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Wait till the final version is released and I am sure the tech reviewer Linus Tech Tips will review it and compare it against some of their intel machines because they use blender on a regular basis as part of their benchmarking suite of tools. Then we will see just how good it is on Apple AS
Right -- and there's every reason to believe that the Metal results will improve with optimization. This is just the first look.
 
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Deprecated but still supports. Pretty much every 3D app uses opengl for the viewport.

I mean, deprecated is the opposite of supports. There are no updates or patches or fixes for OpenGL on Mac, and the fact that it's deprecated means that it's slated for removal on Apple's whim. It's not a matter of if but when.

For Blender to rewrite its entire UI/Viewport to a Metal native version would be a much greater task than adding Metal support to Cycles...
 
$1200 Lenovo Legion Slim 7 with 3060 at 70W is 2.6x faster on BMW render than $3K+ MBP M1 Max. Desktop RTX is even faster at <10s.

16.39s - 3060 70W mobile (OptiX Blender 3.0)
20.57s - reference 6900xt (HIP Blender 3.0)
29s - 2070 Super (OptiX)
31s - 3060 70W mobile (OptiX Blender 2.93)
42.79s - M1 Max 32GPU (Metal supported Blender 3.1 alpha)
48s - M1 Max 24GPU (Metal Blender 3.1 alpha + patch)
51s - 2070 Super (CUDA)
1:18.34m - M1 Pro 16GPU (Metal Blender 3.1 alpha + patch)
2.04m - Mac Mini M1 (Metal Blender 3.1 alpha + patch)
2:48.03m - MBA M1 (Metal supported Blender 3.1 alpha)
3:55.81m - AMD 5800H base clock no-boost and no-PBO overclock (CPU Blender 3.0)
5:51.06m - MBA M1 (CPU Blender 3.0)

You might want to wait for the production release of 3.1 before comparing benchmarks? it seems macOS optimization for native hardware has only just started.
 
For Blender to rewrite its entire UI/Viewport to a Metal native version would be a much greater task than adding Metal support to Cycles...
I don't think that's true. As I understand it, they've already abstracted out the draw components of the GUI as an API with 3.0. A new back-end wouldn't be instant, but it won't be greater than the Cycles Metal work and can leverage what they've learned.
 
I don't think that's true. As I understand it, they've already abstracted out the draw components of the GUI as an API with 3.0. A new back-end wouldn't be instant, but it won't be greater than the Cycles Metal work and can leverage what they've learned.

I just found this note:

"- As part of their Viewport efforts, Blender 3.x will be working to "move Blender to entirely use the Vulkan open standard". A Vulkan back-end is being developed along with an Apple Metal back-end. They intend to replace Blender's OpenGL back-end by end of 2022."

Thank goodness...end of 2022 can't come fast enough.
 
Getting great results x2.45 faster with this new build it's like I have a new computer

iMac 24 M1
 

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Blender is an incredible app and I'm honestly grateful to the community for all the work they do, but… it's just wild that they get a pass on that ridiculous menu system. I can't believe there isn't a movement to do something about that feature of the Mac port.
 
Blender is an incredible app and I'm honestly grateful to the community for all the work they do, but… it's just wild that they get a pass on that ridiculous menu system. I can't believe there isn't a movement to do something about that feature of the Mac port.
I don't think it will ever have a Mac-like interface. But I've found it's really not a barrier, once you accept that window sizing works different and that moving your mouse into a tile is enough to activate it. It's certainly not bad compared to the hostile horridness pre-2.8, which simultaneously demanded and punished guessing.
 
Probably need to wait till mid 2022 since they will release the version with a full metal support.
 
Also, I hope Unreal Engine supports Apple Silicon cause many people were impressed with M1 Max performance even with Rosetta 2.
 
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Excellent news.
Meanwhile the three big corporate players, whose software will cost you an arm and a leg, are dropping the ball on this, big time!

Foundry stopped developing Mari for macOS entirely and won’t provide any further updates. Disgraceful. ?

Adobe hasn’t provided any support for Metal API in their Substance Painter/Designer software, leaving them crippled compared to the Windows version. Frustrating and disappointing. ?

And Autodesk haven’t said anything regarding Metal support for Maya. Their current real-time rendering implementation remains the worst of the three. Not surprising to be honest. ?

Well done Blender Foundation for putting that trio to shame. No wonder its popularity is surging. ?
 
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Once stable this will be a game changer.
Some of the time improvements are insane already.
To be fair, it will be more like Apple is finally coming into a game that's been playing out for years now.

Most GPU rendering software uses CUDA, and apple basically killed that by dropping Nvidia in 2019 and then having half-assed eGPU support since then.

Don't get me wrong, as a Blender user, I am happy about this, but it's not exactly a groundbreaking feature compared to what PC users have had for years, and it will still take time before other rendering software supports it.
 
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Unreal engine seems to be better in this day especially for bigger project.
While I agree with that in principal, I tried UE4 in one of the templates it ships with on my partner’s iMac (base model, 16GB) and it was painful to work with.
The M1 Max will surely run it better but I have my doubts that it will be enough for the development of a bigger project. Especially, considering that for large parts of the development you’re running unoptimized code and render unoptimized assets.

I’m looking forward to a future where it’s possible to develop that sort of thing on AS, though. Yes, please :D
 
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Elephant in the room: Blender still uses OpenGL for the viewport and UI, which Apple has deprecated from MacOS ⛔️
According to Blender roadmap, OpenGL is to be replaced with Vulkan based viewport in 2022. And I believe the viewport performance on arm Macs is not a weakpoint currently.

And about Blender market share. The following set I chose, can be debated and numbers may be biased depending on how people do searches. And naturally Blender has the biggest amount of total noob users, since it is the only free option here. But the trend is quite clear. https://trends.google.com/trends/explore?date=today 5-y&q=/m/0l1qq,/m/0svhm,/m/023q2z,/m/01tgyn,/m/03nx_p
 
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While I agree with that in principal, I tried UE4 in one of the templates it ships with on my partner’s iMac (base model, 16GB) and it was painful to work with.
The M1 Max will surely run it better but I have my doubts that it will be enough for the development of a bigger project. Especially, considering that for large parts of the development you’re running unoptimized code and render unoptimized assets.

I’m looking forward to a future where it’s possible to develop that sort of thing on AS, though. Yes, please :D
Yeah, can't wait for a decent Apple GPU that stills supports the software I need to use.
 
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