Nothing you said refutes a change in demand.... So not sure where the debate is
And what have you said confirms there is a change in demand? Nothing. So maybe that's why you're not sure where the debate is.
Nothing you said refutes a change in demand.... So not sure where the debate is
What interesting about the discussion in this thread is that they feel like déjà vu.Unless you know something, DXMetal is non-existent and MoltenVK hasn't had an update in two years on YouTube in my search for finding progress.
In comparison, Wine and DXVK are actively progressing and now rival Windows frame rate.
Almost 0 chance to happen but it is possible that GTA VI will support Vulkan(just like Red Dead Redemption 2 does).Well, according to your statements I would be excited to play GTA VI on my future MacBook, lets see if that happens.
Almost 0 chance to happen but it is possible that GTA VI will support Vulkan(just like Red Dead Redemption 2 does).
It will come down to Engine support I think. Games that use UE4/5 and Unity will likely be easier to port than games that use other engines (like REDEngine or IDtech 6/7). If the engine doesn't support Metal it is likely the devs may not bother if there isn't an existing userbase.I am confused, one guys says Metal+ARM will make games more possible on MacOS, another says its not going to happen.
Well the talk in the past was that Metal, when is going to launch is going to "make games more possible on MacOS". That obviously hasn't happened so how is ARM going to change anything when one of the biggest problems is the small user base?I am confused, one guys says Metal+ARM will make games more possible on MacOS, another says its not going to happen.
Huh?Well the talk in the past was that Metal, when is going to launch is going to "make games more possible on MacOS". That obviously hasn't happened...
OpnGL has been phased out by Vulkan in gaming in case you didn't know.Huh?
Games using modern engines (namely Unity and UE) wouldn't have macOS versions had Apple stuck to openGL.
AAA gaming, we are talking about AAA gaming not gaming in general which also includes 1-3$ mobile games.The switch to ARM will be fatal to Mac gaming on boot camp (which I wouldn't call "Mac gaming"), but I failed to see how this would be detrimental to macOS gaming.
So? The argument was that Metal didn't help Mac gaming. The relevant comparison is "Metal" vs. "what we had before Metal", not "Metal" vs "some hypothetical scenario".OpnGL has been phased out by Vulkan in gaming in case you didn't know.
Well it didn't as the AAA gaming situation on MacOS didn't improve after the adoption of Metal.So? The argument was that Metal didn't help Mac gaming. The relevant comparison is "Metal" vs. "what we had before Metal", not "Metal" vs "some hypothetical scenario".
That doesn't change my argument. I fail to see how the switch to AMR should be detrimental to gaming on macOS. This includes both AAA and casual gaming.AAA gaming, we are talking about AAA gaming not gaming in general which also includes 1-3$ mobile games.
If you mean that the percentage of AAA games ported to the Mac didn't increase after Metal, you may well be right (though we don't have these numbers). The 3D API has indeed little to do with that. What counts is the market share of the target platform.Well it didn't as the AAA gaming situation on MacOS didn't improve after the adoption of Metal.
Well the talk in the past was that Metal, when is going to launch is going to "make games more possible on MacOS". That obviously hasn't happened so how is ARM going to change anything when one of the biggest problems is the small user base?
These consoles have x86-64 (CISC) CPUs.Good point, I remember that. But the upcoming Xbox and PS5 are based on RISC shouldn't that maybe make things easier?
That doesn't change my argument. I fail to see how the switch to AMR should be detrimental to gaming on macOS. This includes both AAA and casual gaming.
Why would developers have less incentive to port their games after the switch? It might be the case if the Mac market share plummeted, but why would it?
What I see, though, is the absence of bootcamp as some new incentive to create macOS versions.
Catalina was the most detrimental thing to happen to macOS gaming in recent times. ARM Macs, not so much. They will run 64-bit intel games quite well under Rosetta.
That's questionable, we didn't see the resolution, settings(to me it looked like it was mostly on low settings) and most importantly the FPS. They also only showed a simple static scene with no NPCs and not much happening so the best case scenario for a game in terms of fps.Shadow of the Tomb Raider is running way better on the A12Z under Rosetta than on any intel GPU (at least under Windows).
NO.Good point, I remember that. But the upcoming Xbox and PS5 are based on RISC shouldn't that maybe make things easier?
Of course I meant that the percentage of AAA games ported to the Mac didn't increase after Metal. There was a spike for 1 years after the introduction of Metal but the numbers went down after than and, the end.If you mean that the percentage of AAA games ported to the Mac didn't increase after Metal, you may well be right (though we don't have these numbers). The 3D API has indeed little to do with that. What counts is the market share of the target platform.
