[HN Gopher] An Update on Apple M1/M2 GPU Drivers
       ___________________________________________________________________
        
       An Update on Apple M1/M2 GPU Drivers
        
       Author : MrBuddyCasino
       Score  : 573 points
       Date   : 2024-10-31 20:36 UTC (1 days ago)
        
 (HTM) web link (lwn.net)
 (TXT) w3m dump (lwn.net)
        
       | renewiltord wrote:
       | The work by Alyssa R and Asahi Lina is great stuff. I have to say
       | that a lot of this is really inscrutable unless you're used to
       | driver code. I wish it were much easier to write this stuff but
       | hardware stuff is so idiosyncratic.
       | 
       | Have to say I do enjoy all the old school style whimsy with the
       | witch costume and whatnot.
        
         | dylan604 wrote:
         | what they do is just this side of magic, so maybe it's not
         | really a costume?
        
           | amelius wrote:
           | Any sufficiently closed technology is indistinguishable from
           | magic.
           | 
           | In fact, the company is so closed that Rosenzweig is the one
           | we should consult when we encounter aliens.
        
             | dylan604 wrote:
             | I don't think the work they do is what one could call
             | closed though is it?
        
         | hi_hi wrote:
         | I've just been watching her recent talk. I noticed she appears
         | to change slides with a wave of her wand. Is there an known
         | piece of hardware one can purchase to do this?
         | 
         | I tried googling, but trying to find the specific result I'm
         | interested in amongst all the blog spam garbage related to
         | powerpoint is beyond me. Even googles own AI couldn't help. Sad
         | times!
        
           | sen wrote:
           | She might be doing some OpenCV/MedaPipe gesture tracking?
           | There's lots of tutorials out there and it's not super
           | difficult to get some basic gesture tracking going on your
           | laptop.
        
           | bryanlarsen wrote:
           | Purchasing one has been illegal since 1863, but the
           | technology typically used is a human assistant, although the
           | signal is usually more subtle.
        
             | hi_hi wrote:
             | Who can forget 1863. The year BigMagic ruined the fun for
             | everyone.
        
               | zaptrem wrote:
               | While I originally understood it the way you did, I think
               | they were referring to this:
               | https://en.wikipedia.org/wiki/Emancipation_Proclamation
        
           | sroussey wrote:
           | Ug... a person is watching and clicking for her when she does
           | that?
        
           | Onavo wrote:
           | Is Leap Motion still a thing?
        
           | m4rtink wrote:
           | Maybe some ESP32 or other MCU and accelerometer ? That should
           | comfortably fit into a magic wand.
        
           | jeroenhd wrote:
           | In this case there's probably a human doing the slides, but
           | smart watches have apps that can control slideshows in a
           | variety of ways. There's at least one WearOS app (WowMouse)
           | that does some gesture based presentation control.
        
       | UncleOxidant wrote:
       | Will M3/M4 need completely different drivers?
        
         | wmf wrote:
         | Probably. Apple made major changes to the GPU in M3.
        
           | a_wild_dandan wrote:
           | What were the major differences?
        
           | coldtea wrote:
           | Major base changes, or just added more stuff on top of the
           | same base?
        
             | wtallis wrote:
             | https://forum.beyond3d.com/threads/apple-dynamic-caching-
             | on-... Changing the register file into a cache sounds like
             | a major base change. Raytracing is a major feature added on
             | top of existing functionality. So I'd say the answer is:
             | plenty of both.
        
             | ferbivore wrote:
             | M3 has mesh shader support. The geometry pipeline they
             | inherited from PowerVR fundamentally doesn't support them,
             | for reasons that go way over my head. They probably changed
             | a good chunk of it.
        
               | olliej wrote:
               | > for reasons that go way over my head
               | 
               | In fairness to you I think a lot of the stuff involving
               | hardware goes over everyone's heads :D
               | 
               | I've seen comments in a number of articles (and I think a
               | few comments in this thread) saying that there are a few
               | features in Vulcan/opengl/direct3d that were standardized
               | ("standardized" in the D3D case?)/required that turned
               | out to be really expensive to implement, hard to
               | implement fast in hardware anyway, and not necessarily
               | actually useful in practice. I think geometry shaders may
               | have been one of those cases but I can't recall for sure.
        
               | ferbivore wrote:
               | Mesh shaders are actually useful. Or at least game engine
               | people love them, which was not the case for geometry
               | shaders or even tessellation really. They are _extremely_
               | painful to add support for though. Aside from Apple I don
               | 't think any mobile IHVs have a working implementation.
        
             | sroussey wrote:
             | How it handles memory and registers is quite different.
        
               | TylerE wrote:
               | How much will this matter to (somewhat graphics
               | demanding) end users? I'm somewhat eagerly awaiting
               | swapping out my M1 Studio with the M4 Studio that is all
               | but confirmed to be coming at some point next year...
               | More GPU grunt would certainly make me happy. Even the M1
               | is a far more competent gaming machine than I expected
               | but I came from an i9/3080 machine so, well, more is
               | more, as long as they can keep it near silent and
               | relatively cool running.
        
               | sroussey wrote:
               | The GPU speed, like the number of GPU cores, hasn't moved
               | a lot. Clock speed has moved up a bit.
        
         | hi_hi wrote:
         | I think the answer is yes. I'm making assumptions based on this
         | part of Alyssas talk a couple of weeks ago where she talks
         | about M3 having specific driver support for raytracing which
         | doesn't exist in previous versions.
         | 
         | https://youtu.be/pDsksRBLXPk?t=2895
         | 
         | The whole thing is worth watching to be honest, it's a
         | privilege to watch someone share their deep knowledge and
         | talent in such an engaging and approachable way.
        
           | olliej wrote:
           | ooh, I missed this, thanks for the link!
        
         | hellavapid wrote:
         | 'twould be very apple
        
       | scottlamb wrote:
       | > tessellator.cl is the most unhinged file of my career
       | 
       | ...so far. The presenter is only 23 apparently. Maybe I'm
       | speaking only for myself here, but I think career unhingedness
       | does not go down over time as much as one might hope.
       | 
       | In all seriousness, she does really impressive work, so when she
       | says this 2,000 lines of C++ is inscrutable, that gives one
       | pause. Glad it's working nonetheless.
        
         | dividuum wrote:
         | I guess it's these two files?
         | 
         | The original 2600+ lines of C++:
         | https://gitlab.freedesktop.org/asahi/mesa/-/blob/main/src/ga...
         | 
         | The translated code:
         | https://gitlab.freedesktop.org/asahi/mesa/-/blob/main/src/as...
        
           | whatever1 wrote:
           | She is not doing CI/CD so the PMs would fire her in any
           | modern company. "Where are the unit tests?!? How is it
           | possible to write code without tests and 100% coverage!"
        
             | wmf wrote:
             | OpenGL and Vulkan have tons of tests and Alyssa runs them.
             | I don't know if it's automated through CI.
        
