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More people need to buy the game to prove it is worth the man hours (both cost and time) for them to make 4A Engine macOS native.

Yes, I'm glad they ported this AAA game even with the "translation layer". I bought the first two Redux games and am going to buy this too. I don't mind non-native ports as long as they run reasonably well.
 
Yes, I saw that. A bit disappointing that they've used the "translation layer" instead of a native port.

Not really. It probably would not buy them a whole lot in term of shader throughput.

Vulkan isn't that semantically far from Metal in ability to express things. Metal shader language isn't either. They are about as equally a 'thin' API layer over the GPUs . There are lots of call prefix differences 'vk' versus "MTL" but saying just about the same stuff with the calls to the API.

This isn't like going from OpenGL to Metal. Or DirectX to Metal.

As pointed out some of this was "fixed" by flipping a compiler switch and re-running over the same code. How that is disappointing is a strech. Unless the primary point is how uniquely magical Metal is over any other possibility. it is a good thing. Means more high performance stuff ported to the new OS instance.

Or some kind of code writing contractor who is charging $$$/hour to hand write the port. Yeah, less money for them.
 
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Yes, I'm glad they ported this AAA game even with the "translation layer". I bought the first two Redux games and am going to buy this too. I don't mind non-native ports as long as they run reasonably well.

The interesting thing is (and the WWDC session confirms it) is that neither Larian nor 4A use Apple-specific APIs. But their games still get decent performance in M1.
there is still opportunity for more optimization.

This isn't like going from OpenGL to Metal. Or DirectX to Metal.

Complexity from translating from Vulkan to Metal is rough the same as from translating DX to Metal. DX and Vulkan are very close, Metal is slightly more advanced in some ways and lacking some features in others.
 
Vulkan isn't that semantically far from Metal in ability to express things. Metal shader language isn't either. They are about as equally a 'thin' API layer over the GPUs . There are lots of call prefix differences 'vk' versus "MTL" but saying just about the same stuff with the calls to the API.

This isn't like going from OpenGL to Metal. Or DirectX to Metal.

As pointed out some of this was "fixed" by flipping a compiler switch and re-running over the same code. How that is disappointing is a strech. Unless the primary point is how uniquely magical Metal is over any other possibility. it is a good thing. Means more high performance stuff ported to the new OS instance.

Okay, didn't know Vulkan was "lighter" and not equally demanding as OpenGL or DirectX to port. Good to know! Oh, I see now that @leman doesn't agree about DX. :)
 
I haven't watched the relevant session yet, but I imagine they want the developer to have full control of presentation so that they have the chance to adjust their animation/simulation accordingly. If I understand it correctly, the usual FreeSync/G-Sync simply matches the display refresh rate to the GPU rendering rate. Apple instead gives you low-level control over these things. I can imagine that having detailed information (and control) over the timings could allow one to produce smooth animations beyond what's possible with the traditional "draw as quickly as possible" approach.
Maybe Apple's approach can yield better results, but I don't expect wide adoption from developers. What if nVidia required explicit support for G-sync in game engines?
I anticipate VRR to be another under-utilised feature on Apple platforms. Yet it didn't have to be this way. :confused: They could have made VRR support automatic, even if it yielded slightly less optimal results. I don't see gamers complaining about the quality of G-sync.
Apple seems to forget that their platform is an afterthought when it comes to high-end games
 
Maybe Apple's approach can yield better results, but I don't expect wide adoption from developers. What if nVidia required explicit support for G-sync in game engines?
I anticipate VRR to be another under-utilised feature on Apple platforms. Yet it didn't have to be this way. :confused: They could have made VRR support automatic, even if it yielded slightly less optimal results. I don't see gamers complaining about the quality of G-sync.
Apple seems to forget that their platform is an afterthought when it comes to high-end games
Ok, it appears I was overly pessimistic. Monterey does appear to enable VRR automatically. At least it works with current (Feral) games. Metal offers further options to manually control frame pacing.
I wonder if Windows supports this as well.
 
Ok, it appears I was overly pessimistic. Monterey does appear to enable VRR automatically. At least it works with current (Feral) games. Metal offers further options to manually control frame pacing.
I wonder if Windows supports this as well.
I think you may be pleasantly surprised.
 
That quote doesn't imply anything I'm afraid. It's just a guy imaging what folks at the GPU team want their GPUs to do.
 
I wonder how long before MoltenVK can wrap Vulkan RT API calls.

Depends on the sponsor. If there is someone interested in this functionality, I think they can do it fairly quickly. it probably won't happen before Apple GPUs are capable of real-time RT on moderately complex scenes.
 
Depends on the sponsor. If there is someone interested in this functionality, I think they can do it fairly quickly. it probably won't happen before Apple GPUs are capable of real-time RT on moderately complex scenes.
Wait, they can't do that now? I thought Apple added support for real time RT with Monterey.
 
Wait, they can't do that now? I thought Apple added support for real time RT with Monterey.

Its the question of performance, not features. Macs still lack reasonably hardware-accelerated RT. The Api itself was usable since last autumn, and I think M1 is even fast enough to do some simpler stuff, but it's nowhere close to what you want for it to be useful in high-end games for example.
 
There's hope?

"Apple sees big things ahead for Apple Silicon, both in terms of achieving new designs and perhaps appealing to the most demanding audience of all — gamers. After all, many of the engineers building Apple’s chips are gamers themselves. Apple is now setting a third goal for its M-series processors: Bringing gaming to the Mac.

“Of course, you can imagine the pride of some of the GPU folks and imagining, ‘Hey, wouldn't it be great if it hits a broader set of those really intense gamers,’” said Milet. “It's a natural place for us to be looking, to be working closely with our Metal team and our Developer team. We love the challenge.”"

Oh, the good old "Gaming Mac" rumour again?
 
Me keeping hope alive: so now that the W6x00 series is in folks hands, are there any RT performance comparisons between M1 and W6x00? Or is Apple still not using the Ray Accelerators in the W6x00 cards?
 
I think hardware RT will come to the AX cores before it comes to the Mac, or within a couple months of each other, so I lost hope when I saw the A15 not introducing it. Maybe next year? There are quite a few dev videos on RT so Apple sure looks interested in the topic.
 
I think hardware RT will come to the AX cores before it comes to the Mac, or within a couple months of each other, so I lost hope when I saw the A15 not introducing it. Maybe next year? There are quite a few dev videos on RT so Apple sure looks interested in the topic.
From https://tellusim.com/rt-perf/ Metal supports Ray Queries though I'll be 100% honest and say I am not really sure what the difference is between Ray Tracing and Ray Query (even the Vulkan docs aren't super clear on why you would use one versus the other). @leman thoughts?
 
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