3D and Raytracing with discrete GPUs is not Apple’s area of interest.
They've clearly given up on their computers being usable to produce the games or their gaming service.
3D and Raytracing with discrete GPUs is not Apple’s area of interest.
They won’t do anything together with Epic about Unreal, due to the row/court case about Fortnite.And Unreal Engine ?
If they want games, they need some softwares !
They won’t do anything together with Epic about Unreal, due to the row/court case about Fortnite.
For the kind of games Apple has on their subscription service, Metal is more than enough
After Epic court case, there was a massive exodus from using Unreal Engine amongst developers, due to uncertainty of Unreal Engine’s future on Apple platform. As I understand, Unreal Engine is not actively developed for Apple devices anymore by Epic. Developers moved on to other solutions, I hear a lot of them are using Unity, which seems to be not as good as Unreal.You understand that Unreal is the engine used for many, if not most of the games Apple pays companies to develop as exclusives for Apple Arcade, right?
No one develops games for "metal" they develop games for the game engines, for whom metal is a dumb pipe to the hardware.
maybe have 16TB be the max (raid 0) 4 blades (under apples spin of the fastest disk io of any workstion on the market)Base ASi Mac Pro:
Fully-Loaded ASi Mac Pro:
- M2 Ultra SoC (3nm)
- 24-core CPU (16P/8E)
- 60-core GPU
- 32-core Neural Engine
- 96GB LPDDR5 SDRAM
- 800GB/s UMA bandwidth
- 1TB NVMe SSD (2 @ 512GB NAND blades)
- (6) PCIe slots
- US$5999
- M2 Ultra SoC (3nm)
- 24-core CPU (16P/8E)
- 76-core GPU
- 32-core Neural Engine
- 192GB LPDDR5 SDRAM
- 800GB/s UMA bandwidth
- 8TB NVMe SSD (2 @ 4TB NAND blades)
- (6) PCIe slots
- US$9999
After Epic court case, there was a massive exodus from using Unreal Engine amongst developers, due to uncertainty of Unreal Engine’s future on Apple platform. As I understand, Unreal Engine is not actively developed for Apple devices anymore by Epic. Developers moved on to other solutions, I hear a lot of them are using Unity, which seems to be not as good as Unreal.
And games are not developed “for game engines”, it’s other way round: various game engines (of which, Unreal is probably the most popular one) are being used to develop games to be able to run on various hardware architectures, like Xbox, PS5, PC Direct X and in case of Apple - for Metal.
So I’m sure that one does not need to use Unreal specifically, to generate Metal compatible game code, especially because games on Apple Arcade are (mostly) not very graphically intense.
Capcom has proven (with Apple’s blessing and help) that AAA game can be done for Metal without Unreal, they used their own in-house RE Engine to convert RE Village to Mac AS.
So, developers can use different tools, Apple knows that and they do not care about Unreal Engine, especially in light of Epic court case. That’s what I was trying to convey. Was I wrong?
I get what you are saying, but this is Apple.Say Apple don't care about Unreal all you like, but Apple are reliant on it to get content for their own services. No Unreal on macOS only means less games developed on macOS. No one is dumping Unreal so they can keep using macOS as a gamedev platform.
Apple Silicon tops out at 4 displays, the current Mac Pro can drive 12+ displays.
There simply isn't a viable market for a Mac Pro that cannot do everything the current Mac Pro can do. It's generic nature and reconfigurability IS the product. Focus is not. No subset of the current userbase is large enough, nor safe enough from cannibalisation by other machines to make a viable product line going forward.
Not sure why you’ve deleted it, those were all viable points I agree with 100%.deleted
3D is so tiny and not worth Apple chasing, that they're paying the Blender foundation to keep making the Mac version.
maybe have 16TB be the max (raid 0) 4 blades (under apples spin of the fastest disk io of any workstion on the market)
But you need DFU to restore (WIPE DATA) to make changes to the NAND blades and right now some configs only fill one slot.No, Apple is simply a "Blender Corporate Patron", much like AMD, Epic, Intel, Microsoft, Nvidia, & Unity, to name a few...
Now where Apple goes beyond that is having some of their software engineers work with Blender to implement Metal into Blender, which is a good thing...
I thought of specifying a 16TB SSD (two 8TB NAND blades), but that would most likely jack the pricing up another US$5K...?
One thing Apple could do is have four NAND blade slots, but only populate two from the factory, thereby allowing end users to populate the other two themselves down the road...
This, in conjunction with allowing OWC to make and sell Apple-certified NAND blades, could be a step towards "lower cost" deployment of the ASi Mac Pro...?
But you need DFU to restore (WIPE DATA) to make changes to the NAND blades and right now some configs only fill one slot.
And for the mac pro they don't sell an one stick upgrade kit from say 512 to 1TB
What you describe is how it used to be before Fortnite clash. After Epic court case, Unreal Engine can be “the bestest of them all”, but Apple doesn’t want it on MacOS/iOS.
They could make a Mac Studio with more ports and slots and that's still a much more flexible computer than the Studio, albeit if it can't take PCIe GPUs that heavily limits its appeal to some of the people who bought those previous Mac Pros as the best option for their xMac wishes.
No, Apple is simply a "Blender Corporate Patron", much like AMD, Epic, Intel, Microsoft, Nvidia, & Unity, to name a few...
Hmmmm, okay, so who here needs a Mac Pro for anything more than heavy editing and music production workflows? In other words, how many people here need the Mac Pro for HEAVY and intense GPU BASED 3D animation, VFX, and Motion Graphics?
Actually, pretty much every bit of news coverage out there on the topic would support my interpretation over yours. These two are among them:You are incorrect in your interpretation of the timeline. The iMac Pro was never designed to be a stopgap, or a fill-in product between anything. It was a completed product, ready for manufacture before the 7,1 Mac Pro was even an idea.
The iMac Pro was created to be the sole high end professional Mac, as a replacement for the Mac Pro as a product. Had Apple not course corrected, the Mac Lineup going forward would have been Macbook/Air, Macbook Pro, Mac Mini, iMac, iMac Pro, and nothing else.
The 7,1 was an emergency panic product (that was barely a napkin sketch when announced in the apology tour) in response to the dawning realisation that the iMac Pro was doubling down on the aspects of the 2013 Mac Pro that the market had rejected - weak fixed graphics, and Thunderbolt for all expansion. That's why it was stillborn, and never received an update (except putting an "X" on the GPU's firmware descriptor).
For Bob's sake, Apple are literally hiring Unreal-based studios to produce games using Unreal, that run in Unreal's iOS deployment engine at this very moment.
Arguably their biggest, most widely publicised Apple Arcade title in the last 12 months is Unreal based - the company that makes it has literally been going around to every games conference in their home country, and remotely overseas talking about how they use Unreal to make their games, and Apple's running up the marketing on another one from them that's just launched.
The Fortnite clash has nothing whatsoever to do with what is actually happening in the Gamedev world, which is that Unreal is the ascendant platform, and Macs are largely absent (despite having full UE5 support), because their graphics systems don't support all the headline features that Direct-X covers.
Actually, pretty much every bit of news coverage out there on the topic would support my interpretation over yours. These two are among them:
Apple doesn’t mind other developers using Unreal Engine (or Nvidia cards) or PCs to make games for iOS/MacOS because those games bring them money. I thought this was obvious to everyone, myself included. So not sure why you pointed it out?