               | manmal wrote:
               | Reportedly, the lack of M3 support so far is because
               | there is no M3 Mac Mini which they can use for CI.
        
               | fl0id wrote:
               | That was one reason to delay it, but another more
               | important they said was to implement gpu things like this
               | and other missing features.
        
               | spockz wrote:
               | I'm sure if that is the issue we can together find a way
               | to sponsor a MacBook with an M3? Or does it specifically
               | have to be a Mac mini?
        
               | manmal wrote:
               | I can only guess, but it might be a requirement to have
               | the machine hosted by a cloud platform.
        
           | worstspotgain wrote:
           | Is there a blog post about what specifically she found to be
           | inscrutable? The C++ doesn't look all that terse at a
           | syntactic level, and has plenty of comments. Are the problems
           | at the domain level?
        
             | raggi wrote:
             | the original had more microsoft smells
             | https://microsoft.github.io/DirectX-
             | Specs/d3d/archive/images...
        
             | samus wrote:
             | I can imagine she was glad it took only some gentle
             | massaging to make it work. If she had encountered road
             | blocks there, she would have had to dig in for real.
             | 
             | The code is quite low on comments and doesn't really
             | explain the math there. It probably makes sense if you have
             | background in the lofty math side of computer graphics, but
             | that's a slightly different skillset than being able to
             | reverse-engineer and bring up exotic hardware.
        
           | raverbashing wrote:
           | Honestly it doesn't look too bad
           | 
           | A lot of the size is just because the code deals with a lot
           | of 3/4 dim stuff and also some things are a bit more verbose
           | in code but translate to something short in assembly
        
         | nwallin wrote:
         | It's unfathomable that she's 23 and wrote an open source
         | graphics driver for a closed-source graphics card. At least
         | Einstein had the decency to wait until he was 26 to invent
         | special relativity.
        
           | TheCycoONE wrote:
           | Multiple, before this she wrote panfrost for ARM mali GPUs
           | starting in 2018.
        
         | jjmarr wrote:
         | I didn't even know this until now. I looked at her resume and I
         | can't grasp how she's been doing an undergraduate degree from
         | 2019-2023, meaning that writing an entire GPU driver is the
         | side project she made during her degree.
        
           | I_AM_A_SMURF wrote:
           | For gifted people undergraduate degrees are easy (unless you
           | want to go through it really fast). Some people I know barely
           | studied for their exams and spent all their time in research
           | projects / their own thing.
        
           | saagarjha wrote:
           | There's a lot of free time when you're in college.
        
             | _zoltan_ wrote:
             | So much this. I wish I had a fraction of the free time I
             | had when I was doing my degrees...
        
             | jjmarr wrote:
             | Depends on major. I'm in engineering so it's more work than
             | a full time job for whatever reason.
        
         | Dah00n wrote:
         | >The presenter is only 23 apparently
         | 
         | Yes, well, from the article:
         | 
         | >That works, but ""tessellator.cl is the most unhinged file of
         | my career""; doing things that way was also the most unhinged
         | thing she has done in her career ""and I'm standing up here in
         | a witch hat for the fifth year in a row"". The character
         | debuted in the exact same room in 2019 when she was 17 years
         | old, she recalled.
         | 
         | 17. That's impressive.
        
       | kachapopopow wrote:
       | I always wondered about these /SubscriberLink/ links. Is sharing
       | them considered unethical?
        
         | anamexis wrote:
         | From the LWN FAQ:
         | 
         | > Where is it appropriate to post a subscriber link?
         | 
         | > Almost anywhere. Private mail, messages to project mailing
         | lists, and blog entries are all appropriate. As long as people
         | do not use subscriber links as a way to defeat our attempts to
         | gain subscribers, we are happy to see them shared.
        
         | vintagedave wrote:
         | It says,
         | 
         | > The following subscription-only content has been made
         | available to you by an LWN subscriber.
         | 
         | I might be wrong but I read that as there being funding to make
         | the previously paywalled content available, probably on an
         | article-specific basis. Does anyone know?
        
           | anamexis wrote:
           | Also from the LWN FAQ:
           | 
           | > What are subscriber links
           | 
           | > A subscriber link is a mechanism by which LWN subscribers
           | may grant free access to specific LWN articles to others. It
           | takes the form of a special link which bypasses the
           | subscription gate for that article.
        
         | cbhl wrote:
         | The purpose of these links is to be shared, see the FAQ:
         | https://lwn.net/op/FAQ.lwn#slinks
         | 
         | The LWN paywall is unique in that all the content becomes
         | freely available after a week. The subscriber links are there
         | to encourage you to subscribe if you are in a position to do
         | so.
        
         | sophacles wrote:
         | Representatives of LWN have posted here before saying they are
         | OK with it, along with a polite request not to have it go
         | overboard since they need to fund the site and writers,
         | editors, etc. That funding comes from subscriptions only IIUC.
         | 
         | FWIW an LWN subscription is pretty affordable and supports some
         | of the best in-depth technical reporting about Linux and linux-
         | related topics available.
         | 
         | (I am not affiliated with LWN, just a happy subscriber - I also
         | credit some of my career success to the knowledge I've gained
         | by reading their articles).
        
           | ewoodrich wrote:
           | A couple times now I've remembered to refill my subscription
           | after my old one ran out of months thanks to an LWN free
           | article being posted to HN.
           | 
           | So n=1 it's an effective advertising tactic even though I can
           | read the specific article for free.
        
           | awsrhawrhawrh wrote:
           | Funding also comes from sponsors, as the article obviously
           | states:
           | 
           | "I would like to thank LWN's travel sponsor, the Linux
           | Foundation, for travel assistance to Montreal for XDC."
        
         | flykespice wrote:
         | It's not different from shared articles here from subscriber-
         | only newsletters being accompanied by the archived link in the
         | topmost comment.
         | 
         | Users here seem to not care about those "ethics"
        
           | wtallis wrote:
           | There's nothing ethically wrong about sharing LWN subscriber
           | links on HN when the LWN editor has repeatedly posted on HN
           | that doing so is fine.
        
           | rstat1 wrote:
           | There's a difference between posting a sub-only link to
           | that's intended to be shared in moderation, and posting a
           | link to pay walled article as if to expect the clicker of
           | that link to pay for a sub to that website just so they can
           | read that article.
           | 
           | Its a pretty absurd expectation.
        
           | samus wrote:
           | It's really not such a big deal since everything on LWN
           | becomes public after some weeks. Rather the opposite, it
           | ensures that the site remains well-known.
        
         | zarzavat wrote:
         | I'm sure that they are very, very happy that HN is directing a
         | firehose of traffic at their site on the regular.
         | 
         | In order to subscribe people need to know that LWN exists.
        