However, Metal allowed quite a few AAA games and engines to be ported to macOS, as openGL 4.1 lacked many features, namely compute shaders.
Good point, I remember that. But the upcoming Xbox and PS5 are based on RISC shouldn't that maybe make things easier?
Power difference between them has been the largest impediment. Nintendo stopped chasing raw power (openly) after the N64.Food for thought... Nintendo has been using RISC processors. One would wonder why studios didn’t port a lot of their games from their PS/PC/Xbox catalogs
My point is that the ARM switch should not be detrimental to macOS gaming. I never said it would "help AAA gaming on MacOS". I wasn't initially replying to your post, btw.I said it wouldn't help AAA gaming on MacOS and you don't have to see it to be true.
Much smaller than what? The current Mac user base?Because of the MUCH SMALLER USER BASE. Its quite simple actually. Even the current Intel Mac OS user base which is basically 15 years old, doesn't pique the interest of big gaming studios so the vast majority of PC AAA games don't get a MacOS port. Or you would disagree with this simple fact?
The resolution was 1080p, as said in the keynote, and the mean frame rate was >30, since we see a new frame in the game at every frame of the video stream (except for a couple of frames when she hits the water). We may be talking ~40 fps on average, but no one knows.That's questionable, we didn't see the resolution, settings(to me it looked like it was mostly on low settings) and most importantly the FPS. They also only showed a simple static scene with no NPCs and not much happening so the best case scenario for a game in terms of fps.
I don’t think what Apple showed should be directly compared to the in game benchmark (where the Intel numbers come from).My point is that the ARM switch should not be detrimental to macOS gaming. I never said it would "help AAA gaming on MacOS". I wasn't initially replying to your post, btw.
Even written in all caps, I don't agree that the user base will be much smaller since developers can target both intel Mac and ARM macs with universal binaries. So the user base will remain "all Macs". Did the Intel switch see a decrease in macOS gaming? If it didn't, why do you expect to see a decrease now? Universal Binaries are easier to build than during the Intel switch, due to the fact that basically all devs are now on Xcode and because of similar endianness between ISAs.
The resolution was 1080p, as said in the keynote, and the mean frame rate was >30, since we see a new frame in the game at every frame of the video stream (except for a couple of frames when she hits the water). We may be talking ~40 fps on average, but no one knows.
Even 30 fps is way better than what intel GPUs can do on the benchmark tool: https://www.notebookcheck.biz/Shado...-pour-PC-portables-et-de-bureau.333354.0.html
Ok, the section that was demoed in the keynote was likely less demanding than the benchmark tool, but consider that the best intel GPU can only generate 27 fps on average at 720p low.
In general, there's no question that intel GPUs are not very good. Maybe they'll improve in the future, but I highly doubt they'll beat Apple in perf/W. They'll be using intel's inferior lithography and slow interface with the system RAM (via PCIe), while Apple GPUs will most likely use the best TMSC's lithography and and have direct access to system memory (i.e., at RAM speed).
One would need to compare performance in the section shown in the keynote to the benchmark tool. I own the game, but I haven't yet reached that section.I don’t think what Apple showed should be directly compared to the in game benchmark (where the Intel numbers come from).
I got sucked into playing Control on my PC so I haven't gotten around to finishing RotTR yet.One would need to compare performance in the section shown in the keynote to the benchmark tool. I own the game, but I haven't yet reached that section.
All the videos I've seen of the game running on intel GPUs look pretty bad and choppy, regardless of the section that is played. I haven't seen a video using the most powerful intel GPUs though.
These consoles have x86-64 (CISC) CPUs.
Does anyone know if Metal is using half precision? The article wasn't sure which could explain the speed differences.And let's not forget these results : https://www.anandtech.com/show/13661/the-2018-apple-ipad-pro-11-inch-review/6
On the GFXBench test (at high settings, because the "normal" settings are CPU-bound), the A12X puts all the competition to shame, including the Ryzen part, which uses an AMD RX vega 10 rated at 1.6 TFlops and running the test with Vulkan. I suppose the AMD part was not running at boost clock speed (1300 MHz) though.
Peak performance of the iPad Pro is far above any of the 15-Watt laptops we tested. We’re unsure right now if the Metal version uses half-precision shaders, but Kishonti's old benchmarks did, so it likely is here as well.