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Native Linux GPU Driver for Apple M1

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131–140 of 322 posts

Re: Native Linux GPU Driver for Apple M1

#132

The November 2020 M1 machines are nearly getting to daily usability in Linux. Support for screen brightness adjustment, the webcam, speakers and mic are the remaining things for day to day use for me. All look like they should be working in 6 months-1 year. It's a bit of a shame that the RAM is so limited on all those platforms - I can't imagine it being enough to load many electron apps in a few years time.

> I can't imagine it being enough to load many electron apps in a few years time. I honestly hopoe Electron has to improve it's performance or companies start moving off of it. It's honestly a bit of a joke at this point.

Are you all using some rare electron apps that are unknown to me because I keep hearing this meme repeated but when I look at my RAM usage[0], it never corroborates this.

I just don't see how 220MB for Discord is unreasonable in any way, when Firefox with 8 tabs takes 1.2GB. Telegram written in Qt meanwhile takes 200MB, literally no difference to Discord, an electron app.

[0] https://i.imgur.com/cfCRWDS.jpg

Re: Native Linux GPU Driver for Apple M1

#133
post #39

"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html

Totally non-sarcastic question: then why bother?

It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete.

And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.

Re: Native Linux GPU Driver for Apple M1

#134
post #47

Earlier quoted context omitted.

Desktop PWA is becoming a pretty reasonable alternative.

I don't want to run a web browser to run a desktop app. I don't care how useful it is to run JS and HTML from a dev standpoint it's an absolutely absurdity that my desktop app has a CORS vulnerability.

> my desktop app has a CORS vulnerability.

Yes, because CORS, a way that HTTP requests are restricted, doesn’t even exist in native. Of course a native app can reach out to any URL it wants. That is the default, and also how CORS functions when disabled or bypassed.

Re: Native Linux GPU Driver for Apple M1

#135

How is a gpu driver ported? Isn't it proprietary? From a past article, reversing a printer protocol was derided for its complexity and there is a wire to snoop.

The driver is not ported, it's reverse engineered.

> reversing a printer protocol was derided for its complexity and there is a wire to snoop.

Anything can be reverse engineered with enough time, effort, and domain knowledge. A printer may not be worth it.

Re: Native Linux GPU Driver for Apple M1

#136

Earlier quoted context omitted.

Yeah, it's because of this statement from an extremely trustworthy source that I'm looking for context here. I suspect most of the big problems haven't been suddenly and magically overcome? E.g. how close are we, given this, to supporting an AAA game, let's say from a few years ago?

What AAA games run not only on Linux, but ARM Linux? This is more for going on YouTube with hardware acceleration than gaming, which is niche upon niche in its current state anyway.

Box64, FEX-Emu and other x86-64 on ARMv8 emulation projects cover that gap and explicitly target gaming as a core use case. And of course there's Apple's Rosetta, which we know is good enough for gaming on ARM macOS. Apple has released a Linux version which should technically be able to run on Asahi, but I'm unsure of the legal situation around this.

Re: Native Linux GPU Driver for Apple M1

#137
post #39

"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html

Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.

Gaming is not the only thing that uses a GPU. A driver that's complete/performant enough to run a Linux desktop and web browser is already useful.

Re: Native Linux GPU Driver for Apple M1

#140

Earlier quoted context omitted.

Yeah, it's because of this statement from an extremely trustworthy source that I'm looking for context here. I suspect most of the big problems haven't been suddenly and magically overcome? E.g. how close are we, given this, to supporting an AAA game, let's say from a few years ago?

What AAA games run not only on Linux, but ARM Linux? This is more for going on YouTube with hardware acceleration than gaming, which is niche upon niche in its current state anyway.

Do Rosetta apps utilize the GPU on M1 (on macOS)?
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