           | jlarocco wrote:
           | I know this is off on a tangent, but I recently signed up for
           | LWN and it's well worth the price. The articles and news
           | items alone are worth it, but the archive is just amazing.
        
             | pimeys wrote:
             | Same here. I originally found LWN through a HN post. I've
             | been a subscriber for a few years now, and I'm reading
             | almost everything they publish, even if I'm not always
             | understanding everything they talk about. The quality of
             | writing is very high.
        
       | gigatexal wrote:
       | Is anyone else astonished at how much is missing in the hardware
       | and how much is emulated?
        
         | jsheard wrote:
         | The things being emulated are mostly legacy features that are
         | barely used in modern software, if at all, so the overhead of
         | emulating them for backward compatibility isn't the end of the
         | world. I can't blame Apple for not supporting geometry shaders
         | in hardware, when they're widely considered to be a mistake
         | that never should have been standardized in the first place,
         | and Metal never supported them at all so they could only ever
         | come up in old OpenGL code on macOS.
         | 
         | https://x.com/pointinpolygon/status/1270695113967181827
        
           | parl_match wrote:
           | I wouldn't go so far as to say "mistake that should never
           | have been standardized". Their intended use was always pretty
           | limited, though. There's zero reason for anything built in
           | recent memory to use them.
        
             | jsheard wrote:
             | They had limited uses _and_ turned out to be incredibly
             | hard to implement efficiently in hardware, so in practice
             | it was nearly always faster to just keep using the proven
             | techniques that GS was supposed to replace.
             | 
             | http://www.joshbarczak.com/blog/?p=667
        
               | RantyDave wrote:
               | So _why_ does instancing suck? I would have thought it
               | would be heavily optimised in the driver...
        
               | p_l wrote:
               | It seems Device Generated Commands might be better case
               | for instancing these days?
        
               | comex wrote:
               | And yet one of the fancy new features being advertised in
               | recent years (in multiple APIs including Metal) is
               | support for mesh shaders - which seem to have a lot in
               | common with geometry shaders, including the output
               | ordering property that that post blames for geometry
               | shaders' bad performance. I'm not a graphics programmer
               | myself, but this makes me suspect there's more to the
               | story.
        
               | dgfitz wrote:
               | If you're not a graphics programmer, how did you learn of
               | this? I'd love to read about it.
        
               | HeuristicsCG wrote:
               | if your hardware supports mesh shaders properly, it won't
               | be very hard for it to also support these other features
               | emulated in software (geometry shaders, tessellation,
               | lines etc).
               | 
               | But mesh shaders are fairly new, will take a few years
               | for the hardware and software to adapt.
        
               | adrian_b wrote:
               | They are fairly new at the other GPU makers, but the
               | NVIDIA GPUs have them starting with Turing, 6 years ago.
               | 
               | AMD GPUs have them starting with RDNA 2.
        
               | winterismute wrote:
               | I am not an expert on geometry processing pipelines,
               | however Mesh Shaders are specced differently from GS,
               | essentially one of the big problems with GS is that it's
               | basically impossible for the HW, even after all the
               | render state is set and a shader is bound and compiled
               | (and "searched"), to understand how much memory and
               | compute the execution will take, which breaks a lot of
               | the assumptions that allow SIMD machines to work well. In
               | fact, the main advertised feature of GS was to create
               | geometry out of nothing (unbounded particle effects),
               | while the main advertised feature of Mesh Shaders is GPU-
               | driven and efficient culling of geometry (see for example
               | the recent mesh shader pipeline talk from Remedy on Alan
               | Wake 2). It is true that Mesh Shaders are designed also
               | for amplification, and that word has been chosen
               | specifically to hint that you will be able to "multiply"
               | your primitives but not generating random sequences out
               | of thin air.
               | 
               | It is also true however that advances in APIs and HW
               | desgins allowed for some parts that were troublesome at
               | the time of GS not to be so troublesome anymore.
        
           | raverbashing wrote:
           | Tessellation does not seem to fit this description though
        
         | dtquad wrote:
         | The graphics pipeline in modern GPUs are mostly a thin low-
         | level Vulkan/Metal-like layer on top of a massively parallel
         | CUDA-like compute architecture.
         | 
         | It's basically all emulated. One of the reasons GPU
         | manufacturers are unwilling to open source their drivers is
         | because a lot of their secret sauce actually happens in
         | software in the drivers on top of the massively parallel CUDA-
         | like compute architecture.
        
           | almostgotcaught wrote:
           | I didn't read the article and don't know about Apple but
           | that's definitely not true for everyone. Source: see amdgpu
           | built on top of HSA.
           | 
           | EDIT: to be precise yes ofc every chip is a massively
           | parallel array of compute units but CUDA has absolutely
           | nothing to do with it and no not every company buries the
           | functionality in the driver.
        
           | david-gpu wrote:
           | As a former insider, this is NOT remotely how I would
           | describe reality.
           | 
           | I have signed NDAs and don't feel comfortable going into any
           | detail, other than saying that there is a TON going on inside
           | GPUs that is not "basically all emulated".
        
             | user_7832 wrote:
             | Maybe a tall ask, but have you considered writing down all
             | your experiences into a book, and release it after all NDAs
             | expire? I'd love to read more about low level hardware and
             | the behind the scenes stuff involved. I'm sure you've got a
             | lot of good stories.
        
               | almostgotcaught wrote:
               | > I'd love to read more about low level hardware and the
               | behind the scenes stuff involved. I'm sure you've got a
               | lot of good stories.
               | 
               | I don't know why you think there's anything resembling
               | "good stories" (I don't even know what would constitute a
               | good story - swash buckling adventures?). It's just
               | grimy-ass runtime/driver/firmware code interfacing with
               | hardware features/flaws.
        
               | snewman wrote:
               | NDAs don't generally have an expiration date. (As opposed
               | to non-competes and non-solicitation agreements, which
               | generally do.) An NDA typically ends only if the
               | information in question becomes public, and then only for
               | that particular information.
        
           | exDM69 wrote:
           | This statement isn't true at all. There are tons of fixed
           | function hardware units for graphics in GPUs in addition to
           | compute cores: triangle rasterizers, texture units,
           | raytracing units, blitters, copy engines, video codecs, etc.
           | They interact with the shader/compute cores and it's getting
           | more common that the shader core is driving the rasterizer
           | etc than vice versa (mesh shaders and ray tracing for
           | example).
           | 
           | Calling it "all emulated" is very very far from the truth.
           | 
           | You can independently verify this by digging into open source
           | graphics drivers.
        
             | samtheprogram wrote:
             | How is verifying against a worse performing, open source
             | GPU driver any sort of verification that proprietary
             | drivers do not do special things you wouldn't expect?
        
           | samus wrote:
           | A lot of it is software, but not necessarily in the driver.
           | Nouveau folks pretty much gave up and use NVidia's firmware
           | blob going forward. While that's mostly due to NVidia not
           | cooperating in making crucial capabilities of the GPU
           | available to non-signed firmware blobs, the upside is that it
           | will hopefully significantly reduce the effort connected with
           | wiring up new hardware components on the GPU.
        
