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koyoot

macrumors 603
Jun 5, 2012
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Mantle was shown in 2013, Metal for iOS is available from 2014. Mantle was abandoned by AMD in 2015 when it was known that it will be adopted in DirectX 12 and Vulkan.
 

Zarniwoop

macrumors 65816
Aug 12, 2009
1,038
760
West coast, Finland
Apple is not switching to AMD for CPUs. Metal and Mantle have nothing to do with each other besides similar sounding names (and Metal basically has nothing to do with any CPU vendors, only GPU.) AMD doesn't make Apple any more independent.

What I've understood, Metal is the way to access multi GPU's. When Metal is ready (now it is not) they could implement an openGL overlay for it, and it will use multi-GPU without the original software knowing where the speed is coming from. Metal is also the key for HSA. AMD is not making CPU for Apple, but an APU. And Metal is everything to use it properly.

Metal is Mantle as much as DX12 is. They share a lot of similar ideas, but differ in implementation. AMD doesn't care if they use little or a lot of Mantle API, as long as they follow the principal. Because that's what GCN is built for. AMD can provide a driver, and it will fly.
 

goMac

macrumors 604
Apr 15, 2004
7,663
1,694
What I've understood, Metal is the way to access multi GPU's.

Nope. Metal has nothing for multiple GPUs beyond what was already there with OpenGL.

Metal is Mantle as much as DX12 is. They share a lot of similar ideas, but differ in implementation. AMD doesn't care if they use little or a lot of Mantle API, as long as they follow the principal. Because that's what GCN is built for. AMD can provide a driver, and it will fly.

Metal wasn't about AMD. It was about Apple's GPUs on their A series processors. There's a lot of stuff Metal is missing for AMD GPUs that Mantle is not.
[doublepost=1457299893][/doublepost]
Mantle was shown in 2013, Metal for iOS is available from 2014. Mantle was abandoned by AMD in 2015 when it was known that it will be adopted in DirectX 12 and Vulkan.

Metal for iOS was in development before 2014. It's likely that it was in development when Mantle was first revealed.

I think AMD looks better if they take credit for everyone moving this direction, but it was something everyone was working on because everyone had the same set of problems, and everyone knew what changes had to be done to solve those problems. The reason that so many people announced their own solutions is because no one had formed a standard yet.
 

Zarniwoop

macrumors 65816
Aug 12, 2009
1,038
760
West coast, Finland
Metal for iOS was in development before 2014. It's likely that it was in development when Mantle was first revealed.

AMD brought Mantle up to the public in 2013. It had been under development three years before that. There was already game demos available when it came to public, so it really wasn't born in 2013. I believe, that when AMD was designing CGN, they noticed the need for a new API. So, around 2010-2011 AMD started to introduce its ideas to few game developers and to Microsoft.. and what I presume, Apple too. Apple took the concept.. and even AMD has stated (Feb 2014), ".. we do hope that Mantle becomes an industry standard. We'll be releasing a public SDK later this year, and hope that others adopt it. If they don't adopt it itself, then we hope they adopt APIs similar to it that become an industry standard for PC gaming." - - AMD explained that while it's currently dependent on GCN, Mantle "utilizes a certain level of meaningful hardware abstraction that could eventually allow it to be applicable to other architectures."

"Such applicability is necessary in an ecosystem we hope to grow as an industry standard in the years ahead."

So it was built to be open for other architectures. Such as iOS Metal and its ARM/PowerVR chips.
 
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goMac

macrumors 604
Apr 15, 2004
7,663
1,694
AMD brought Mantle up to the public in 2013. It had been under development three years before that. There was already game demos available when it came to public, so it really wasn't born in 2013. I believe, that when AMD was designing CGN, they noticed the need for a new API. So, around 2010-2011 AMD started to introduce its ideas to few game developers and to Microsoft.. and what I presume, Apple too. Apple took the concept.. and even AMD has stated (Feb 2014), ".. we do hope that Mantle becomes an industry standard. We'll be releasing a public SDK later this year, and hope that others adopt it. If they don't adopt it itself, then we hope they adopt APIs similar to it that become an industry standard for PC gaming." - - AMD explained that while it's currently dependent on GCN, Mantle "utilizes a certain level of meaningful hardware abstraction that could eventually allow it to be applicable to other architectures."

