I’m having power pc flashbacks with comments like this coming forth. ?The main issue as I see it is that the software is not optimally design for the hardware
I’m having power pc flashbacks with comments like this coming forth. ?The main issue as I see it is that the software is not optimally design for the hardware
Because Apple does NOT have such thing. Even FCPX was acquired and created from original Premier Pro developers. Also, if Max's Tech is right, then optimizing would be very difficult especially for 3D software which is already too friendly to Nvidia.Apple doesn't need to create a full 3D application, just a renderer optimized for Metal that people can use with different 3D programs.
Why would Apple buy Blender instead of forking its code?
But A14 has an absolutely humongous 3072-entry TLB*, which covers 48MB of memory (incidentally, LLC on M1 Max is 48MB), so I am not sure where the 32MB they talk about comes from.
Or maybe there is just something I am not getting (like ad additional level of indirection on the GPU itself).
Thing is, a SoC has many TLBs, at the very least each core has its own TLB. In addition there are TLBs in the fabric, wherever some address translations via page tables happen.
You are right, TLBs are not anywhere close to 32MByte in size. Assuming 3072 entries and 8Byte per entry, we are talking about 24kByte per TLB - which are already huge TLBs
Why would it take Apple longer to optimize a renderer like Cycles than to create one from scratch?the difference in architecture is the main reason why Apple wouldn't want to purchase (or fork) existing solutions, and would instead want to start from scratch.
Because Apple can't just completely rewrite the internals of Cycles.Why would it take Apple longer to optimize a renderer like Cycles than to create one from scratch?
AMD have their own "ProRender" software, so I don't see why Apple couldn't also have something similar.
I'd eventually love to see a full Logic / FCP style 3D suite, but just for starters I want to see a hardware accelerated renderer that can take advantage of an M1 Ultra to the fullest and prove to 3rd party vendors that optimisation is going to be worth their time and money.
Currently the biggest question mark is: is the hardware slow, or is it the software not being optimised.
Apple could (hopefully) put that question to rest in a fairly short amount of time.
I mean we're talking about a company that has just literally made its own GPU. In comparison making a simple renderer is child's play.
They are also bound to use Blender's cross platform code specifically so that a cycles render done on a Mac looks identical to a cycles render done on an nVidia or AMD card. (It would suck if some people did a collaborative animation and all the frames rendered by the "Mac guy" looked different)
An Apple render engine. They could call it 'MetalRay'. ?
An Apple render engine. They could call it 'MetalRay'. ?
...I'll get my coat.
NOOOOOOOOO…Gets my vote!
An Apple render engine. They could call it 'MetalRay'.
Gets my vote!
NOOOOOOOOO…
Maybe Apple has done it, but it doesn't work the way they expect it to.it would be good to have a reference render to dispel all these debate over the hardware / software capabilities.
All of them?Maybe Apple has done it, but it doesn't work the way they expect it to.
What features should Apple's reference renderer have?
Maybe Apple has done it, but it doesn't work the way they expect it to.
What features should Apple's reference renderer have?
Just wait for the first round of optimizations 40% faster
Blender Archive - developer.blender.org
developer.blender.org
@Lone Deranger Could you open a new thread with the video and tweets, or better yet, have some moderator move the latest posts from this thread to a new thread so more people can shed more light on this situation?
Maybe Apple has done it, but it doesn't work the way they expect it to.
What features should Apple's reference renderer have?
It's a fascinating story that is developing, and certainly not one I thought we'd be having just a short 2-3 years ago when the Mac (3D/CG) landscape looked dismal. Look how far Apple has come and they haven't even gotten to the Mac Pro yet.
It probably wouldn't be a terrible idea to support the same range of features as usdz as that's the format they're targeting for AR and quicklook already supports the basic geometry types (mesh, curves, points, cameras).
Other than that all you need it a principled / Disney shader and lights and you'd have something that would work with the output of most of the main DCC apps. Add a fast path tracer and you should be good to go.
For future proofing MaterialX support would be good as that is becoming the standard and there are other things that would be nice (volumes being the main one, but also more complex instancing etc), and also more complex edge case scenarios but these days I think polygons + lights + principledshader would cover what 90% of people need from a renderer.
Would be fascinating to see what they could come up with, if they didn't have to deal with legacy code and heavy optimisation for CUDA or Optix.
I think a lot of this can be traced back to the creation of a dedicated Pro Apps team, I think around 2019 (from what Gruber said). From what I've heard Apple hired a fair few people from the industry (both developers and artists) to focus on workflows and hardware, as well as provide support for developers in optimising for Apple hardware.
What we're seeing now is really the initial fruits from that. I get the impression that before then there was no real dedicated team for 3D so any development in that area was really sporadic and uncoordinated. So far feel it's been pretty successful in getting Apple taken more seriously for 3D, although it still has a fair way to go. Things are definitely looking promising on the 3D front.
I wonder if the Pro Apps team is the Special Projects Group that Brad Peebler (formally associated with Newtek/Lightwave and Luxology/Modo) heads up for Apple...?
I would love to see a comprehensive 3D/DCC software suite from Apple...!
From what I've heard Apple hired a fair few people from the industry (both developers and artists) to focus on workflows and hardware, as well as provide support for developers in optimising for Apple hardware.
I wonder if the Pro Apps team is the Special Projects Group that Brad Peebler (formally associated with Newtek/Lightwave and Luxology/Modo) heads up for Apple...?
I would love to see a comprehensive 3D/DCC software suite from Apple...!
Would totally be on board with Apple Sherlocking Modo though Still after good modelling software...