           | gigatexal wrote:
           | You know it's not like Apple has a lot to lose in terms of
           | market share if they opened even the specs of their hardware
           | up to make folks like the Asahi team's lives' easier. What
           | does Apple have in terms of the desktop market? 5%?
           | 
           | If anything working, fully baked desktop Linux working on ARM
           | Mac hardware would drive sales and Apple would still get the
           | profits. Besides their services are still mostly available
           | too. Tux loving folks can subscribe to AppleTV, and music
           | etc.
        
         | tedunangst wrote:
         | Is this really so different from any other mobile derived GPU?
        
           | refulgentis wrote:
           | Idk, TIL, had a career in mobile for 15 years running and I
           | didn't know this was a distinctive quality of mobile GPUs.
           | (makes sense! but all that to say, I'm very interested to
           | hear more, and I'll trade you an answer to that question:
           | "maybe not! sounds like you got some smart stuff to share
           | :)")
        
           | ferbivore wrote:
           | Yes. Apple have their own graphics API. They were able to
           | decide that, say, geometry shaders aren't worth the chip area
           | or engineering effort to support. Other IHVs don't get that
           | choice; for geometry shaders, for instance, they're part of
           | both Vulkan and OpenGLES, there are games and benchmarks that
           | use them, and customers (end-users, gamedevs,
           | review/benchmark sites, SoC vendors) will evaluate GPUs
           | based, in some small part, on how good their geometry shader
           | support is. Same story for tessellation, transform feedback,
           | and whatever else Apple dropped.
        
             | fingerlocks wrote:
             | I don't think it's accurate to say Apple "dropped" these
             | features. Tessellation is done with general purpose compute
             | shaders. You can do the same with "geometry shaders" if the
             | need arises as well
        
             | dagmx wrote:
             | Other hardware vendors absolutely do the same. Geometry
             | shaders are poor performers on several other vendors for
             | precisely the same reason
        
               | ferbivore wrote:
               | At least some Qualcomm, Imagination and Broadcom GPUs
               | support geometry shaders in hardware. Not entirely sure
               | about Arm. To be fair, it could be the support isn't very
               | good.
        
               | dagmx wrote:
               | Some do, but a lot will have their firmware actually do
               | the translation into other compute types that align
               | better with the hardware.
        
             | rstat1 wrote:
             | >>(end-users, gamedevs, review/benchmark sites, SoC
             | vendors) will evaluate GPUs based, in some small part, on
             | how good their geometry shader support is
             | 
             | Do they? I can't remember ever seeing any mention of
             | Geometry Shader performance in a GPU review I've
             | read/watched. The one thing I've ever heard about it was
             | about how bad they were.
        
               | lewispollard wrote:
               | Yeah, geometry shaders aren't even widely used, they
               | weren't great in the first place and devs have moved on.
        
       | egwor wrote:
       | Really impressive. Well done (and thanks for the laughs. Starting
       | in French would be so funny)
        
       | recvonline wrote:
       | Any link to the fact that the drivers are written in Rust?
        
         | hoherd wrote:
         | https://asahilinux.org/2022/11/tales-of-the-m1-gpu/
         | 
         | > Since this was going to be the first Linux Rust GPU kernel
         | driver, I had a lot of work ahead! Not only did I have to write
         | the driver itself, but I also had to write the Rust
         | abstractions for the Linux DRM graphics subsystem. While Rust
         | can directly call into C functions, doing that doesn't have any
         | of Rust's safety guarantees. So in order to use C code safely
         | from Rust, first you have to write wrappers that give you a
         | safe Rust-like API. I ended up writing almost 1500 lines of
         | code just for the abstractions, and coming up with a good and
         | safe design took a lot of thinking and rewriting!
         | 
         | Also
         | https://github.com/AsahiLinux/linux/blob/de1c5a8be/drivers/g...
         | where "drm" is
         | https://en.wikipedia.org/wiki/Direct_Rendering_Manager
        
           | karunamurti wrote:
           | I particularly like line 1322 and 1344
        
       | computersuck wrote:
       | That's not even a costume because she's definitely a wizard
        
         | indrora wrote:
         | (:
        
       | adastra22 wrote:
       | > frankly, I think ray tracing is a bit of a gimmick feature
       | 
       | That's incredibly arrogant. The whole industry is adopting ray
       | tracing, and it is a very desired feature people are upgrading
       | video cards to get working on games they play.
        
         | madeofpalk wrote:
         | The same was true about 3D TVs. Also a gimmick.
        
           | talldayo wrote:
           | 3D TVs failed before they existed as a product category. You
           | cannot encode enough information through stereoscopy to
           | create a convincing or "realistic" 3D effect. The conditions
           | for making it work have _always_ been fickle and as 6DOF VR
           | /AR is proving, it was never enough to be convincing anyways.
           | Encoding two slightly different versions of a video and
           | layering them on top of each other is a dirty hack. It is not
           | a holistic solution to a problem they seriously intended to
           | solve in the first place. It is a novelty designed from the
           | bottom-up as a scarcely-usable toy.
           | 
           | Ray tracing is, by comparison, the holy grail of all realtime
           | lighting effects. Global illumination makes the current
           | raster lighting techniques look primitive by comparison. It
           | is not an exaggeration to say that realtime graphics research
           | largely revolves around using hacks to imitate a fraction of
           | ray tracing's power. They are piling on pipeline-after-
           | pipeline for ambient occlusion, realtime reflections and
           | shadowing, bloom and glare as well as god rays and
           | screenspace/volumetric effects. These are all things you
           | don't have to hack together when your scene is already path
           | tracing the environment with the physical properties
           | accounted for. Instead of stacking hacks, you have a coherent
           | pipeline that can be denoised, antialiased, upscaled and
           | post-processed in one pass. No shadowmaps, no baked lighting,
           | all realtime.
           | 
           | There is a reason why _even Apple_ quit dragging their feet
           | here - modern real-time graphics _are_ the gimmick, ray
           | tracing is the production-quality alternative.
        
             | adastra22 wrote:
             | Thank you. This guy gets it.
             | 
             | Path tracing is _the_ gold standard for computer graphics.
             | It is a physically based rendering model that is based on
             | how lighting actually works. There are degrees of path
             | tracing of varying quality, but there is nothing else that
             | is better from a visual quality and accuracy standpoint.
             | 
             | Your modern AAA title does a massive amount of impressive
             | hacks to get rasterization into the uncanny valley, as
             | rasterization has nothing to do with how photons work. That
             | can all be thrown out and replaced with "model photons
             | interacting with the scene" if the path tracing hardware
             | was powerful enough. It'd be simpler and perfectly
             | accurate. The end result would not live in the uncanny
             | valley, but would be indistinguishable from reality.
             | 
             | Assuming the hardware was fast enough. But we'll get there.
        
