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altaic

Suspended
Jan 26, 2004
712
484
In March, one of the Apple engineers working on the metal backend for Blender's Cycles wrote:


Eevee, Blender's other renderer, will also have a Metal backend, most likely in Blender 3.4.

That first devtalk link is really interesting. 2x performance increase here, 1.4x there… and that’s without Metal 3 improvements. That would bring that 1:37 render down to 35 seconds or so, then w/ Metal 3 I imagine it’ll drop to sub 30 seconds or maybe even sub 20 seconds. It’ll be interesting to see what it takes to get within spitting distance of that 15 second Optix render.

Edit: It’s also quite interesting to see the large amount of effort the Apple software engineers are putting into discrete GPU support for the Metal Cycles renderer. Metal for Cycles requires at least macOS 12.3, so it’s not like this is a legacy thing.
 
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Drifter759

macrumors newbie
Oct 21, 2021
13
13
That first devtalk link is really interesting. 2x performance increase here, 1.4x there… and that’s without Metal 3 improvements. That would bring that 1:37 render down to 35 seconds or so, then w/ Metal 3 I imagine it’ll drop to sub 30 seconds or maybe even sub 20 seconds. It’ll be interesting to see what it takes to get within spitting distance of that 15 second Optix render.

Edit: It’s also quite interesting to see the large amount of effort the Apple software engineers are putting into discrete GPU support for the Metal Cycles renderer. Metal for Cycles requires at least macOS 12.3, so it’s not like this is a legacy thing.
I don't think there's any way they get even close to Optix without hardware RT acceleration. Like others here, I'm pinning my hopes on the M3 generation. Having it on the higher-end M2s would be a nice surprise, but I'm not holding my breath.

I'll definitely buy one once they include it, though. Having to use any Windows laptop capable of doing 3D work away from a power outlet is pure misery - even if you're just editing documents or sending emails. And being able to do HDR stuff on a laptop would be cool. Not to mention color management being crappy on Windows and all the usual stuff.
 
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leman

macrumors Core
Oct 14, 2008
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That first devtalk link is really interesting. 2x performance increase here, 1.4x there… and that’s without Metal 3 improvements. That would bring that 1:37 render down to 35 seconds or so, then w/ Metal 3 I imagine it’ll drop to sub 30 seconds or maybe even sub 20 seconds. It’ll be interesting to see what it takes to get within spitting distance of that 15 second Optix render.

Edit: It’s also quite interesting to see the large amount of effort the Apple software engineers are putting into discrete GPU support for the Metal Cycles renderer. Metal for Cycles requires at least macOS 12.3, so it’s not like this is a legacy thing.

I doubt that Metal 3 will do much for production raytracing performance. The big advantage Nvidia has is RT acceleration. Once Apple adds that, they should easily outperform Nvidia for renders as that's where Apple's advantage in cache sizes will become decisive.
 

altaic

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Jan 26, 2004
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I doubt that Metal 3 will do much for production raytracing performance. The big advantage Nvidia has is RT acceleration. Once Apple adds that, they should easily outperform Nvidia for renders as that's where Apple's advantage in cache sizes will become decisive.
Culling has been moved into the GPU. Prior, ray tracing required a lot of CPU breaks that essentially pause the GPU. From the WWDC presentations, I think Metal 3 will give a minimum 20% boost to ray tracing. The rest of the pipeline is much easier pickings, so I expect a lot of gains for Blender or any other renderer, given optimization effort. Blender should be considered a case study for ASi.
 

leman

macrumors Core
Oct 14, 2008
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Just came across an interesting dev discussion about MoltenVK taking advantage of Metal 3. Looks promising.

For production rendering, the relevant bits is the improved RT pipeline (faster and better acceleration structure construction) - and maybe, not sure - the fact that some primitive data can be encoded in the acceleration structure directly. No idea if that can be taken advantage of in production renderers however.
 

altaic

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Jan 26, 2004
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For production rendering, the relevant bits is the improved RT pipeline (faster and better acceleration structure construction) - and maybe, not sure - the fact that some primitive data can be encoded in the acceleration structure directly. No idea if that can be taken advantage of in production renderers however.
My main takeaway was that Metal 3 more easily/efficiently maps to/from Vulkan (e.g. argument buffers and mesh shaders). Not too sure about RT at this stage.
 
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leman

macrumors Core
Oct 14, 2008
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My main takeaway was that Metal 3 more easily/efficiently maps to/from Vulkan (e.g. argument buffers and mesh shaders). Not too sure about RT at this stage.

Sure, but those things are hardly of interest to production renderers which are usually optimised with specific hardware in mind. And I don't think there is a meaningful intersection of mesh shaders and RT in this domain. If you are generating geometry on the fly, it means you can't ray trace it efficiently using the standard pipeline — it is probably better to use custom intersection shaders for this purpose.

Fun fact: with Metal 3 Apple now provides the most comprehensive and consistent implementation of mesh shaders. Running Ventura and have a Mac that was made in the last 4-5 years? Then you can use mesh shaders without restrictions. Contrast it with Vulkan where mesh shaders are available on a whopping 4% of devices. Not sure how things are with DX12 since I couldn't find any info.

And they are fast too! I did some experiments with generating geometry and I can easily push around 130 million triangles per second. Mind, this is pure geometry generation, not culling, with a single mesh shader invocation producing 254 triangles. Will still need to compare this to pre-generated geometry to measure the overhead, but so far I really like mesh shaders. It's a very GPU way of doing things and feels like exposing how the hardware worked all along.
 
