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Using the standard FPS tests, OS X runs MUCH slower than in Boot Camp with Win 7.

What are the "standard" FPS tests, exactly?

I only game in Windows as I am a sane man.

Well, I guess it depends on what games you play. I've mostly been playing WoW and SC2, and both run exceptionally well with everything cranked up at 2560x1600 for me. It's a shame that Apple doesn't support OpenGL 4 yet, since that would allow for native DX11 ports which tend to be much more efficient on the app side of things (i.e. less work on the CPU means it's easier to give the GPU a lot of work to do).
 
Built in command line tests developed by Laminar Research (XP) to test new code and various hardware performance. It pretty much eliminates user variables like rendering settings and resolution so comparisons can be made across the board as long as you know the CPU/GPU the test was done on. See this thread for the commands.

http://forums.x-plane.org/index.php?showtopic=63787&page=3#entry699716

I think the vast majority of the differences in X-Plane performance probably boil down to the significantly better driver multithreading on Windows/Linux compared to Mac OS X. Apple has a version of driver multithreading on their side, but I've rarely actually seen it help while on Windows they get nearly perfect scaling:

http://blogs.valvesoftware.com/linux/faster-zombies/
http://www.phoronix.com/scan.php?page=news_item&px=MTM0MzU

Kind of hard to beat nearly zero time spent inside the driver in the app's rendering thread.
 
I think the vast majority of the differences in X-Plane performance probably boil down to the significantly better driver multithreading on Windows/Linux compared to Mac OS X. Apple has a version of driver multithreading on their side, but I've rarely actually seen it help while on Windows they get nearly perfect scaling:

http://blogs.valvesoftware.com/linux/faster-zombies/
http://www.phoronix.com/scan.php?page=news_item&px=MTM0MzU

Kind of hard to beat nearly zero time spent inside the driver in the app's rendering thread.

On XP anyway, it isn't multithreading causing the problem. It's the lack of it. XP uses a single core for the flight model and feeding the GPU all the graphics. Other cores only come into play for a few other minor tasks and when people choose rather game-like options such as other planes in the sky. Due to the way it is coded, and will be for the foreseeable future, it is basically a single threaded app when used for realistic flight simulation and other professional applications. One thing that does keep coming up with the Nvidia cards is that instancing is broken so XP has to redraw the same object over and over instead of once. At least that's how I understand it to be. The only way to run XP fast is to have a very high CPU clock for FPS and a GPU that can handle the complex rendering options sent to it. Regardless, all other things being equal, on the same machine with the same settings, FPS in Win 7 is double that of OS X 10.8...or more.
 
On XP anyway, it isn't multithreading causing the problem. It's the lack of it. XP uses a single core for the flight model and feeding the GPU all the graphics. Other cores only come into play for a few other minor tasks and when people choose rather game-like options such as other planes in the sky. Due to the way it is coded, and will be for the foreseeable future, it is basically a single threaded app when used for realistic flight simulation and other professional applications. One thing that does keep coming up with the Nvidia cards is that instancing is broken so XP has to redraw the same object over and over instead of once. At least that's how I understand it to be. The only way to run XP fast is to have a very high CPU clock for FPS and a GPU that can handle the complex rendering options sent to it. Regardless, all other things being equal, on the same machine with the same settings, FPS in Win 7 is double that of OS X 10.8...or more.

You're missing my point -- it's not the app that is multi-threaded, it's the OpenGL driver. On Windows, the OpenGL driver runs in a separate thread, which means there is basically zero time spent in the app's thread doing all the necessary work in order to feed commands to the GPU. This can lead to a doubling of the framerate, if the OpenGL driver workload can be completely offloaded to the other thread. As I understand it, the NVIDIA OpenGL driver for Windows will automatically enable the driver-level multithreading.

The Apple OpenGL framework also has an implementation of this, though it's an "opt-in" model that must be enabled (and I don't know if X-Plane enables it or not). However, in my experience, it doesn't achieve anywhere near the amount of scaling that you see under Windows, and in many cases shows no benefit at all. For what it's worth, many Mac games have a switch in the config files that allows you to enable or disable this, and I don't remember the last time I saw a significant difference in the framerates when the separate driver thread is enabled (and in some cases, enabling the driver thread actually slows things down).

So, complain about the terrible NVIDIA (or AMD) Mac drivers as much as you want, but from what I've seen, it's really just the driver multithreading (or lack thereof) on Mac OS X that is responsible for the largest of the performance differences between Mac and Windows.