               | Nullabillity wrote:
               | This is all built on the, frankly, nonsensical assumption
               | that photorealism is _the_ , let alone _a_ , primary
               | goal.
        
               | adastra22 wrote:
               | In most cases of high end / AAA game titles, it is. Not
               | all, but certainly most.
        
               | talldayo wrote:
               | Not really. _Tiny Glade_ is a recent ray-traced title
               | that has no goal of photorealism whatsoever, and it looks
               | gorgeous with RT lighting and shadows:
               | https://youtu.be/QAUSBxxgIbQ
               | 
               | You can scale these same principles to even _less_
               | photorealistic games like the _Borderlands_ series or a
               | _Grand Theft Auto_ game. Ray tracing is less about
               | photorealism (although it is a potent side effect) and
               | more about creating dynamic lighting conditions for an
               | interactive scene. By simulating the behavior of light,
               | you get realistic lighting - photoreal or not a lot of
               | games rely on SSR and shadowmaps that can be replaced
               | with realtime RT.
        
               | Nullabillity wrote:
               | The question isn't " _can_ you achieve your look with RT?
               | " but "do you _need_ RT to achieve your look? ".
               | 
               | As long as traditional lighting _is enough_ (and given
               | that it _has_ for the last 2 decades or so), RT remains a
               | gimmick.
        
               | flohofwoe wrote:
               | Think of the 'impressive hacks' used in realtime 3D
               | rendering as compression techniques to reduce bandwidth
               | (and this goes all the way back to 8-bit home computers
               | with their tricky video memory encoding, this was
               | essentially hardware image compression to reduce memory
               | bandwidth).
               | 
               | Why waste computing power on 'physically correct'
               | algorithms, when the 'cheap hacks' can do so much more in
               | less time, while producing nearly the same result.
        
               | talldayo wrote:
               | Because a lot of the "cheap hacks" aren't even cheap.
               | Famously, using real-time SSR to simulate ray-traced
               | reflections can end up _slower_ than ray tracing them
               | from the jump, the same goes for high-res shadowmaps.
               | Ambient occlusion is a lighting pass you can skip
               | entirely if you render shadows the right way with RT from
               | the start. If you keep stacking these hacks until you
               | have every feature that a RT scene does, you 're probably
               | taking longer to render each frame than a globally
               | illuminated scene would.
               | 
               | Accelerating ray tracing in-hardware is a literal no-
               | brainer unless you deliberately want to ostracize game
               | developers and animators on Mac. I understand the
               | reactionary "But I don't _care_ about dynamic shadows! "
               | opinion, but there's practically no opportunity cost
               | here. If you _want_ to use traditional lighting
               | techniques, you can still render it on an RT-enabled GPU.
               | You just also have the option of not wanting to pull out
               | your fingernails when rendering a preview in Blender.
        
               | flohofwoe wrote:
               | Yes, for some specific problems, raytracing definitely
               | makes a lot of sense, but rasterization and 'geometry
               | compression' via triangles also makes a lot of sense for
               | other situations. I think the best approach will always
               | be a hybrid approach instead of a 100% pure raytracing
               | pipeline.
               | 
               | The other question is how much of the raytracing features
               | in 3D APIs need to be implemented in fixed-function
               | hardware units, or whether this is just another area
               | where the pendulum will swing back and forth between
               | hardware and software (running on the GPU of course).
               | 
               | But then maybe in 10 years we'll have 'signed distance
               | field units' in GPUs and nobody talks about raytracing
               | anymore ;)
        
               | talldayo wrote:
               | From everything I've seen, hardware acceleration seems to
               | be the only option. Software-accelerated RT existed for
               | years and was mainly the reason why it was disregarded as
               | a technique in the first place. Here's the OG M1 Pro,
               | manufactured on TSMC 5nm, getting blown the fuck out by a
               | 3070 Ti on Samsung 8nm: https://youtu.be/NgDTCNPm0vo
               | 
               | The architecture will probably improve on both Nvidia and
               | Apple's side going forward, but in theory both GPUs
               | should be easier to support for longer since they're not
               | focused on accelerating obsolete junk like MSAA or HBAO.
               | It enables a better convergence of features, it makes
               | porting to-and-from Mac easier, and with any luck Apple
               | might even quit being so sheepish about working with
               | Khronos since they're not actively neglecting the Vulkan
               | featureset anymore.
        
         | MBCook wrote:
         | That doesn't necessarily mean it's important, just that it's
         | the only thing they can think of to sell. Much like some AI
         | stuff we're seeing right now.
         | 
         | Personally I think it's useful for a few things, but it's not
         | the giant game changer I think they want you to think it is.
         | 
         | Raytraced reflections are a very nice improvement. Using it for
         | global illumination and shadows is also a very good
         | improvement.
         | 
         | But it's not exactly what the move to multi texturing was, or
         | the first GPUs. Or shaders.
        
         | nfriedly wrote:
         | I don't know, Hardware Unboxed recently did a review of 30-some
         | games comparing the visuals with and without ray tracing, and
         | the conclusion for the majority of them was that it wasn't
         | worth it. There were only maybe half a dozen games where the
         | ray tracing was an unambiguous improvement.
         | 
         | So I think calling it "a bit of a gimmick" is accurate for many
         | of the games that shipped in, even if not all of them.
        
           | wtallis wrote:
           | It's also a pretty large performance hit, even when the
           | quality improvement is subtle. A major and unfortunate
           | consequence is that it has driven even more games to rely on
           | upscaling and heavy post-processing, all of which tend to
           | blur the output image and introduce artifacts and add
           | latency.
        
           | jms55 wrote:
           | You're looking at years of careful artist and engineer work
           | to get something that looks almost as good as pathtraced
           | visuals. The fact that it's so good without any raytracing is
           | a credit to the developers.
           | 
           | Replacing all that effort with raytracing and having one
           | unified lighting system would be a _major_ time saver, and
           | allows much more dynamic lighting than was previously
           | possible. So yeah some current games don't look much better
           | with RT, but the gameplay and art direction was designed
           | without raytracing in mind in the first place, and had a
           | _lot_ of work put into it to get those results.
           | 
           | Sure fully pathtraced graphics might not be 100% usable
           | currently, but the fact that they're even 70% usable is
           | amazing! And with another 3-5 years of algorithm development
           | and hardware speedups, and developers and artists getting
           | familiar with raytracing, we might start seeing games require
           | raytracing.
           | 
           | Games typically take 4+ years to develop, so anything you're
           | seeing coming out now was probably started when the best GPU
           | you could buy for raytracing was an RTX 2080 TI.
        