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Xiao_Xi

macrumors 68000
Oct 27, 2021
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Blender is improving its support on macOS and a metal backend for the Blender viewport is on the way. What about other programs?
Metal Backend
  • This week the [command buffer] and [memory manager] for Metal has been reviewed and landed in master. There were some issues with missing license headers, but that will be taken care of.
  • Next target will be to add Vertex Buffers, Uniform Buffers and Index Buffers. These are fairly straight forward.
  • After that Batch and Shader precompilation will be added. This would eventually be the first time we should see pixels drawn by the Metal backend.

Checking the progress of the Metal backend, I found this.
A number of features available in Blender require API functionality which is either not directly available in the Metal API, such as geometry shaders, or requires a higher degree of explicitness from the high-level renderer.
Has Metal 3 included those missing funcionalities?
 
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l0stl0rd

macrumors 6502
Jul 25, 2009
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Blender is improving its support on macOS and a metal backend for the Blender viewport is on the way. What about other programs?


Checking the progress of the Metal backend, I found this.

Has Metal 3 included those missing funcionalities?
Metal 3 has meshshaders which should work I guess.

 

sirio76

macrumors 6502a
Mar 28, 2013
578
416
Very weird reasons, once native it will be like 20% faster (that will not translate in 20% faster workflow) and surely will not consume less energy.
Seems just an excuse to not use new hardware/software, but that’s what people do here, tirelessly waiting for beta software to became mature or magical native version that will be 300%faster and consume no energy at all :)
 
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BootLoxes

macrumors 6502a
Apr 15, 2019
749
897
Very weird reasons, once native it will be like 20% faster (that will not translate in 20% faster workflow) and surely will not consume less energy.
Seems just an excuse to not use new hardware/software, but that’s what people do here, tirelessly waiting for beta software to became mature or magical native version that will be 300%faster and consume no energy at all :)

I am either getting a Mac Studio this year or building a new PC. Access to native versions of Zbrush and other 3D software play a role on which device I am prioritizing.
 
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l0stl0rd

macrumors 6502
Jul 25, 2009
483
420
If you work in 3D, no Mac will outperform a PC. If you care about performance, then it’s a no-brainer
Exactly and it is not even more efficient than a 3090 like some showed, especially at rendering (or at least at the moment).

Personally I thing even AMD GPUs are not an option.
 

mi7chy

macrumors G4
Oct 24, 2014
10,625
11,298
With GPU price crashing it's putting a lot of pricing pressure on Mac options. If you're OS agnostic Nvidia is best bang for the buck with NIB 3080ti dipping below $1K. If you want portable solution mobile Nvidia is faster and more power efficient than Mac Studio. If you have a budget and/or want to build a hackintosh which is limited to AMD it's going for ~$630 NIB for 6800xt and still faster than $5K+ Mac Studio 64GPU.

GPU Blender BMW (lower time is better)
7.23s - Nvidia 3080ti (GPU OptiX Blender Linux Mint 20)
8.21s - Nvidia 3080ti (GPU OptiX Blender Windows 10)
13.13s - Nvidia 3080 mobile (GPU OptiX Blender)
16.39s - Nvidia 3060 70W mobile (GPU OptiX Blender 3.0)
18.84s - AMD 6900xt (GPU HIP Blender 3.2)
24.04s - AMD 6800 (GPU HIP Blender 3.2)
29s - 2070 Super (GPU OptiX)
34s - M1 Ultra 20CPU 64GPU (GPU Metal Blender 3.1)
37s - M1 Ultra 20CPU 48GPU (GPU Metal Blender 3.1)
42.79s - M1 Max 32GPU (GPU Metal Blender 3.1 alpha)
48s - M1 Max 24GPU (GPU Metal Blender 3.1 alpha + patch)
51s - Nvidia 2070 Super (GPU CUDA)
1m18.34s - M1 Pro 16GPU (GPU Metal Blender 3.1 alpha + patch)
1m43s - M1 Ultra 20CPU 64GPU (CPU Blender 3.1)
1m50s - M1 Ultra 20CPU 48GPU (CPU Blender 3.1)
2m0.04s - Mac Mini M1 (GPU Metal Blender 3.1 alpha + patch)
2m48.03s - MBA M1 7GPU (GPU Metal Blender 3.1 alpha)
 

ader42

macrumors 6502
Jun 30, 2012
436
390
If you don’t spend all your time rendering then you don’t need a PC.
If you care about more than rendering speed then stick with Mac it’s a no-brainer.
The current rosetta ZBrush works great for me with tens of millions of polygons…
Even rendering in ZBrush is nice for me, an A2 300DPI poster I recently made (nice Giclee print) of a scene with 40 million polygons only took several minutes to render on maximum quality settings… (I rendered at 8192x8192)
 

BootLoxes

macrumors 6502a
Apr 15, 2019
749
897
If you don’t spend all your time rendering then you don’t need a PC.
If you care about more than rendering speed then stick with Mac it’s a no-brainer.
The current rosetta ZBrush works great for me with tens of millions of polygons…
Even rendering in ZBrush is nice for me, an A2 300DPI poster I recently made (nice Giclee print) of a scene with 40 million polygons only took several minutes to render on maximum quality settings… (I rendered at 8192x8192)
Yeah, for my needs the M1 max would be suffice. I plan to wait until the M3 variants before getting a studio.

Though the new ryzen cpu is just around the corner and that is tempting.
 

Xiao_Xi

macrumors 68000
Oct 27, 2021
1,628
1,101
Apple seems to be getting more involved in Blender. There is a Metal back-end for MNEE on the way.
 
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