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Vulkan1.3 on the M1 in one month

rosenzweig.io

101–110 of 372 posts

Re: Vulkan1.3 on the M1 in one month

#101
post #49

Earlier quoted context omitted.

I'm sorting by playercount, which seems to be corroberated here: https://steamcharts.com/top I am counting Proton games because they very explicitly are supported by sufficient Vulkan coverage. In case you weren't paying attention that's kinda the only reason anyone cares about Apple Silicon getting Vulkan 1.3 coverage in the first place. > when it's easy to get a more extensive list that is around ~250 games total.…

Okay, so you're counting non-native games when the discussion is AGAIN clearly about native games. If we're talking about translation layers, then it's irrelevant because Whisky/Crossover can run them as well. This is just you being completely disingenuous now and purposefully avoiding the actual point of the discussion.

I think it's absolutely fair to count games that are able to run in Linux with Proton via DXVK + Vulcan. Since it's well established and relatively popular thanks to Valve's efforts with the Steam Deck and Proton.

Given those efforts, if Apple/Mac had support for Vulkan, Valve would probably make it all just as available on Mac as they do on Linux for Proton.

Re: Vulkan1.3 on the M1 in one month

#102

Hacker News regularly makes me feel very stupid, and none more so than blog posts by Alyssa Rosenzweig. I couldn't even write an engine that used Vulkan in six months, nor a software rasteriser; meanwhile, Alyssa wrote an entire compliant driver on a non-native operating system running on locked-down hardware in one month flat. What am I doing with my life? EDIT: I point this out because I'd eventually like to write…

> What am I doing with my life? Not working on GPU drivers for third-party hardware? These blog posts are fun, but they're in the same genre as porting game boy emulators.

It takes more lines of code to draw a triangle in the screen with Vulkan than it takes to write a Gameboy emulator that can play Pokemon Blue. Vulkan is a modern stack, Gameboy isn't.

Re: Vulkan1.3 on the M1 in one month

#103
post #42

Earlier quoted context omitted.

> would impact Apple's dream of landing AAA games on Apple Silicon Apple's dream is not to have AAA games land on Apple Silicon - they can do this with Proton-like layer, like they did with GPTK. Apple's wet dream is to have AAA games land in the Apple App Store - not on Steam or Epic Game store. That is why the GPTK effort is only have assed (and the license prevents Valve integrating it into steam directly).

This is a bit of a tangential rant, so I apologize. But I recently tried to update Death Stranding, the flagship AAA game that Apple landed on macOS and in the App Store. The game itself is 77.5 GB; it had required a little over 150 GB to install. I shrugged that off at the time; they haven't figured out how to decompress on the fly, whatever. I had about 50GB free on my (1 TB M1 Max) machine at the time of the updat…

You need to buy a new mac so you can pay $200 per 256gb of storage.

Re: Vulkan1.3 on the M1 in one month

#104

Hacker News regularly makes me feel very stupid, and none more so than blog posts by Alyssa Rosenzweig. I couldn't even write an engine that used Vulkan in six months, nor a software rasteriser; meanwhile, Alyssa wrote an entire compliant driver on a non-native operating system running on locked-down hardware in one month flat. What am I doing with my life? EDIT: I point this out because I'd eventually like to write…

>> Alyssa wrote an entire compliant driver on a non-native operating system running on locked-down hardware in one month flat.

Well if it makes you feel any better, remember that she has spent a few years doing very in-depth work on other graphics drivers for this hardware so she knows the hardware, shader compilers, etc inside and out. There is also a full test suite for Vulkan and existing driver code for other hardware to start from. Nevertheless, you're still seeing a great programmer at the top of their game :-)

Re: Vulkan1.3 on the M1 in one month

#105

Hacker News regularly makes me feel very stupid, and none more so than blog posts by Alyssa Rosenzweig. I couldn't even write an engine that used Vulkan in six months, nor a software rasteriser; meanwhile, Alyssa wrote an entire compliant driver on a non-native operating system running on locked-down hardware in one month flat. What am I doing with my life? EDIT: I point this out because I'd eventually like to write…

No programmer ever work from zero. If you see the header files for the new drivers, most of them have multiple copyright information. The files themselves were "stolen" from other good drivers to reduce the amount of code that has to be rewriten and the potential bugs that could be avoided by simply reusing.

