowing, and affects PCSS shadows cast on the roof. Disabling Global Illumination for example completely alters the look and aesthetic of Unity's world, and paring back the character count reduces city-wide riots to small social demonstrations.
The difference between Low and High however, is evident, with a major loss in fidelity found on at least one game element in every scene. Moving to Low, further quality loss is seen on the aforementioned game elements, with large quality loss also being observed on characters, other surfaces, and decoration such as the painting. Elsewhere, the mud and gravel roadway is the only other item within the scene to noticeably impacted.
Those on 2GB cards may wish to consider an upgrade, however, for Unity and other games coming down the pipe that use more VRAM than we're accustomed to. For Unity, the system's upgrade enables more to be seen simultaneously and at a comparatively higher detail level. As in last year's swashbuckling romp, Environment Quality adjusts medium and long range graphical fidelity of minor details, the density and visibility of foliage, rocks, and other terrain features, and the density of close-range bushes. Because this installs Windows into a virtual machine atop existing Mac system software, running Windows is basically like running any other application, which makes it much easier than configuring Boot Camp for a native Windows experience.
Regardless, when the final version comes out you’ll be able to install it and run within VirtualBox the same way as outlined above.
Nonetheless, this is more than sufficient for basic Windows tasks, using Windows apps like Internet Explorer, or just to get a feel for Windows 10. But, both of those are paid applications, making them better for enterprise or work environments.
If you could forward me the info if you already have it or something to that extent I would appreciate it. This means there are now two steps: first is to extract the VMDK and upload to ESXi datastore which is going to be done manually and you can run the script which will automatically convert the VMDK to the proper format and register the VM in ESXi. With a massive city, building interiors, thousands of NPCs, and online co-op, Unity needs all the horsepower it can get. For Unity there has been a similar upgrade, with Physically Based Rendering (PBR) being the stand-out addition, enabling materials, objects and surfaces to look and react more realistically to lighting, shading and shadowing. Without Ambient Occlusion, scenes look flat and unrealistic, and objects appear as if they are floating. On the right, you see NVIDIA PCSS shadows, which naturally soften as the distance from the shadow caster (the tree) increases.
The Low option, meanwhile, is virtually identical to High, with only the loss of long range shadows differentiating the two. With no alternative AA flavours, and the continuous use of post-process AA in addition to hardware AA, performance will be the main differentiator for most folks. Clearly, Unity's creators drew a line in the sand, demanding every version of the game meet a minimum standard when rendering their detailed and expansive recreation of French Revolution-era Paris.
In some scenes we see a loss of surface quality, such as on roofs, and in others we see a loss in texture quality on objects. Furthermore, additional steps are introduced between High and Low detail levels, and the transitions between those steps is smoother, which should make on-screen transitions less noticeable, increasing your immersion in the game world. This year, however, it has a lesser impact due to the urban environments of Unity, which lack the lush foliage and rocky environs of Black Flag.
But VirtualBox is free, so it’s a good place to get started and try things out, to see if having a VM makes sense for your environment.
Lastly, it auto-generates the configuration shell script that will run over SSH to the ESXi host (SSH is still required) which will perform the same set of operations as my previous script did. Furthermore, the Global Illumination system is now more realistic with the addition of volumetric technology, physics-led objects react more realistically, and cloth behaves in a realistic manner on the protagonist, in the environment, and on other characters. The item, items, or surfaces that suffer vary wildly, but in general the reduction in image quality from Low is noticeable, even during fast-paced gameplay.
Instead, Environmental Quality primarily adjusts the quality and visibility of minor details on street surfaces, such as papers, trash and straw, and the visibility of grass tufts and flowers. The world now supports larger landmasses, more objects, bigger buildings, building interiors that can be accessed without loading screens, and many other additions that enhance visual fidelity, immersion, and the gameplay. Occasionally, window boxes, ladders, and other minor details will be removed at long range, and the quality of some NPC clothing changed, but again, the impact on scene quality is minor. Don’t worry, FoxNews is going to like Jeb Bush too, vote for Jeb says FoxNews, he’s great!



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