Retina iMac (officially known as iMac Retina 5K Display).What's RiMac?
Retina iMac (officially known as iMac Retina 5K Display).What's RiMac?
vsync=on adds some intolerable input lag to the most of games, so it's not an option. and riMac throttles alot just under proper GPU load. nothing unusual tbh since m295x has way too high TDP to be properly cooled in iMac chassis
Oh, okay. I think you should start making use of OS X' and iOS text shortcut features. For example, I can just type "mso", and it'll replace it with "Microsoft Office". It's a very useful feature.Retina iMac (officially known as iMac Retina 5K Display).
Please don't compare apples to oranges. I'm not telling I see difference between 60fps and 100+fps on 60hz screen. I'm telling that vsync enabled has very noticeable input lag that has nothing to do with fps or display's refresh rateSo basically you're telling me that you actually recognize a deviance when it comes to 16,67 milliseconds? The monitor with its 60 Hz refresh rate is the slowest link in this chain, regardless if your graphics card draws 63 or 140 frames per second. Or your mouse that can go up to 1000 hz - your monitor is capped at 60 fps. So why use more power if you have no actual profit from it?
I hate the name El Capitan. It's too cumbersome to say and I think the name annoys me so much because in my photography days thats all people would ever take a picture of.
I doubt Adobe would be in on it if it were useless
its not 125, its 150+
In addition, Apple's graphics hardware is so monumentally terrible that few people will actually benefit much from this anyway. Believe me, the overhead on the drawcalls is NEVER the overhead on a Mac. Not even the Mac Pro. Their CPU's are much more powerful than their GPU's across the board unless you go all out and buy their top-specced machines, which will run you $4000+, and almost nobody does that.
Well, I haven't seen the spec for OS X Metal yet, but it will probably make sense to implement Vulkan as a wrapper around Metal on OS X in the future. Its quite an interesting turn of event (but I predicted it a year ago)
Can't see why. If this even has the capability of speeding up something like scrolling through a .pdf, I'm happy.Almost useless. With the slow integrated graphics cards most macs come with this isn't gonna do much.
What do you mean by "OpenGL implementations are too chaotic"? Do you mean all the different implementations of it that don't always work as advertised because of bad drivers that often don't map the API efficiently to the hardware (because the API was written in a different time for a different type of hardware) then that's completely true, not to mention the truckload of bugs, but the state tracker and the pipeline controls are also in the driver, i.e. they are software. Most of the performance gains you get from porting to DirectX 12 or Vulkan or Metal or any of these other API's is a lot less CPU overhead, which is very nice - but if your CPU completely overpowers your GPU then the benefit will be far smaller or even nearly nonexistent.Draw calls are only one thing (and a fairly minor one). One of the most important parts of the next-gen 3d APIs in the promise of fast pipeline changes. They will allow you to load up the GPU more efficiently. And another thing is of course the ease of development. OpenGL implementations are too chaotic.
And as to Apple's justification, we'd need to look at the API specs first. Maybe they are offering some cool features that would not be appropriate in a API as Vulkan. At any rate, it is probably quite possible to implement Vulkan around Metal without any loss of efficiency.
I can't find it yet though I clearly remember some nice detailed stuff saying it's full 150w. It's easy to believe in since its Tonga desktop counterpart (285) has not that higher frequencies and a 225w TDP.Source?
As for input lag, I'm with you once you're referring to buffered pre-rendered frames. VSync alone has next to no impact on the input lag. And no, not everyone is playing on that high-end competitive level![]()
What do you mean by "OpenGL implementations are too chaotic"? Do you mean all the different implementations of it that don't always work as advertised because of bad drivers that often don't map the API efficiently to the hardware (because the API was written in a different time for a different type of hardware) then that's completely true, not to mention the truckload of bugs, but the state tracker and the pipeline controls are also in the driver, i.e. they are software.
Most of the performance gains you get from porting to DirectX 12 or Vulkan or Metal or any of these other API's is a lot less CPU overhead, which is very nice - but if your CPU completely overpowers your GPU then the benefit will be far smaller or even nearly nonexistent.
If this is true, we can expect the two API's to be extremely similar - there might even be a hack that emulates unified memory, but that wouldn't be a good thing for discrete GPU systems like the new R9 M370X MBP or the Mac Pro itself.
Indeed. I am not advocating that we keep OpenGL around any longer. It was a great API, but it is past its prime. I am saying, however, that I don't understand the use of Metal in favor of Vulkan.Yes, that is what I mean. The theory and reality of OpenGL is very different
Again, absolutely true, but most of these quirks were fairly easy to notice. If you've got a shader recompile, then that'll pretty much put you down to 2 FPS no matter what you do, so you'll notice stuff like this immediately. A big part of the problem with OpenGL has always been Apple implementing an unusually terrible version of it, though. Being faster than Apple's OpenGL isn't terribly impressive - and now the problem has just moved. Now the user controls when to recompile shaders and when to allocate memory, but this isn't necessarily a good thing.Again, I think that one of the defining features of the new APIs — besides low CPU overhead — is a performance guarantee. They guarantee that you will get predictable performance on certain operations. This is not the case with OpenGL, because as you say it was developed in a different day and age. A big issue of OpenGL is that you don't know which basic operation (like changing of the blend state) might trigger an expensive pipeline reset with potential shader recompile. With new APIs, you get explicite state creation op (which can be slow) and a state switch op (which is fast).
Intel's Broadwell is gonna be just fine, because it actually does have unified memory, so in that case unified memory in Metal is an advantage. AMD's GCN chips do not support unified memory because they have discrete memory. You can virtualise it, which is what I expect Apple has done as I said, but that doesn't make it an advantage performance-wise. This will require a driver, and that driver will have to do keep track of where the memory is located, otherwise you'll completely wreck the PCIe lane.All AMD's GCN chips support unified virtual memory, unless I am horribly mistaken. And Broadwell Intel GPUs also support it.
Again, absolutely true, but most of these quirks were fairly easy to notice. If you've got a shader recompile, then that'll pretty much put you down to 2 FPS no matter what you do, so you'll notice stuff like this immediately. A big part of the problem with OpenGL has always been Apple implementing an unusually terrible version of it, though. Being faster than Apple's OpenGL isn't terribly impressive - and now the problem has just moved. Now the user controls when to recompile shaders and when to allocate memory, but this isn't necessarily a good thing.
AMD's GCN chips do not support unified memory because they have discrete memory. You can virtualise it, which is what I expect Apple has done as I said, but that doesn't make it an advantage performance-wise. This will require a driver, and that driver will have to do keep track of where the memory is located, otherwise you'll completely wreck the PCIe lane.
Indeed. I am not advocating that we keep OpenGL around any longer. It was a great API, but it is past its prime. I am saying, however, that I don't understand the use of Metal in favor of Vulkan.
It sounds like a Mexican superhero.I hate the name El Capitan. It's too cumbersome to say and I think the name annoys me so much because in my photography days thats all people would ever take a picture of.