             | wtallis wrote:
             | > Sure fully pathtraced graphics might not be 100% usable
             | currently, but the fact that they're even 70% usable is
             | amazing!
             | 
             | Aside from Cyberpunk 2077 and a handful of ancient games
             | with NVIDIA-sponsored remakes, what even offers fully path
             | traced lighting as an option? The way it went for CP2077
             | makes your "70% usable" claim seem like quite an
             | exaggeration: performance is only good if you have a
             | current-generation GPU that cost at least $1k, the path
             | tracing option didn't get added until years after the game
             | originally shipped, and they had to fix a bunch of glitches
             | resulting from the game world being built without path
             | tracing in mind. We're clearly still _years_ away from path
             | tracing being broadly available among AAA games, let alone
             | playable on any large portion of gaming PCs.
             | 
             | For the foreseeable future, games will still need to look
             | good without fully path traced lighting.
        
               | talldayo wrote:
               | > For the foreseeable future, games will still need to
               | look good without fully path traced lighting.
               | 
               | And in 7-10 years when the software stack is matured,
               | we'll be thanking ourselves for doing this in hardware
               | the right way. I don't understand why planning for the
               | future is considered so wasteful - this is an
               | architecture Apple can re-use for future hardware and
               | scale to larger GPUs. Maybe it _doesn 't_ make sense for
               | Macs today, but in 5 years that may no longer be the
               | case. Now people don't have to throw away a perfectly
               | good computer made in these twilight years of Moore's
               | law.
               | 
               | For non-games applications like Blender or Cinema4D,
               | having hardware-accelerated ray tracing and denoising is
               | _already_ a game-changer. Instead of switching between
               | preview and render layers, you can interact with a
               | production-quality render in real time. Materials are
               | properly emissive and transmissive, PBR and normal maps
               | composite naturally instead of needing different
               | settings, and you can count the time it takes before
               | getting an acceptable frame in milliseconds, not minutes.
               | 
               | I don't often give Apple the benefit of the doubt, but
               | hardware-accelerated ray tracing is a no-brainer here. If
               | they aren't going to abandon Metal, and they intend to
               | maintain their minuscule foothold in PC gaming, they have
               | to lay the groundwork for future titles to get developed
               | on. They have the hardware investment, they have the
               | capital to invest in their software, and their
               | competitors like Khronos (apparently) and Microsoft both
               | had ray tracing APIs for years when Apple finally
               | released theirs.
        
               | rowanG077 wrote:
               | I think you have the wrong impression. Apple M2 does not
               | have hw ray tracing. M3 and M4 do.
        
               | porphyra wrote:
               | UE5 supports fully path traced lighting and Black Myth
               | Wukong is a recent example.
        
               | jms55 wrote:
               | > performance is only good if you have a current-
               | generation GPU that cost at least $1k
               | 
               | That's why I said games aren't currently designed with
               | only pathtracing in mind, but in 3-5 years with faster
               | hardware and better algorithms, we'll probably start to
               | see it be more widespread. That's typically how graphics
               | usually develop; something that's only for high end GPUs
               | eventually becomes accessible to everyone. SSAO used to
               | be considered extremely demanding, and now it's
               | accessible to even the weakest phone GPU with good enough
               | quality.
               | 
               | Again the fact that it's feasible at all, even if it
               | requires a $1000 GPU, is amazing! 5 years ago real time
               | path tracing would've been seen as impossible.
               | 
               | > The way it went for CP2077 makes your "70% usable"
               | claim seem like quite an exaggeration
               | 
               | Based on the raw frame timing numbers and temporal
               | stability, I don't think it is. RT GI is currently
               | usually around ~4ms, which is at the upper edge of
               | usable. However the temporal stability is usually the
               | bigger issue - at current ray counts, with current
               | algorithms, either noise or slow response times is an
               | inevitable tradeoff. Hence, 70% usable. But with another
               | few years of improvements, we'll probably get to the
               | point where we can get it down to ~2.5ms with the current
               | stability, or 4ms and much more stable. Which would be
               | perfectly usable.
        
               | wtallis wrote:
               | > RT GI is currently usually around ~4ms, which is at the
               | upper edge of usable. However the temporal stability is
               | usually the bigger issue - at current ray counts, with
               | current algorithms, either noise or slow response times
               | is an inevitable tradeoff. Hence, 70% usable. But with
               | another few years of improvements, we'll probably get to
               | the point where we can get it down to ~2.5ms with the
               | current stability, or 4ms and much more stable. Which
               | would be perfectly usable.
               | 
               | Maybe you should be saying 70% _feasible_ rather than 70%
               | _usable_. And you seem to be _very_ optimistic about what
               | kind of improvements we can expect for affordable, low-
               | power GPU hardware over a mere 3-5 years. I don 't think
               | algorithmic improvements to denoisers and upscalers can
               | get us much further unless we're using very wrong image
               | quality metrics to give their blurriness a passing grade.
               | Two rays per pixel is simply never going to suffice.
               | 
               | Right now, an RTX 4090 ($1700+) runs at less than 50 fps
               | at 2560x1440, unless you lie to yourself about resolution
               | using an upscaler. So the best consumer GPU at the moment
               | is about 70-80% of what's necessary to use path tracing
               | and hit resolution and refresh rate targets typical of
               | high-end gaming _in 2012_.
               | 
               | Having better-than-4090 performance trickle down to a
               | more mainstream price point of $300-400 is going to take
               | _at least_ two more generations of GPU hardware
               | improvements even with the most optimistic expectations
               | for Moore 's Law, and that's the minimum necessary to do
               | path tracing _well_ at a modest resolution on a game that
               | will be approaching a decade old by then. It 'll take
               | another hardware generation for that level of performance
               | to fit in the price and power budgets of consoles and
               | laptops.
        
               | paavohtl wrote:
               | Alan Wake 2 has had path tracing from day 1, and it looks
               | excellent with (and without) it.
        
           | porphyra wrote:
           | Hmm I watched the video [1] and in the games where it had an
           | unambiguous improvement, the improvement in reflection
           | quality is extremely stark and noticeable. Anecdotally, when
           | I was playing Black Myth Wukong recently, there were some
           | shiny environments where full path tracing really made a huge
           | difference.
           | 
           | So I guess it's just a "gimmick" in that relatively few games
           | properly take advantage of this currently, rather than the
           | effect not being good enough.
           | 
           | [1] https://www.youtube.com/watch?v=DBNH0NyN8K8
        
             | adastra22 wrote:
             | Using raytracing on a very recent, high end game that has
             | been designed for raytracing has an extremely noticeable
             | positive improvement on visual quality. Wukong is a perfect
             | example.
             | 
             | Unfortunately most people's experience with raytracing is
             | turning it on for a game that was not designed for it, but
             | it was added through a patch, which results in _worse_
             | lighting. Why? Because the rasterized image includes baked-
             | in global illumination using more light sources than
             | whatever was hastily put together for the raytracing patch.
        