"Such applicability is necessary in an ecosystem we hope to grow as an industry standard in the years ahead."

So it was built to be open for other architectures. Such as iOS Metal and its ARM/PowerVR chips.

I don't know what else to tell you besides that if you look at them, they're really aren't similar at all. They don't even have the same features. As has come up here Metal doesn't even have built in support for multi GPU rendering.

Saying they came out around the same time and they have similar names isn't enough to say they are related. If you look at them, it's pretty obvious they don't have any common foundation.
 

Zarniwoop

macrumors 65816
Aug 12, 2009
1,038
760
West coast, Finland
Btw, GFXBench has now Metal support, so direct comparison between openGL and Metal is possible. The speed gains in Manhattan and T-Rex are enormous.

Intel HD4000 openGL / Metal
Manhattan (23.39 fps) / (68.73 fps)
T-Rex (33.7 fps) / (114.62 fps)

Nvidia 650M openGL / Metal
Manhattan (26.4 fps) / (70.59 fps)
T-rex (49.98 fps) / (114 fps)

Late 2013 Mac Pro 3.7 GHz , 16GB, 2 x AMD FirePro D300 2048 MB
openGL / Metal
Manhattan 59.482 fps / 119.93 fps
T-rex 59.89 fps / 119.285 fps

It seems that D300 hit the 60Hz wall in openGL and 120Hz in Metal..

UPDATE: offscreen results for D300
Manhattan 141.26 fps / 221.953 fps
T-rex 377.51 fps / 400.346 fps

[doublepost=1457307606][/doublepost]
I don't know what else to tell you besides that if you look at them, they're really aren't similar at all. They don't even have the same features. As has come up here Metal doesn't even have built in support for multi GPU rendering.

Saying they came out around the same time and they have similar names isn't enough to say they are related. If you look at them, it's pretty obvious they don't have any common foundation.

Ok, let me say: Metal is unfinished. Version 1. A public alfa. OS X is going to have more complex/complete API. I hoped that they'd add second version for El Captain in .4 or .5.. but now I think, it is one of the new features of OS X 10.12.
 
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goMac

macrumors 604
Apr 15, 2004
7,663
1,694
Ok, let me say: Metal is unfinished. Version 1. A public alfa. OS X is going to have more complex/complete API. I hoped that they'd add second version for El Captain in .4 or .5.. but now I think, it is one of the new features of OS X 10.12.

It could, but it still doesn't really make any sense...

To reply to other things you've said... The driver CPU overhead problem has been known about for a long long time. I think Apple first mentioned it in 2005. It really started to take off as an issue with GPGPU. On mobile it started to be more of a problem because you have limited CPU and limited battery. AMD didn't invent this as an issue, and they didn't invent the fix either. Everyone knew what the fix was going to look like. It's just that moving open standards can take a long time.

I think Apple thought that any open standard to fix the problem would take too long, and that they could fix it themselves quicker if they didn't participate in the open standards. On mobile, that turned out to be true. They beat Vulkan to market by a longshot.

On Mac, is that going to be true? Vulkan is out now, and sure Metal beat it by 6 months, but Metal has a fraction of the features and no support from developers. If you've seen the pace at which Apple adds new features to their graphics APIs... let's just say I wouldn't hold my breath for Metal in 10.12 to fix everything. Although I think Apple will spin it and give it their best try.

The benchmarks you've posted are really impressive, and a big reason AMD bet their hardware on these sorts of changes (which I think is going to pay off well for them after Nvidia crippled their GPUs), but none of this requires Metal.
 

koyoot

macrumors 603
Jun 5, 2012
5,939
1,853
Metal is not as explicit API as Vulkan or DX12. In other words, Metal could use Vulkan if Apple would want to. It is layer of abstraction for Applications, but not as complicated and high level as DirectX11 was.

Metal uses Mantle DRIVER. Not exactly copies Mantle 1:1. It is similar thing to DX12. Core of it has been added to DX12. With progress, Metal will mirror features from Vulkan, as Vulkan is OpenGL Next/OpenGL 5.0, or it will simply integrate Vulkan. Vulkan IS Mantle. Most of the code is 1:1 copied from Mantle, even commands for Vulkan are similar, and differ by 3 first letters from Mantle.

