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
It's possible. My prediction is the next MacBook Pro redesign will be the end of discrete graphics. We might see that this year with Skylake and Iris Pro.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?...
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.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 mean that first of all, Metal's draw call performance is 10x that of OpenGL 4.1 with much smaller compute overhead. With each draw call requiring its own state vector for shaders, textures, render targets, and states this is VERY expensive for CPU in OpenGL but is dramatically reduced in Metal. With Metal you get State Validation (encoding API state to hardware state), Shader compilation for interactions between state and shaders, and then you send work to the GPU. These three states are far more optimized in Metal, thus relieving the CPU of up to 90% of the traditional draw call overhead. This allows you to implement more draw calls, utilize the CPU for much better physics based on its work load release, etc. You also get changeable Source Buffers and changeable Source Textures.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.
Oh, just that the newest version of Direct-3D is doing some things similarly in the translation layer of the graphics processing loop. OpenGL and prior incarnations of DirectX had considerable bloat, and didn't offer quite the low level API access that some of todays GPU's can take advantage of. There are a number of projects out there that are trying to alleviate this. You see Mantle, Vulcan, Metal, etc. It's just an attempt at a more modern graphics API.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.
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 haven't looked at Mantle and Vulkan much. One of the big advantages of Apple having its own low level high performance graphics API is simply its native support in Xcode. At the end of the day, I want the IDE to support the API and offer performance strategies. Make my life easier.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.