               | IntelMiner wrote:
               | The first game I encountered with RayTracing support was
               | World of Warcraft "Classic"'s Burning Crusade launch a
               | couple years back.
               | 
               | WoW Burning Crusade launched in * _2006*_ originally. The
               | "Classic" re-release of the game uses the modern engine
               | but with the original game art assets and content.
               | 
               | Does it do anything in the 'modern' WoW game? Probably!
               | In Classic though all it did was tank my framerate.
               | 
               | Since then I also played the unimaginable disaster that
               | was Cyberpunk 2077. For as "pretty" as I suppose the game
               | looked I can't exactly say if the ray tracing improved
               | anything
        
               | adastra22 wrote:
               | What's perhaps not obvious is that if you take a 2006
               | game and "add" raytracing, _there 's no relevant
               | information available for the raytracer_. Whatever
               | original light sources were used to bake in global
               | illumination does not exist in the game assets used for
               | rasterization. In the best case the original art assets
               | can be used to create raytracing scenes, but it's not as
               | straightforward as it might seem, and most conversions
               | are pretty sloppy.
               | 
               | If you want to see what raytracing can do, I'd only look
               | at very, very recent UE5 titles that are designed for
               | raytracing from the ground-up.
        
         | kllrnohj wrote:
         | The M1-M4 GPUs are also nowhere close to fast enough for it to
         | be useful. Just like Snapdragon having ray tracing support is
         | ridiculous.
        
         | musictubes wrote:
         | Can the hardware for ray tracing be used for anything else? Ray
         | tracing is just math, is that math applicable for any non
         | graphics use?
        
           | boulos wrote:
           | You'll have to see what the instruction set / features are
           | capable of, but most likely the "hardware ray tracing"
           | support means it can do ray-BVH and ray-triangle intersection
           | in hardware. You can reuse ray-box and ray-triangle
           | intersection for collision detection.
           | 
           | The other parts of ray tracing like shading and so on, are
           | usually just done on the general compute.
        
             | kllrnohj wrote:
             | > You can reuse ray-box and ray-triangle intersection for
             | collision detection.
             | 
             | The problem with doing so, though, and with GPU physics in
             | general is that it's too high latency to incorporate
             | effectively into a typical game loop. It'll work fine for
             | things that don't impact the world, like particle
             | simulations or hair/cloth physics, but for anything
             | interactive the latency cost tends to kill it. That and
             | also the GPU is usually the visual bottleneck anyway so
             | having it spend power on stuff the half-idle CPU could do
             | adequately isn't a good use of resources.
        
           | flohofwoe wrote:
           | It should be useful for anything that involves stabbing
           | checks on large triangle soups. Whether it's worth "wasting"
           | die space for this is debatable of course.
        
           | exDM69 wrote:
           | > Ray tracing is just math, is that math applicable for any
           | non graphics use?
           | 
           | It's not "just math", it's data structures and algorithms for
           | tree traversal, with a focus on memory cache hardware
           | friendliness.
           | 
           | The math part is trivial. It's the memory part that's hard.
           | 
           | Ray tracing hardware and acceleration structures are highly
           | specific to ray tracing and not really usable for other kinds
           | of spatial queries. That said, ray tracing has applications
           | outside of computer graphics. Medical imaging for example.
        
         | zamadatix wrote:
         | While it may eventually be a non-gimmick in the industry as the
         | compute needed for it advances more it's always going to be
         | quite the gimmick in terms of what the M1/M2 GPU can do with
         | it.
        
         | rowanG077 wrote:
         | Wow! if the industry is pushing it must be good right? Just
         | like the megapixels wars for cameras.
        
         | flohofwoe wrote:
         | ...and yet the most popular use case for raytracing seems to be
         | more correct reflections in puddles ;)
        
         | ZiiS wrote:
         | Not sure if I can process "incredibly arrogant" in relation to
         | the Herculean work and insight demonstrated.
         | 
         | However, it is important to put things in context. Something
         | can be a 'Gimmick' on several year old integrated mobile
         | hardware that can't run most games at a reasonable FPS without
         | it; and not a 'Gimmick' on cutting edge space heaters.
        
         | pxc wrote:
         | > it is a very desired feature people are upgrading video cards
         | to get working on games they play.
         | 
         | Ray tracing is also extremely heavily marketed, and at a time
         | when GPU upgrades have become infrequent for most people due to
         | extremely high prices and relatively weak overall performance
         | gains year over year.
         | 
         | The industry is adopting ray tracing because they need to be
         | able to offer _something_ new when the overall performance
         | gains generation over generation have been slowing for years.
         | They 've been leveraging marketing hard to try to generate
         | demand for upgrades among gamers, knowing cryptocurrency won't
         | buoy them forever.
         | 
         | That ray tracing is cited as a reason among gamers who do
         | upgrade their GPUs is unsurprising and not really a strong
         | indicator that ray tracing is a great feature.
         | 
         | At any rate, both the gaming industry and the wider tech
         | industry are known to be extremely faddish at times. So is
         | consumer behavior. Things 'the whole industry is doing' has
         | always been a category that includes many gimmicks.
        
         | ozgrakkurt wrote:
         | It is marketing bs, it was not needed and is not needed imo,
         | and many other people's opinions. Expressing opinion can't be
         | arrogant imho
        
       | olliej wrote:
       | Alyssa is amazing, I remember the first article about the GPU
       | work, and then learning she was only 17 and _poof_ mind blown.
       | 
       | It's truly stunning that anyone could do what she did, let alone
       | a teenager (yes I know, she's not a teenager anymore, passage of
       | time, etc :D)
        
       | gcr wrote:
       | I've been trained to expect articles with this headline to say
       | something like "we're dropping support and are getting acqui-
       | hired."
        
       | m463 wrote:
       | _" our target hardware is running literally none of those
       | things". What is needed is to somehow translate DirectX to
       | Vulkan, Windows to Linux, x86 to Arm64, and 4KB pages to 16KB
       | pages._
       | 
       | oh my.
        
       | kristianp wrote:
       | I was going going to say she should work for Valve to help get
       | Steam working on Linux on Macs, but it seems she already does?
       | [1]
       | 
       | [1] https://en.wikipedia.org/wiki/Alyssa_Rosenzweig#Career
        
         | jillesvangurp wrote:
         | Nice; that raises some interesting questions as to what Valve
         | is planning here. Steam/Proton on macs would make a lot of
         | sense for them hard as it may be. People booting linux on their
         | macs to play games would really annoy Apple probably.
        
           | Dah00n wrote:
           | >Steam/Proton on macs would make a lot of sense ..... would
           | really annoy Apple probably
           | 
           | Sounds like a win-win situation.
        
           | galleywest200 wrote:
           | There was a Proton for ARM test build [1] that got talked
           | about recently, your guess is entirely possible.
           | 
           | [1] https://www.tomshardware.com/video-games/pc-gaming/steam-
           | lik...
        
