![]() Using Octane has been at the cornerstone of. They've credited Apple with helping them quite a bit getting this renderer out, so I'm curious if they've had early access to Apple Silicon prototypes. Today OTOY is releasing the first public preview (PR1) of Octane X for macOS Catalina 10.15.6 completely rebuilt from the ground up using Appleās Metal Graphics API, and fully optimized for performance on AMD Vega and Navi GPUs across the Mac Pro, iMac Pro, iMac and MacBook Pro product lines. Can't wait to see what happens with Apple's GPUs. I wonder when Redshift will release their Metal version, they are allegedly aiming for Q3 of this year. Just to be clear, these are still early numbers and have a +/- variance of 7% or so, but one thing that will likely hold is the relative performance in OB between these GPUs : I just want to know the OB score of all the AMD/Intel GPUs on 10.15 now ![]() It also can't really work as a plug-in on iPad/iOS, and this means rethinking how we make it useful on those devices (basically bringing USD, Sculptron and EmberGenFX together is a good start). The Octane X app will be built on top of standalone, but we can't treat it as a normal desktop exe - for one thing, being on the app store means it must always be the latest version. While Octane X is a feature identical to OctaneRender (CUDA), and supports all the same plug-ins and standalone as of right now, things will begin to diverge once we hit macOS 11 and put Octane X on the app store (including iOS/ipadOS). What is Octane X - why isn't it called/bundled OctaneRender like the old Mac CUDA versions? ![]() ![]() This was interesting - it's also coming to iPadOS/iOS, I assume also offering network rendering on those devices? They've benched it on an A13 (not compatible with the A12Z though). Lots of additional info not in the press release:
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