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Xiao_Xi

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Could Blender for iPad be possible? How hard could adapt Blender to the iPad be?
 

jmho

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I think it would be incredibly difficult. OpenGL is deprecated on macOS, but has never ran on iPad (you had OpenGL ES though). All of the UI in Blender is custom rendered using OpenGL.

Maybe it will be more likely after everything is ported to Vulkan and MoltenVK can be used.

Also there is iPad OS's slightly barbaric memory management that just kills apps that use too much memory, which would suck for something like Blender - you accidentally click the wrong button and lose all your work.

Then even if you did finally do the large amount of work to port to the iPad, the licensing / legal issues would probably make it impossible for anyone other than the blender foundation to submit to the App Store.
 

mi7chy

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Oct 24, 2014
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Could Blender for iPad be possible? How hard could adapt Blender to the iPad be?

Blender GPU doesn't even work with Big Sur so even more unlikely on iPadOS. Plus, Apple wouldn't fund it since it means you can get away with only an iPad vs buying Macbook + iPad.
 
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Xiao_Xi

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the licensing / legal issues would probably make it impossible
What licensing issues?

I think it would be incredibly difficult. [...] Maybe it will be more likely after everything is ported to Vulkan and MoltenVK can be used.
Would it be simpler after Blender's viewport gets a Metal backend? It seems Apple will sponsor it.

The Blender roadmap explains: "Vulkan and Metal backends for Blender’s GPU API are being developed. We expect these to be ready to replace the OpenGL backend by the end of 2022."
 
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jmho

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What licensing issues?
The first is Apple's ban on running interpreted code inside iPad apps, which would mean that all python scripts are out the window, which is a massive amount of Blender functionality not to mention absolutely all add-ons.

The second is the fact that Blender itself is under the GPL which means that while it's free and open source restricts what you can do with the code and any forks of the code. This might not actually be a huge issue, but I have to assume this is why despite the GPL saying anyone can freely distribute Blender, Blender is not available on the Mac app store.

I didn't know Blender was actually getting a proper Metal backend though, that's cool. Last I saw the lead developer said no to multiple viewport apis - good to see he changed his mind.
 

mi7chy

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Just caught this on CES 2022 Nvidia live stream. Nvidia is fast but it seems like they're comparing GPU vs CPU for Blender Cycles.

1641313886194.png
 
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t0mat0

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Seems at least AMD had the professional courtesy to supply details post presentation about the slides used. Nvidia didn’t do that for the MBP - and a sly ”underperforming PC” reference to MacBooks on the GFN section.

Would be curious to see more detail on this - is it that the M1 Max just doesn’t do ray tracing well (5x slower?) - would Apple look to bring more ray tracing grunt (they’ve put a decent amount of Silicon down for neural side of things)
 

leman

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Oct 14, 2008
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Just caught this on CES 2022 Nvidia live stream. Nvidia is fast but it seems like they're comparing GPU vs CPU for Blender Cycles.

View attachment 1938727

What are you dragging this marketing BS here for? Anyone can draw slides with any numbers they want. This is utterly meaningless without detailed methodology and benchmark breakdown.
 
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JMacHack

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What are you dragging this marketing BS here for? Anyone can draw slides with any numbers they want. This is utterly meaningless without detailed methodology and benchmark breakdown.
NVidia marketing bs = good and believable
Apple marketing bs = misleading and bad
 
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JMacHack

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What are you dragging this marketing BS here for? Anyone can draw slides with any numbers they want. This is utterly meaningless without detailed methodology and benchmark breakdown.
NVidia has done these slides since the 20 series launch, maybe before. Looking at the chart it’s based on RTX (raytracing) performance. Which undoubtedly NVidia has an advantage in because of dedicated hardware (similar to the “biased” tests that utilized the M1 gpus dedicated hardware).

I hope Apple starts hopping aboard the raytracing train. It’s starting to be a trend.
 

leman

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NVidia has done these slides since the 20 series launch, maybe before. Looking at the chart it’s based on RTX (raytracing) performance. Which undoubtedly NVidia has an advantage in because of dedicated hardware (similar to the “biased” tests that utilized the M1 gpus dedicated hardware).

I hope Apple starts hopping aboard the raytracing train. It’s starting to be a trend.

Metal is clearly designed with ray tracing hardware in mind, so it’s coming. I was hoping to see it with A15/M2 but so far it does seem like we have to wait another year. But who knows, maybe M2 Pro/Max will surprise us?
 

JMacHack

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Metal is clearly designed with ray tracing hardware in mind, so it’s coming. I was hoping to see it with A15/M2 but so far it does seem like we have to wait another year. But who knows, maybe M2 Pro/Max will surprise us?
I’m gonna bet on the M3 having dedicated rt hardware. I think that gives enough lead time. It’ll be interesting to see how it meshes with Apple’s gpu architecture since they use a different raster method (?).
 

leman

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I’m gonna bet on the M3 having dedicated rt hardware. I think that gives enough lead time. It’ll be interesting to see how it meshes with Apple’s gpu architecture since they use a different raster method (?).

Just a baseless speculation my side, but probably not too much. RT just adds some new API to the shading language + the machinery to submit the geometry data to the GPU. One can probably write code where TBDR is utilized together with RT (e.g. via tile shaders), but on their own these features do not really interact in any meaningful way (at least according to my intuition). But who knows, you might be able to do some efficiency tricks with coalescing knowing that your shaders dispatch on the tile etc.

How do you know that? Is Metal API more similar to Optix API than CUDA API?

I am not familiar with Optix. But Metal has had a fully-featured RT API (comparable to DX12 etc.) since 2020. And from the looks of it it seems to be designed with hardware acceleration in mind. There is nothing preventing Aple from adding some dedicated BHV hardware via specialized GPU instructions.
 
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mi7chy

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Digital_Sousaphone

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Jun 10, 2019
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What are you dragging this marketing BS here for? Anyone can draw slides with any numbers they want. This is utterly meaningless without detailed methodology and benchmark breakdown.
Says the same guy who referred to apple's own marketing slides pre-release of the M1s as if those slides provided conclusive evidence of their performance....which has now been thoroughly debunked.
 
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jmho

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Jun 11, 2021
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You generally won't use the Metal Shading Language directly for ray tracing (unless you want to do it all manually). The easiest way is to use the MetalPerformanceShaders framework with its own acceleration structures:


There are also some lower level functions specifically for adding acceleration structures and intersection functions to a commandEncoder (but they're probably just using the MPS shaders I'd guess).

On Nvidia cards you can't access the RT cores via CUDA. I haven't done any stuff in OptiX before, but I assume it's fairly high-level like MetalPerformanceShaders, but obviously even faster because uses RT cores instead of shaders.
 
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leman

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Says the same guy who referred to apple's own marketing slides pre-release of the M1s as if those slides provided conclusive evidence of their performance....which has now been thoroughly debunked.

Apples marketing slides were actually fairly accurate. Do you refer to anything specific?
 
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