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Native Linux GPU Driver for Apple M1

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161–170 of 322 posts

Re: Native Linux GPU Driver for Apple M1

#161
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.

Box86 translates plenty of x86(-64) games to be playable on ARM.

https://youtu.be/Of93GBCEbug Shows some native games, but also Skyrim and Metro Last Light working on ARM.

Re: Native Linux GPU Driver for Apple M1

#162
post #90

Earlier quoted context omitted.

It's mentioned in the description for the video: "Animated using Inochi2D by Luna the Foxgirl ( https://twitter.com/LunaFoxgirlVT https://twitter.com/Inochi2D )" And going through the twitter link you can find the homepage for that software is at https://inochi2d.com/ (the other twitter link gets you the homepage for the developer of that software at https://github.com/LunaTheFoxgirl ).

i don’t understand things like that avatar. maybe i’m too old. [ unpopular opinion incoming!! ] yes, you are special and unique, sure. we all are. you like anime, and stuff from Japan, awesome. lots of people do. why is one third to one quarter of the video real estate consumed by the avatar? why is the voice so high pitched and hard to understand? i mean, fine. i am not about to tell someone how to present themselve…

[deleted]

Re: Native Linux GPU Driver for Apple M1

#163
post #90

Earlier quoted context omitted.

It's mentioned in the description for the video: "Animated using Inochi2D by Luna the Foxgirl ( https://twitter.com/LunaFoxgirlVT https://twitter.com/Inochi2D )" And going through the twitter link you can find the homepage for that software is at https://inochi2d.com/ (the other twitter link gets you the homepage for the developer of that software at https://github.com/LunaTheFoxgirl ).

i don’t understand things like that avatar. maybe i’m too old. [ unpopular opinion incoming!! ] yes, you are special and unique, sure. we all are. you like anime, and stuff from Japan, awesome. lots of people do. why is one third to one quarter of the video real estate consumed by the avatar? why is the voice so high pitched and hard to understand? i mean, fine. i am not about to tell someone how to present themselve…

(Am I also old, I ask myself?) I don't like the distorted voice but the thought of making an avatar and hiding behind it, instead of showing one's face in a video, sounds good. I wouldn't mind using the image of an anime girl either.

Re: Native Linux GPU Driver for Apple M1

#164
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.

You can't tell people who are doing the work what to work on..

but considering there is a mountain of linux development for people with the expertise to be done for more open platforms. This work pretty much only helps one of the richest companies and Apple shows very little inclination to help by providing documentation or support (they let an alternative OS boot seems to be the extent of it).

Re: Native Linux GPU Driver for Apple M1

#165
post #56

Earlier quoted context omitted.

A chrome process normally takes up about 100-200MB RAM. Are you running 8GB/200MB=40+ different electron apps at once?

I assume you mean when nothing is loaded in it, or it's showing a plain HTML page. 1GB+ is completely common for a lot of Electron apps in real use. If you run a dev environment and are using 2-3 Electron apps, 16GB will be a struggle. Currently sitting at 29GB (on M1 Pro), just for regular web dev environment on MacOS.

It's technically Chromium Embedded Framework instead of Electron, but last time I used the Spotify desktop client it was possible to push its RAM usage past 512MB up to the 1GB mark just by clicking through albums and artists.

For something extremely functional like a VS Code, which is a mini-IDE of sorts, that might be excusable but it's beyond silly for a streaming music player.

Re: Native Linux GPU Driver for Apple M1

#166

Earlier quoted context omitted.

> 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.

Desktop PWA is becoming a pretty reasonable alternative.

PWAs _can_ get better and more platform-friendly though. It's two bad choices right now.

Re: Native Linux GPU Driver for Apple M1

#167
post #90

Earlier quoted context omitted.

It's mentioned in the description for the video: "Animated using Inochi2D by Luna the Foxgirl ( https://twitter.com/LunaFoxgirlVT https://twitter.com/Inochi2D )" And going through the twitter link you can find the homepage for that software is at https://inochi2d.com/ (the other twitter link gets you the homepage for the developer of that software at https://github.com/LunaTheFoxgirl ).

i don’t understand things like that avatar. maybe i’m too old. [ unpopular opinion incoming!! ] yes, you are special and unique, sure. we all are. you like anime, and stuff from Japan, awesome. lots of people do. why is one third to one quarter of the video real estate consumed by the avatar? why is the voice so high pitched and hard to understand? i mean, fine. i am not about to tell someone how to present themselve…

> why is one third to one quarter of the video real estate consumed by the avatar?

From what I've seen, it's not unusual for streamers which do not use an avatar to consume a fraction of the video real estate with a camera showing their face; the avatar merely replaces that.

Re: Native Linux GPU Driver for Apple M1

#169
post #56

Earlier quoted context omitted.

A chrome process normally takes up about 100-200MB RAM. Are you running 8GB/200MB=40+ different electron apps at once?

I assume you mean when nothing is loaded in it, or it's showing a plain HTML page. 1GB+ is completely common for a lot of Electron apps in real use. If you run a dev environment and are using 2-3 Electron apps, 16GB will be a struggle. Currently sitting at 29GB (on M1 Pro), just for regular web dev environment on MacOS.

Ahaha, this is a tangent, but this stupid situation is why I'm doing my current web project as God intended: in a single .html file, shared with collaborators on Dropbox, editing in any dumb text editor.

There are no dependencies.

Re: Native Linux GPU Driver for Apple M1

#170
post #56

Earlier quoted context omitted.

I assume you mean when nothing is loaded in it, or it's showing a plain HTML page. 1GB+ is completely common for a lot of Electron apps in real use. If you run a dev environment and are using 2-3 Electron apps, 16GB will be a struggle. Currently sitting at 29GB (on M1 Pro), just for regular web dev environment on MacOS.

It's technically Chromium Embedded Framework instead of Electron, but last time I used the Spotify desktop client it was possible to push its RAM usage past 512MB up to the 1GB mark just by clicking through albums and artists. For something extremely functional like a VS Code, which is a mini-IDE of sorts, that might be excusable but it's beyond silly for a streaming music player.

But it has nothing whatsoever to do with it being a web-based app. It pretty clearly has to be the result of caching lots of album art and/or metadata and/or audio data, which is just as likely to happen on a native app.
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