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leman

macrumors Core
Oct 14, 2008
19,521
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Just read the 7900 xtx creators review on techgage. Would be good to do these tests for Macs as well. https://techgage.com/article/amd-radeon-rx-7900-xt-radeon-rx-7900-xtx-creator-review/
I tried out 2 of the tests since the blender scenes are just standard scenes that are freely available.
Maybe I did something wrong but just testing the first blender example scene renders in about 9 mins(canceled the render at 20% after 2 mins) on my 16" m1 Max (32). On a 7900xtx that render takes less than 2 minutes in total and a 4090 finishes in just 21 secs... I guess that is a scene that is extra well suited for RT HW with all the small details but using quite simple shading. However, the diff in speed between the M1 series and PC based solution is quite extreme and shows why there is a need for RT hardware on a pro machine if it is to be used for 3D beyond a few stills from time to time. I also quickly tested the eevee scene and got render times for 100 frames in around 290s (slightly slower than a nvidia 3050 but faster than a radeon 6500xt. 7900 xtx did the 100 frames in 65 sec)
Eevee tests done on Blender 3.5 alpha using metal viewport.

I know some of you like to say that render times doesn't matter and we should not compare to PC. I totally disagree and we must know what the alternative solution is at. All in all, we better hope that Apples m2 pro/max/ultra chips have HW RT or we will have to wait another 1.5 years hoping for the M3 series.

Just for curiosity, I did a quick test and can confirm your results (using latest released Blender 3.4.1). I got 20 min on CPU and 9 min on GPU on M1 Max when rendering the Scanlands scene.

One thing to note is that hardware utilisation is poor on both the CPU and the GPU. For example, the GPU only draws 16-18 watts when rendering this scene suggesting that there are a lot of stalls preventing the ALUs from being utilised fully (under full utilisation the GPU can draw 40 watts).
 

aytan

macrumors regular
Dec 20, 2022
161
110
Just for curiosity, I did a quick test and can confirm your results (using latest released Blender 3.4.1). I got 20 min on CPU and 9 min on GPU on M1 Max when rendering the Scanlands scene.

One thing to note is that hardware utilisation is poor on both the CPU and the GPU. For example, the GPU only draws 16-18 watts when rendering this scene suggesting that there are a lot of stalls preventing the ALUs from being utilised fully (under full utilisation the GPU can draw 40 watts).
Blender Version 3.4.0 (Release date was 2022-12-07), 48 GPU core Ultra Scanlands scene took 5:15:02 render out, with Metal RT on same scene took 3:57:01
looks like Metal RT get some improvement base on that scene.
 

Xiao_Xi

macrumors 68000
Oct 27, 2021
1,628
1,101
looks like Metal RT get some improvement base on that scene.
Does Metal RT improve GPU utilization?

I also quickly tested the eevee scene and got render times for 100 frames in around 290s (slightly slower than a nvidia 3050 but faster than a radeon 6500xt. 7900 xtx did the 100 frames in 65 sec)
Isn't the Eevee benchmark a better metric of how powerful a GPU is?
 

aytan

macrumors regular
Dec 20, 2022
161
110
Does Metal RT improve GPU utilization?


Isn't the Eevee benchmark a better metric of how powerful a GPU is?
I have no idea, these are the results I get. Someone who knows entire Metal backend in Blender could explain
 

innerproduct

macrumors regular
Jun 21, 2021
222
353
I have no idea, these are the results I get. Someone who knows entire Metal backend in Blender could explain
Both eevee and cycles are good tests for the GPU. Cycles is pure compute while eevee also uses the rasterization hw and currently doesn’t benefit from RT hw. But, different scenes tax the system very differently so it is good to try a few different ones. For example, scenes with massive amounts of geometry but having simple shading is prime candidate for RT hw. Theoretically the m1* series should be great at scenes that needs many large assets and textures and maybe more complex shading. Would be fun to find that kind of perfect scene.
We find very interesting that your 48 core ultra scales so well on that scene and that metalRT is faster for once.
 
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aytan

macrumors regular
Dec 20, 2022
161
110
Both eevee and cycles are good tests for the GPU. Cycles is pure compute while eevee also uses the rasterization hw and currently doesn’t benefit from RT hw. But, different scenes tax the system very differently so it is good to try a few different ones. For example, scenes with massive amounts of geometry but having simple shading is prime candidate for RT hw. Theoretically the m1* series should be great at scenes that needs many large assets and textures and maybe more complex shading. Would be fun to find that kind of perfect scene.
We find very interesting that your 48 core ultra scales so well on that scene and that metalRT is faster for once.
I have tried other scenes, junkyard scene there is no difference Metal GPU/MetalRT GPU, BMW scene there is no difference Metal GPU/MetalRT GPU, but in the White Lands Scene MetalRT GPU is slower than Metal GPU.
White Lands MetalRT GPU 2:50:38 / Metal GPU 2:34:50 even tough it's a similar scene as Scanlands by memory usage.
If there is a kind of modeling/shading/texturing formula for MetalRT it could be useful for everyone. I want to understand why MetalRT behaves faster result on that particular scene Scanlands but this subject is beyond my knowledge.
 

Xiao_Xi

macrumors 68000
Oct 27, 2021
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Both eevee and cycles are good tests for the GPU.
Cycles uses ray tracing, while Eevee uses rasterization. In Cycles, Nvidia GPUs get much better results than any other GPU because they are the only GPUs with hardware acceleration support for ray tracing.

