And yet, that's what people do. 🤷♂️So no, I don’t believe that people do this. And no, streaming texture data on demand and reusing handles/allocations is not the same as using a million textures.
And yet, that's what people do. 🤷♂️So no, I don’t believe that people do this. And no, streaming texture data on demand and reusing handles/allocations is not the same as using a million textures.
And yet, that's what people do. 🤷♂️
No not that. I'm also frustrated by writing in this subforum in general, as we're going in circles and some of the died-hard fans are trying to nit-pick when there's nothing to pick on and it takes me hours to write stuff. I currently don't have the time to write a full example of API workflow and differences, which will probably be a few pages long. Maybe I'll do so with a detailed example of an actual Windows/Linux/Mac project I'm currently working on. This isn't a game though, it's a digital twin and simulation with Unity.Do what exactly? Load 60GB+ worth of textures into 8-16GB of VRAM? How would that work?
I gave to admit I am a bit frustrated by this exchange because what you write just seems so vague and nonspecific.
No not that. I'm also frustrated by writing in this subforum in general, as we're going in circles and some of the died-hard fans are trying to nit-pick when there's nothing to pick on and it takes me hours to write stuff. I currently don't have the time to write a full example of API workflow and differences, which will probably be a few pages long. Maybe I'll do so with a detailed example of an actual Windows/Linux/Mac project I'm currently working on. This isn't a game though, it's a digital twin and simulation with Unity.
I gave to admit I am a bit frustrated by this exchange because what you write just seems so vague and nonspecific. I think it would be helpful if we stuck to concrete examples, problems or use cases.
No Man's Sky just got its "Endurance" update. Great graphics for an "old" game and the players are both surprised and very positive.
They have done this game great service. No IAP, free updates with more content. One time cost! Frankly I am not sure where they get the funding to keep doing this.No Man's Sky just got its "Endurance" update. Great graphics for an "old" game and the players are both surprised and very positive.
Yes, people ask the same on Youtube, but it's good news for the Mac release.They have done this game great service. No IAP, free updates with more content. One time cost! Frankly I am not sure where they get the funding to keep doing this.
They have done this game great service. No IAP, free updates with more content. One time cost! Frankly I am not sure where they get the funding to keep doing this.
Pretty much.And, all of the environments are procedurally created (randomly), right?
They have done this game great service. No IAP, free updates with more content. One time cost! Frankly I am not sure where they get the funding to keep doing this.
So do we think RE8 will require MetalFX to get 30fps at 1080p on the M2 Air?
Yeah. Capcom thought they were clever RE: ViIIageIs RE8 the same game as RE Village? I’m not that familiar with the numbering scheme of the series.
Don't really think so. It has great performance even on old GPUs. You get 60+ fps at 1080p Max even on GTX 1660. I think you can definitely get 30 without upscaling on M2 Air. You get 30+ on M2 Air in Shadow of the Tomb Raider at 1080p Ultra and that game isn't even native. RE8 will be native, is not as demanding and will use Metal 3.So do we think RE8 will require MetalFX to get 30fps at 1080p on the M2 Air?
huh, for some reason I thought this game was heavier on graphics than it actually is. Looking at the article, even turning on RT doesn't bring the fps down as much as it does in other titles.Don't really think so. It has great performance even on old GPUs. You get 60+ fps at 1080p Max even on GTX 1660. I think you can definitely get 30 without upscaling on M2 Air. You get 30+ on M2 Air in Shadow of the Tomb Raider at 1080p Ultra and that game isn't even native. RE8 will be native, is not as demanding and will use Metal 3.
Don't really think so. It has great performance even on old GPUs. You get 60+ fps at 1080p Max even on GTX 1660. I think you can definitely get 30 without upscaling on M2
Careful - you are talking about desktop GPUs. The GTX 1660 is nominally a bit faster than the M1 Pro
Yes? My calculations are based on actual benchmarks, no matter the type of GPU. He asked about M2 getting 30 fps, not 60. GTX 1660 gets about 72 fps in Shadow of the Tomb Raider at 1080p Ultra and M2 10c gets 31, i.e. 1660 is 2.32x faster. In RE Village 1660 gets 86.6 fps at 1080p Max (62 fps here). M2 being 2.32x slower would do 37.3 fps, especially when Tomb Raider is not native but RE will be.
I am also pretty excited to see how well Hello Game's NMS engine (voxel based) is converted to work on Apple Silicon.Yes? My calculations are based on actual benchmarks, no matter the type of GPU. He asked about M2 getting 30 fps, not 60. GTX 1660 gets about 72 fps in Shadow of the Tomb Raider at 1080p Ultra and M2 10c gets 31, i.e. 1660 is 2.32x faster. In RE Village 1660 gets 86.6 fps at 1080p Max (62 fps here). M2 being 2.32x slower would do 37.3 fps, especially when Tomb Raider is not native but RE will be.
I am also pretty excited to see how well Hello Game's NMS engine (voxel based) is converted to work on Apple Silicon.
I hope they fix the 1% lows cause that is atrocious...Hard to say but here it gets 55 fps in average outside at 1080p ultra on GTX 1660. So M2 10c may get 24 fps without upscaling.
It will def be interesting because, AFAIK, voxels don't use the standard rasterization pipeline so I am not sure how helpful TBDR will be in this case. @leman or @GrumpyCoder do you have any insights?I'm very cautious about performance of any game ported to the Mac, especially from developers that have little experience with coding high-end game engines for macOS/TBDR GPUs. Metal 3 does not guaranty that a port will perform well.
I've been disappointed before.