Hmmm I wouldn’t be so sure. It’s important to realise, apple isn’t shipping this as a means to run games for users, it’s for devs to see where the slowdowns occur, and as a guide to performance. i don’t see them spending time to improve performance much.I'm sure that they will improve it.
Wine/Proton had poor performance as well, in the beginning.
@leman Metal seems to be missing some important features and that hinders the progress of WebGPU.Metal is a pain in the ass, that is what is missing.
@leman Metal seems to be missing some important features and that hinders the progress of WebGPU.
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Yeah, Metal has thread group and simd group barriers, but it looks like what this guy wants is a thread group barrier that waits until all memory operations have been flushed device-wide.Yes, lack of global synchronization is one known weak point of Apple GPUs. I suppose this is because they are more distributed in nature than IM GPUs. They also have some gaps in state of the art atomic support (only relaxed me or y order, very limited 64-bit atomics etc.).
Consoles also share memory in this case GDDR6.Yeah, Metal has thread group and simd group barriers, but it looks like what this guy wants is a thread group barrier that waits until all memory operations have been flushed device-wide.
I wonder if that's much more difficult / impossible when you are sharing memory with the CPU.
The problem is that the current M lines do not have a lot of great features related to gaming.
We need dedicated cores to the reconstruction like MetalFX
also we need higher clocks as naturally games would prefer higher clocks than a lot of cores unless you are crushing calculations with your CPU
Do any of Imagination Tech's IP-based GPUs have global synchronisation?lack of global synchronization is one known weak point of Apple GPUs. I suppose this is because they are more distributed in nature than IM GPUs.
Do any of Imagination Tech's IP-based GPUs have global synchronisation?
If this is the case let's wait and see further games being ported over and we'll see how performance matches the 3070 and 3080 of the world.Yeah, people like to say that but I still don't understand where this is coming from. Global memory synchronisation (feature that was mentioned by Xiao_Xi) is not really gaming-relevant. So what is missing?
As I wrote in a different thread, the irony of Apple's DX12-to-Metal shader compiler is that Apple uses state of the art mesh shading pipelines to implement DX12 legacy graphics pipelines, while barely any Windows games use mesh shading due to bad hardware and driver support. Would be funny if Windows devs using the Porting Kit claimed that their game supports mesh shading as a consequence
You mean like the NPU, which is used for MetalFX already?
Apple CPUs have 30-40% higher IPC than x86 CPUs, Apples 3ghz is roughly comparable to Intel's 4.5ghz. Not to mention that Apple CPUs have much larger caches, better branch predictors, and more FP units. Apple Silicon Macs are much less likely to be CPU limited than their PC counterparts, especially if you look at the midrange.
Yeah, I think on the whole algorithms like prefix-sum are often memory bandwidth limited which means they're often just as fast on the CPU.Yeah, people like to say that but I still don't understand where this is coming from. Global memory synchronisation (feature that was mentioned by Xiao_Xi) is not really gaming-relevant. So what is missing?
I'd guess the main reason WebGPU people are complaining is that they're using javascript so getting decent CPU perf is off the table.
To be clear in the PS5 presentation Mark Cenry was talking about GPU speeds not CPU speeds (the Series X CPU is clocked higher than the PS5). Instead of adding cores, how much trouble would it be for Apple to increase the GPU clock rate by 50%? In light load situations the GPU can still clock down to save on power right?Apple CPUs have 30-40% higher IPC than x86 CPUs, Apples 3ghz is roughly comparable to Intel's 4.5ghz. Not to mention that Apple CPUs have much larger caches, better branch predictors, and more FP units. Apple Silicon Macs are much less likely to be CPU limited than their PC counterparts, especially if you look at the midrange.
How can this be the case if the shader converter doesn't support mesh shaders yet?irony of Apple's DX12-to-Metal shader compiler is that Apple uses state of the art mesh shading pipelines to implement DX12 legacy graphics pipelines
It says they do support it, it’s just disabled in the beta release.How can this be the case if the shader converter doesn't support mesh shaders yet?
View attachment 2214953
Metal shader converter - Metal - Apple Developer
Metal shader converter converts shader intermediate representations in LLVM IR bytecode into bytecode suitable to be loaded into Metal. It’s available as a library and a standalone executable.developer.apple.com
How can this be the case if the shader converter doesn't support mesh shaders yet?
This also explains why RT doesn't work in CyberPunk 2077. I wonder if they are going to introduce hardware with HWRT support when it goes to release (as in aside from miserable performance, why would it be disabled in beta).How can this be the case if the shader converter doesn't support mesh shaders yet?
View attachment 2214953
Metal shader converter - Metal - Apple Developer
Metal shader converter converts shader intermediate representations in LLVM IR bytecode into bytecode suitable to be loaded into Metal. It’s available as a library and a standalone executable.developer.apple.com
I thought the PC was the guy in business clothing who did nothing but work while the Mac was the cool young hipster dude…I'm against this. Apple should not care about gaming. These are serious professional tools, not toys made for 12 year olds.
Well, they still dont care about the gaming because Mac platform itself is hostile to games:
1. Mac itself is very expensive to play games
2. GPU performance is poor
3. Only a few people play on Mac
4. Lack gaming related technology
5. No new games
6. No killer titles to attract users
7. Difficult to support Apple Silicon Mac in many ways.
Overall, who really wish to support their games on Mac since it's not really profitable? Nintendo has a poor gaming device and yet they are getting huge amount of profits from their own games which proves that the platform is really important. Mac has no such thing.
It depends on the game too, I suspect you could probably play a native version of diablo IV (if such a thing existed) at medium settings on the M1. Only the most demanding of 3D games will only be playable on low settings. The GPU power of the M1 is way higher than most people realize and is mostly held back by poor optimizaiton and lazy ports. I actually want game devs to just drop support for Intel macs ASAP and focus on optimizing for the newer unified memory model of the AS macs.1. I’ve seen M1 Mac mini’s for sale at $299 at Costco. That’s pretty affordable IMO.
2. GPU performance even on M1 is adequate for many games on lower settings, as long as the game is optimized for metal
3. Plenty of people play games on Mac. More people would play too if there were more available games. It’s the chicken or the egg dilemma.
4-6. This could easily change soon with Apples new toolkit
7. Less difficult now
That would never happen. And would be terrible PR. Millions of fans would be pissed. GTA is also not on brand.Apple needs to buy Rockstar and have GTA6 as an exclusive release for the Vision Pro headset...! ;^p
Very true!! I agree as well about dropping Mac intel support. It would be a harder sell for developers because they would have to be willing to drop potential customers, but I think it would be worth it. The majority of intel users couldn’t play these games anyways due to poor performance on intel notebooks.It depends on the game too, I suspect you could probably play a native version of diablo IV (if such a thing existed) at medium settings on the M1. Only the most demanding of 3D games will only be playable on low settings. The GPU power of the M1 is way higher than most people realize and is mostly held back by poor optimizaiton and lazy ports. I actually want game devs to just drop support for Intel macs ASAP and focus on optimizing for the newer unified memory model of the AS macs.