As for AMD GPU performance. Graphics side was on older APIs(DirectX11/OpenGL) bottlenecked by not enough amount of Draw Calls, and few other problems that they created. Vulkan and DirectX 12 lifted that, and thats why we currently see that R9 390X ties in games using DX12 with GTX 980 Ti, because it has such similar amount of raw compute horsepower. Fury is faster at this stage than Titan X, because it has 0.3 TFLOPs more compute power, and proper Asynchronous Compute capabilities. SIMD vs SIMD performance should be similar from now on.
 

koyoot

macrumors 603
Jun 5, 2012
5,939
1,853
UE-27183 [Mac] Metal SM5 is loading the wrong Shader Platform

That is most interesting in this context...
 

Zarniwoop

macrumors 65816
Aug 12, 2009
1,038
760
West coast, Finland
At least the other way around is nearly there. Vulkan runs on Metal to supply Vulkan on OS X and iOS.

https://moltengl.com/moltenvk/
It's already happening. Thanks for the link. This is the future of Metal that I've been predicting. Altough I was thinking that Vulkan could be open source solution. Now Apple just needs to improve & fix Metal and its GPGPU capabilities (which are pretty much broken atm according to some developer sites).
[doublepost=1457342508][/doublepost]
UE-27183 [Mac] Metal SM5 is loading the wrong Shader Platform

That is most interesting in this context...
Unity engine supports only SM4.0 shaders for Metal.
 
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koyoot

macrumors 603
Jun 5, 2012
5,939
1,853
Well, it's obvious. Complete lack of SM 5.0 support for Metal, yet :D
To me it looks like hardware drivers report SM5.0 but API cannot use it.
At least the other way around is nearly there. Vulkan runs on Metal to supply Vulkan on OS X and iOS.
https://moltengl.com/moltenvk/
Interesting. Is it just me, or is it similar to third party additions to Vulkan that are currently touted by Khronos?
 

MacProCard

macrumors 6502
Jun 3, 2014
299
13
Wow! Maybe we'll get a Mac Pro refresh at the march event o_O

LOL. I remember when it was going to be any day now or else. That was two years ago. It's OK to gloat over something so hard fought as this!?

Seriously though, I just went out and got me an Alienware Area 51 R2...very nice. In some ways it's nice to be back in the Windows ecosystem with a really nice box. Huge....but still quite. Doesn't make a whisper while playing games on insane either.
 
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Mago

macrumors 68030
Aug 16, 2011
2,789
912
Beyond the Thunderdome
One big winning from the switch to Broadwell-EP and DDR4 is the immediate availability of 64GB RDIMM this means the updated nMP could offer upto 256GB ECC Ram from day 0.

About an nnMP launched at WWDC unless AMD hides some surprise it will not happen due Polaris delay or at least it could be only announced at WWDC with availability "some time later this year" which means October or November as soon AMD is delivering Polaris 11 in enough quantity.

I'm also intrigued by the possibility of Apple just ditching Xeon nMP and early adopting Zen, while its sounds bizarre it could be a good thing about performance.
 

joecool99

Suspended
Aug 20, 2008
726
69
USA
drop the "n" already! There is no nMP !!?
there is only 1 MAC PRO generation that exist since 2013!
 

AidenShaw

macrumors P6
Feb 8, 2003
18,667
4,677
The Peninsula
drop the "n" already! There is no nMP !!?
there is only 1 MAC PRO generation that exist since 2013!
No, add an "n". Are you trying to fight the reality distortion field?

The 2016 tube will be the "nnMP".
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Don't forget that it will come with Haswell CPUs.

Broadwell-EP is available now... (https://forums.macrumors.com/threads/2016-nmp.1952250/page-28#post-22645411)

Or are you making a joke that Apple will continue in its penchant for offering last-generation components at premium prices?


One big winning from the switch to Broadwell-EP and DDR4 is the immediate availability of 64GB RDIMM this means the updated nMP could offer upto 256GB ECC Ram from day 0.

That will certainly silence the people who have been pointing out that a Z840 already supports 2TiB of DDR4 RAM compared to 64 GiB for the MP6,1. ;)

Mac professionals should be hoping that Apple realizes that the tube is a nice upgrade for a MiniMac, but is a disaster for power users and goes back to adding a dual socket form factor system to the lineup.

And they should be hoping that Apple sends a pink slip to "Phil my ass" for grievous damage to an iconic brand.
 
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