I assume Metal won't be retroactive that games will have to be written/patched for it?
So we have 55fps with Metal and V-sync ON vs 52 fps with DX11 and V-Sync OFF.
With some extrapolation, the game may be at least 20% faster on macOS than on Windows with V-sync off.
Awesome work by Feral, and it shows Metal is a viable API.
I wonder if you can force V-sync off in F1 2016 with some system-wide terminal trick. Quartz debug used to be able to control V-sync, but no longer.
Interesting. Well, at least considering the plots posted in that link, it doesn't look like fps are constrained to fractions of the screen refresh rate like 60, 30, 20, 15. This is the case for Source games, for instance. The lead Mac developer at Valve said there was no way around it because OpenGL (on OS X at least) did not support triple buffering.Metal presents to the screen via a CoreAnimation layer, which enforces V-Sync, so it isn't currently possible to disable V-Sync for Metal rendering.
Metal presents to the screen via a CoreAnimation layer, which enforces V-Sync, so it isn't currently possible to disable V-Sync for Metal rendering.
The support can be added at any given time, because it is all Software(Firmware, actually) of the display. If the OS, or EFI is driving the display - it will be easy to add it to current hardware Apple sells.That's interesting, thanks for the info. I know that iOS is vysnc locked too.
I'm personally a fan of VSync in my games (screen tearing be damned), but I really hope that Apple will adopt an adaptive sync technology like Freesync2 soon. I was really surprised that they didn't do it on their last MBP revision. I mean one of the advantages of owning the whole widget like Apple is the ease of adopting technologies like this. It really makes sense for a phone, laptop, and all-in-one computer where the hardware knows which monitors it is going to be paired with to support adaptive sync functionality. I would imagine that the OS and pro apps could take advantage of an adapative sync to create a more fluid experience especially. Oh well, maybe at WWDC or the next iPhone they'll support the technology.
I've read that on discussion boards, but where does the information come from? And how does it affect games?Actually the 2016 macbook pro already supports adaptive sync on the built in display.
It comes straight from Apple. Whether games take advantage of it or not, I'm not sure.I've read that on discussion boards, but where does the information come from? And how does it affect games?
Buffin?
A typo from what? Muffin?Hope your're smart enough to get if it's a typo when you read one
You can see if V-sync is always on (and it should be), but how can you check the screen refresh rate? Because it's not the same as the fps. I can hit, say, a stable 50 fps with Vsync on in a random game showing on my old LCD running at 60 Hz.That is because if you are talking about Freesync it is only available for AMD GPUs, and MacBook Pros have also Intel. Apple must have made Variable Refresh rate available to all GPUs, through software layer of abstraction.
On the other hand, if there is Vsync On, and there is no possibility to switch it off, then it could mean that there is no need to support Variable Refresh rate, because it is always on. You would have to watch for tearing and stuttering, if it appears in games on MacBook Pros. Thats how you would know if it is, or is not enabled, all of the time.
^ Where did you find more information? I can only find copies of Apple's PR.
Regarding F1 2016, I wonder if Metal matching or even beating DX11 will be the rule now. I've read at several places that WoW is still better under DX11 than Metal, same fore Obduction. Maybe the DX11 version of F1 2016 is just poorly optimised (could be a bad console port).
Anyway, this shouldn't undermine Feral's work.
^ Where did you find more information? I can only find copies of Apple's PR.
Just a quick update to show the progress of the Metal drivers since my first test. Here are Metal results under macOS 10.12.4, in the same order.Now that GFXBench Metal is out on OS X, when can at last test Metal performance and compare it to OpenGL.
Here's my results (13" MacBook air with 1.5 GHz i5, intel HD 6000). I only use offscreen tests since V-Sync is clearly forced on the onscreen openGL tests. I indicate the Metal results first, units are fps except for texturing.
Manathan: 24.7 - 30.5
T-Rex: 73.7 - 85.7
ALU 2: 74.5 - 77.6
Driver overhead 2: 56.8 - 51.8
Texturing: 4992 - 5144
So a clear advantage for OpenGL across the board, except for the driver overhead test.
HOWEVER, it should be stressed that on this weak GPU, all other tests are GPU-bound and Metal is not predicted to bring ANY advantage here. So I think these results just show that the Metal drivers are not mature yet in respect to the GPU code they produce.
I'd be interested to see results from other GPUs.