I don't have a lot of knowledge on this topic, but I wanted to open up discussion on Metal for the Mac. Anyone have any technical insight?
It will. The UI runs on the OPENCL/GL architecture so this big of an improvement will help it quite a bit. It will also lower the fan issues other people are complaining about as it will not tax the CPU/GPU as much in simple tasks.hope this fixes the noisy UI lag
well, that's right, I just hope they improved/rewritten even the graphics kext, that's not acceptable that a brand new rmbp lags, both the 13" and the 15"It will. The UI runs on the OPENCL/GL architecture so this big of an improvement will help it quite a bit. It will also lower the fan issues other people are complaining about as it will not tax the CPU/GPU as much in simple tasks.
It's actually vulkan, I made a mistake.What is Vulcan? Sorry, I am bad at knowledge
With Metal's ability to reduce the strain on GPUs does anyone else think this sounds a lot like apple laying the groundwork for the removal of the dGPU in their notebooks? To me it seems this AMD card may be the last dGPU we see in an Apple notebook.
Intel plays also a large role (improved iGPUs) - NVIDIA and AMD too, because:With Metal's ability to reduce the strain on GPUs does anyone else think this sounds a lot like apple laying the groundwork for the removal of the dGPU in their notebooks?...
One thing to note: The list of game developers that are working with Apple to optimize for Metal included Epic and Blizzard. I'd love to see SC2, D3 and Wow optimized for Metal and get a 40-50% boost.
This is going to be interesting to see play out. Apple has traditionally simply exposed a generic OpenGL driver for the GPU, which offers nothing close to the level of complexity that Direct-3D offers
I don't understand this. Sure, Apple's OpenGL implementation does not export 1001 extensions and its also a fairly conservative 4.1 But what do you mean by 'nothing close to Direct3D'? Except you are looking for something quite exotic, they are more or less feature-equivalent.
And BTW, the current Metal for OS X is not anywhere close to OpenGL in terms of features. For example, there are no geometry/primitive setup shaders.
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Oh, I agree with all of this. I was just confused by your statement that "Apple has traditionally simply exposed a generic OpenGL driver for the GPU, which offers nothing close to the level of complexity that Direct-3D offers"
This is going to be interesting to see play out. Apple has traditionally simply exposed a generic OpenGL driver for the GPU, which offers nothing close to the level of complexity that Direct-3D offers (Direct X 11 is a suite of API's that include sound, networking, 2d, 3d, etc. The correct correlation isn't Direct X 11, but the Direct-3D API in the Direct X 11 library).
With Metal, Apple would be offering a deeper level of access to rendering hardware that offers the ability to sub out compute to both CPU and GPU, and with Metal you will have an API that can make better decisions regarding thread management in a game loop. In addition, metal is written around OpenCL as well. So those wondering if AMD may offer an advantage, in theory the answer is yes. We all know that AMD has been working extensively with Apple on OpenCL, and thats a significant part of the Metal experience.
There is a pretty good article regarding Metal on OS X over at ExtremeTech.
http://www.extremetech.com/gaming/2...al-api-to-os-x-10-11-kicks-vulkan-to-the-curb
One thing to note: The list of game developers that are working with Apple to optimize for Metal included Epic and Blizzard. I'd love to see SC2, D3 and Wow optimized for Metal and get a 40-50% boost.
I have glanced over the APIs and I'd say the following:
— there does not to seem any substantial change from the iOS 8 Metal (aside of memory usage hints)
— the entire API seems easier than Mantle/Vulkan
— I am concerned about the omission of geometry setup shader steps. I am ok with doing these things in compute shaders, but then I'd like to have a way to link their output with the vertex shader input. Or are we supposed to do that via indirect draw commands? That actually might work (but I'd like to see some analysis from people that have more experience with these stages than me)
— also, I didn't find any notion of virtual textures/resources, which is an additional concern
All in all, the Metal in its current version seems to be less feature-complete than the latest OpenGL.