Here's an example of what I'm talking about: Valve documented the issues they had with the driver multithreading when porting Portal to Mac here:

http://store.steampowered.com/news/4211/

Specifically, occlusion queries (which are very common in modern game engines) were causing unnecessary synchronization and therefore killing any performance improvements from running the driver in a separare thread.
 
I may have missed the technical aspects of your point but I get the bottom line with 100% certainty on trying to get performance approaching an average 2013 workstation from competitors to get the fastest CPU available (with the ability to overclock as needed), the hottest GPU on the market, modern motherboard architecture, unlimited expandability, and so on, especially if you run 3D OpenGl apps to derive income (or game for that matter). The Mac Pro is not the best choice. In fact, it is no longer even a viable choice. Don't get me wrong, a couple of years ago I dumped every Windows device in my home and office/lab for Apple. I have one or two of everything they sell. But unless they come out with a miracle machine for a Pro workhorse, I'll keep my iToys, but for work, I'll either build or get something custom from a boutique builder that will smoke anything Apple could possibly offer. I'll miss that gorgeous case for sure.

I dumped my 100 shares of AAPL yesterday too. When Steve died, so did the magic. If Apple makes a UHD TV with multiple inputs, I'll go for that though. Rant over.
 
So, complain about the terrible NVIDIA (or AMD) Mac drivers as much as you want, but from what I've seen, it's really just the driver multithreading (or lack thereof) on Mac OS X that is responsible for the largest of the performance differences between Mac and Windows.

You may be right but the people on the X-Plane forums don't think so. Moderators, experienced computer people, even an X-Plane developer believe that Nvidia drivers are just not optimized for OS X as they are for Windows.
Even if you are right, it doesn't matter to me because I know that Nvida cards run X-Plane better with Windows under Bootcamp than with Mac OS X; therefore, I run XP10 with WIN7.
 
Well, I guess it depends on what games you play.

You're right. I generally play current titles. Just finished Dishonored. Moving into Bioshock Infinite, Crysis 3, Far Cry 3, Xcom, Metro "new thing". If you like current stuff and high frames per second avoid Windows gaming. I kid there are more options for Mac game players these days aside from Aspyr ***** ports. Those alone turned me off from gaming in OS X. That and mouse acceleration curve issues.
 
The Apple OpenGL framework also has an implementation of this, though it's an "opt-in" model that must be enabled (and I don't know if X-Plane enables it or not). However, in my experience, it doesn't achieve anywhere near the amount of scaling that you see under Windows, and in many cases shows no benefit at all. For what it's worth, many Mac games have a switch in the config files that allows you to enable or disable this, and I don't remember the last time I saw a significant difference in the framerates when the separate driver thread is enabled (and in some cases, enabling the driver thread actually slows things down).
On GLView, the "MPEngine" option appears to slow things down, but it really helped performance in WoW (by almost 2X) an doom 3. This was shown at WWDC 2006, where multithreaded openGL was introduced. On Source games, it increases framerate by 30% approx, according to my own tests.
 
I'll be just playing games on Boot Camp for the most time. I'll just install Boot Camp and play on Windows rather than waiting for the right OSX driver to come out. I'll be playing some Starcraft 2 and Diablo 3 when I'm on OSX time to time though!

I've just ordered GTX680 in Newegg, I hope it beats the crap out of my 5870!!! (I've been experiencing a lot of lag after the new expansions for Starcraft 2 and WoW).
 
I've just ordered GTX680 in Newegg, I hope it beats the crap out of my 5870!!! (I've been experiencing a lot of lag after the new expansions for Starcraft 2 and WoW).

Did you install the 680 yet? How much RAM do you have and what kind of fps are you getting in wow?
 
Did you install the 680 yet? How much RAM do you have and what kind of fps are you getting in wow?

Sorry for the late reply!

I got 680 and its working perfectly. I forgot about the vram size but im guessing 2gb?

And for wow which is my main game, with shadow detail down to medium and background visibility (forgot the exact name but makes u see farther distance) down to high, and everything else on the highest settings, it runs at 30minimum to 110 maximum framrate for pandaria. Its very constant and very little lag (and not really noticeable) in pandaria contents.

Hope this helps!
 

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Yes, I figured out it was a hackintosh when I saw i7 in benchmark results. :)

The GTX 770 results are considerably better than the GTX 680. I would have to overclock quite a bit to come close to those results.
 
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