I have tried other scenes, junkyard scene there is no difference Metal GPU/MetalRT GPU, BMW scene there is no difference Metal GPU/MetalRT GPU, but in the White Lands Scene MetalRT GPU is slower than Metal GPU.
White Lands MetalRT GPU 2:50:38 / Metal GPU 2:34:50 even tough it's a similar scene as Scanlands by memory usage.
If there is a kind of modeling/shading/texturing formula for MetalRT it could be useful for everyone. I want to understand why MetalRT behaves faster result on that particular scene Scanlands but this subject is beyond my knowledge.
Someone in the thread for Cycles on macOS in the Blender forum could shed some light on the situation. It might help Apple to optimize Cycles.
 
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jujoje

macrumors regular
May 17, 2009
247
288
Looks like Otoy have released OctaneX for iPadOS:


Don't have an M powered iPad to test it on, but it looks pretty neat; would be pretty cool to go Nomad Sculpt -> Procreate -> Octane (wonder how painful the workflow ends up being). Nice to have on the iPad either way though.
 

avkills

macrumors 65816
Jun 14, 2002
1,226
1,074
Cycles uses ray tracing, while Eevee uses rasterization. In Cycles, Nvidia GPUs get much better results than any other GPU because they are the only GPUs with hardware acceleration support for ray tracing.


Someone in the thread for Cycles on macOS in the Blender forum could shed some light on the situation. It might help Apple to optimize Cycles.
AMD 6000 and 7000 series cards also support hardware raytracing; whether it is supported in that particular software package is another thing...
 

jeanlain

macrumors 68020
Mar 14, 2009
2,461
955
I have tried other scenes, junkyard scene there is no difference Metal GPU/MetalRT GPU, BMW scene there is no difference Metal GPU/MetalRT GPU, but in the White Lands Scene MetalRT GPU is slower than Metal GPU.
What exactly is the difference between Metal GPU and MetalRT GPU? The former uses Metal for ray tracing, but doesn't use the Metal ray-tracing APIs?
 

leman

macrumors Core
Oct 14, 2008
19,521
19,678
What exactly is the difference between Metal GPU and MetalRT GPU? The former uses Metal for ray tracing, but doesn't use the Metal ray-tracing APIs?

Yes, I believe this to be the case. What's interesting is that the traditional compute APIs are, well, compute-only. CUDA does not expose the RT functionality of Nvidia GPUs for example, you have to use a different toolkit if you want to use Nvidia raytracing. So Apple engineers started to adapt the CUDA code to make it compatible with Metal shading language; adding RT is a different.
 
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aytan

macrumors regular
Dec 20, 2022
161
110
What exactly is the difference between Metal GPU and MetalRT GPU? The former uses Metal for ray tracing, but doesn't use the Metal ray-tracing APIs?
As I mentioned before I have no idea what is the difference, but there is render time differences without any logic. So I asked if there is anyone who could have correct information about subject. There had to be a difference otherwise there is no logic this options ready on Blender UI. By the way on Blender 3.5.0 Alpha release you can select your GPU backend as OpenCL or Metal.
 

Xiao_Xi

macrumors 68000
Oct 27, 2021
1,628
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So Apple engineers started to adapt the CUDA code to make it compatible with Metal shading language; adding RT is a different.
MetalRT follows OptiX implementation.
MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT.
 

iPadified

macrumors 68020
Apr 25, 2017
2,014
2,257
Looks like Otoy have released OctaneX for iPadOS:


Don't have an M powered iPad to test it on, but it looks pretty neat; would be pretty cool to go Nomad Sculpt -> Procreate -> Octane (wonder how painful the workflow ends up being). Nice to have on the iPad either way though.
This is crazy. Think that we actually have GPU rendering on iPads.
 
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Xiao_Xi

macrumors 68000
Oct 27, 2021
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What exactly is the difference between Metal GPU and MetalRT GPU?
Tech talk 2020:

Tech talk 2021:

Tech talk 2022:
 
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Xiao_Xi

macrumors 68000
Oct 27, 2021
1,628
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It is looking more and more likely that "Full Metal" Blender will be Blender 3.6, and not Blender 3.5 because the Cycles optimizations and Viewport compositing support are still missing.

  • Metal backend can be enabled in Blender 3.5 builds via the user preferences. People have already been tested and giving feedback. No show-stoppers found and Metal backend can be targetted as a secondary backend for Blender 3.5
  • The metal backend doesn’t support Viewport compositing yet. For this SSBO’s and Compute shaders support should be added. This is high on the priority list and looks similar to previous changes. Most impact would be platform support to make sure that it is stable on all Apple devices. Goal is to do it as soon as possible. Indirect drawing would be post-poned to be tackled later.
 
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ader42

macrumors 6502
Jun 30, 2012
436
390
I think the Redshift inside ZBrush is going to be brilliant for me.

To be honest, I think most of the new features will be useful for me.
 

Xiao_Xi

macrumors 68000
Oct 27, 2021
1,628
1,101
Apple's optimization of Blender is already paying off.

metal-tree_creature_playback_M1_Ultra.png
metal-M1_Max_benchmarks.png


Do other 3D programs show a similar improvement?
 
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aytan

macrumors regular
Dec 20, 2022
161
110

avkills

macrumors 65816
Jun 14, 2002
1,226
1,074
Metal works way different than OpenGL; so other than stubborn developers who refuse to update to use Metal; things seem to be looking good. Here's hoping Apple releases a monitor PCI-E based GPU with the new Mac Pro that also works in the older 2019 model as well. (I know, doubtful...lol)
 
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