Metal API for MacOS Sierra 10.12

Discussion in 'Rendering Technology and APIs' started by Scott_Arm, Jun 14, 2016.

  1. Scott_Arm

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  2. rpg.314

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    They seem to have a new tessellation path. They seem to have replaced the vertex shader with a compute kernel. And gotten rid of geometry shader altogether.
     
  3. Alessio1989

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    Why replace vertex shader with compute shader? All current GPUs rock with vertex shaders.
     
  4. Scott_Arm

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    So unpopular on OSX that it's almost impossible to find anything written about the new changes. I'm still not sure what features were missing that basically every company that said they were going to start using it on mac backed out.
     
  5. Ailuros

    Ailuros Epsilon plus three
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    http://www.anandtech.com/show/10422/apple-announces-macos-sierra/2

     
  6. Grall

    Grall Invisible Member
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    Blizzard Entertainment is building a Metal rendering path for World of Warcraft: Legion. From what I've read from beta forum some weeks ago it wasn't working very well though, but special-case coding for a subset of Macs probably isn't a priority for Blizzard when there's still so many other kinks to work out of the game... Maybe in the future they'll get it working properly and actually contribute a speed boost over OGL. :p
     
  7. DeanoC

    DeanoC Trust me, I'm a renderer person!
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  8. Arwin

    Arwin Now Officially a Top 10 Poster
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    * waits for @sebbbi to update on whether Metal is now useful


    Sent from my iPad using Tapatalk
     
  9. Scott_Arm

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    UE 4.13 looks like it may end up with better Metal support for the equivalent of Shader Model 5. Not sure if that will require MacOS Sierra or not.
     
  10. Scott_Arm

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    Can't find any official benchmarks, but it seems like World of Warcraft now has metal support, at least in some beta patch, and people with discrete gpus are reporting very good performance improvements. I hope Heroes of the Storm gets support soon. Even if it just reduces my cpu utilization, that will do a lot to lower heat with my laptop.
     
  11. sebbbi

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    Heh. I never said Metal was useless :)

    The lack of indirect draw/dispatch at launch was a roadblock for modern rendering pipelines, but in general the API and the shading language are really nice. It certainly beats DX11 and OpenGL, but Vulkan and DX12 are slightly ahead in features (and SM 6.0 widens the gap).
     
    milk likes this.
  12. Scott_Arm

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  13. sebbbi

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  14. Scott_Arm

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    https://www.unrealengine.com/blog/unreal-engine-4-13-released

     
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