Re: Vulkan1.3 on the M1 in one month

#106
post #92
post #87

Earlier quoted context omitted.

Nobody required USB-C charging for laptops and iPads. It would have happened on iPhones eventually too.

They were the (one of the) first ones to usb-c on laptops. I don’t think they were ever planning to do usb-c on the iPhone, they had no reason to be this late.

They didn't have a technical reason to be that late, but they probably had a marketing reason -- and I don't mean "they made money by licensing Lightning." (They did, obviously, but I don't think it was raking in big bucks, at least not Apple standards.)

When the iPhone switched to Lightning from the clunky 34-pin iPod connector, a whole lot of people got pissed off with Apple and stayed pissed off with them for years. Literally years. People were convinced Apple did it just to sell more cables. So if you're Apple, and you know the history of the last time you forced everyone to buy new cables, and now you have orders of magnitude more people using your phone…you probably put this off as absolutely long as possible.

Would they have gotten there without pressure from the EU? Honestly, I think so -- I used to agree with you, but when the iPad Air, not just the Pro, went to USB-C, I changed my mind.

Re: Vulkan1.3 on the M1 in one month

#107
post #49

Earlier quoted context omitted.

I'm sorting by playercount, which seems to be corroberated here: https://steamcharts.com/top I am counting Proton games because they very explicitly are supported by sufficient Vulkan coverage. In case you weren't paying attention that's kinda the only reason anyone cares about Apple Silicon getting Vulkan 1.3 coverage in the first place. > when it's easy to get a more extensive list that is around ~250 games total.…

Okay, so you're counting non-native games when the discussion is AGAIN clearly about native games. If we're talking about translation layers, then it's irrelevant because Whisky/Crossover can run them as well. This is just you being completely disingenuous now and purposefully avoiding the actual point of the discussion.

Dxvk is notoriously bad on moltenvk. I have tried and have completely given up running it.

Re: Vulkan1.3 on the M1 in one month

#108
post #99

Earlier quoted context omitted.

Yes, definitely want to back this up. Alyssa is definitely a really skilled and competent engineer. But she also has years of domain knowledge she has built up. That isn't to knock down her skill, but more of, don't let it demotivate it you because it too also took Alyssa time to get where she is.

She is also great at communicating her advancements, which is a greatly useful skill to cultivate.

That is something I was just thinking about a few moments ago. I've haven't watched any of Hector latest stuff if he is still streaming. But between Hector, Alyssa, and Asahi Lina, they all 3 are pretty motivated and pretty excited to share. Which is great and something I wish we had more of. It helps to demystify these systems some. For many, GPUs and graphics APIs are just black boxes of magic and it can be hard to get past that. But content like this helps to remove the black box and make it more approachable.

Re: Vulkan1.3 on the M1 in one month

#109
post #85
post #42

Earlier quoted context omitted.

This is a bit of a tangential rant, so I apologize. But I recently tried to update Death Stranding, the flagship AAA game that Apple landed on macOS and in the App Store. The game itself is 77.5 GB; it had required a little over 150 GB to install. I shrugged that off at the time; they haven't figured out how to decompress on the fly, whatever. I had about 50GB free on my (1 TB M1 Max) machine at the time of the updat…

> I had about 50GB free on my (1 TB M1 Max) machine at the time of the update, and the App Store told me I didn't have enough free space to update. I balked and looked at the update description, which was just "Various minor bug fixes." The update size was...75 GB. They expect me to re-download the entire game for various minor bug fixes. It is an unfortunate truth that one must now bear in mind, that games are for a…

Steam updates are often in the order of kilobytes. Clearly it can be done.
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