           | GeekyBear wrote:
           | > People booting linux on their macs to play games would
           | really annoy Apple probably.
           | 
           | You dont have to boot Linux to play PC games on Mac.
           | 
           | Apple already provides the tools you need to build a Mac
           | native equivalent to Proton.
           | 
           | There are several options built using those tools, both paid
           | {Crossover) and free/open source (Whisky).
           | 
           | Whisky combines the same ooen source Wine project that Proton
           | leverages with Apple's Rosetta x86 emulation and Apple's
           | DirectX emulation layer (part of the Game Porting Toolkit)
           | into a single easy to use tool.
           | 
           | https://getwhisky.app/
        
             | flyingpenguin wrote:
             | The problem here is that apple only provides Metal as the
             | graphics driver. This solution instead creates a native
             | Vulkan driver which has solutions to hardware<->vulkan
             | incompatibilities built in at the driver level.
        
               | GeekyBear wrote:
               | MacOS provides Metal as its native Graphics API.
               | 
               | Proton and Alyssa's solution use Vulkan on Linux as their
               | native graphics API.
               | 
               | Regardless, you have to provide a translation layer so
               | that Windows games written to call DirectX APis use the
               | native graphics layer of the platform you are running on.
               | 
               | Unless you happen to be emulating a Windows game written
               | to use Vulkan instead of DirectX, Vulkan really doesn't
               | matter at all on the Mac.
               | 
               | If you do want to emulate one of the rare Vulkan based
               | Windows games on a Mac, the MoltenVK translation layer
               | handles that.
        
             | a_vanderbilt wrote:
             | The problem is that Whisky is not for the casual user.
             | 
             | I used it and found it confusing at first. Imagine your
             | average gamer, they'd never get past dragging in the app.
             | The Steam Deck (and Proton) have been so successful because
             | you can just power on the Deck and use it. No tinkering or
             | third-party tools to do what you want.
        
               | GeekyBear wrote:
               | That's certainly not what the reviews of Whisky had to
               | say, although I have seen it said that buying a Crossover
               | license gets you more hand holding than a free copy of
               | Whisky does.
        
           | a_vanderbilt wrote:
           | I have a bet going that their next Steam Deck is going to
           | have an ARM processor.
           | 
           | Allegedly NVidia is working on a WoA SoC, now that Qualcomm's
           | contract with MS has ended. If NVidia puts their recent
           | capital gains into a performant ARM chip like Apple (tapeout
           | alone would likely run in the billion-dollar range), we can
           | hopefully expect AMD to respond with something soon after.
           | Once the chipsets are available, it's a matter of getting
           | Linux to work with mixed page-size processes.
           | 
           | I have no idea how possible that is, but if the emulation
           | performance is anything like Rosetta and the M1 proved
           | possible, most users won't even notice.
        
       | whitehexagon wrote:
       | What I really respect is the dedication to completing support for
       | the M1/M2. Too many projects get dropped the moment the next
       | shiny ray-traced toy comes along.
       | 
       | I know this type of work can be challenging to say the least. My
       | own dabble with Zig and Pinephone hardware drivers reminded me of
       | some of the pain of poorly documented hardware, but what a reward
       | when it works.
       | 
       | My own M1 was only purchased because of this project and Alyssa's
       | efforts with OpenGL+ES. It only ever boots Asahi Linux. Thank-you
       | very much for your efforts.
        
         | Cthulhu_ wrote:
         | One thing I noticed in the M4 macbook announcement comments was
         | how many people were happy with their M1 laptop, and second,
         | how many people kept their Macbooks for nearly a decade; these
         | devices are built to last, and I applaud long-term support from
         | Apple itself and the Linux community.
         | 
         | Second, since it's open source, Apple themselves are probably
         | paying attention; I didn't read the whole thing because it's
         | going over my head, but she discussed missing features in the
         | chip that are being worked around.
        
           | TrainedMonkey wrote:
           | Underrated point, maybe it's aluminum unibody or more stable
           | OS, but in my experience average MBP lifetime is meaningfully
           | higher compared to a windows machine. My longest lasting
           | windows machine was T400 Thinkpad which lasted 5 years before
           | Core 2 Duo architecture stopped being able to keep up. It got
           | replaced with HP Envy with great specs but made out of
           | plastic which barely lasted 1.5 years before screen fell off
           | (literally). Replaced with 17" 2014 MBP which is still alive
           | after SSD replacement.
        
             | throw88888 wrote:
             | If you replaced the T400 because it felt slow, maybe it's
             | just a software/OS issue.
             | 
             | The hardware on Thinkpad T-models should last longer than
             | just 5 years in general.
             | 
             | My daily-driver laptop at home is a T420 from 2011 with a
             | Core 2 Duo, SSD and 8GB RAM. Works fine still.
             | 
             | I run Linux + OpenBox, so it is a somewhat lightweight
             | setup to be fair.
        
               | dm319 wrote:
               | My daughter just asked me for the 'tiny' laptop. She has
               | taken my Thinkpad X60 which runs linux mint. It's getting
               | on for 20 years old soon!
        
               | bhouston wrote:
               | > My daily-driver laptop at home is a T420 from 2011 with
               | a Core 2 Duo, SSD and 8GB RAM. Works fine still.
               | 
               | I am not sure I would be productive with that. Any Core 2
               | Duo is 10x slower single core and 20x slower multi-core
               | than a current generation laptop CPU at this point.
               | 
               | Eg: https://browser.geekbench.com/v6/cpu/compare/8588187?
               | baselin...
               | 
               | I think it would mostly be good as an SSH terminal, but
               | doing any real work locally on it seems frankly
               | unfeasible.
        
               | pixelfarmer wrote:
               | The problem is software, though. I have a X200s with 4
               | GiB RAM from 2009. It was interesting to see how Firefox
               | got slower and slower over the years. Granted, it not
               | only is Firefox but also retard websites which use loads
               | and loads of JS to display static content in the end. In
               | return, it is not like JS didn't exist back then: The
               | XhtmlRequest thingy for dynamic website updates or
               | whatever the name for that was has been added years prior
               | to that.
               | 
               | So, yes, a lot of this comes down to software and a
               | massive waste of cycles. I remember one bug in
               | Electron/Atom where a blinking cursor caused like 10% CPU
               | load or something along that line. They fixed it, but it
               | tells you way more about how broken the entire software
               | stack was at that time and it didn't get better since
               | then.
               | 
               | I mean, think about this: I used 1280x1024 on a 20"
               | screen back in the mid 90ies on (Unix!) machines that are
               | insanely less powerful than even this X200s. The biggest
               | difference: Now you can move windows around visually,
               | back then you moved the outer frame of it to the new
               | place and then it got redrawn. And the formatting options
               | in browsers are better, i.e. it is easier to design the
               | layout you want. Plus there is no need for palette
               | changes when switching windows anymore ("true color").
               | The overall productivity hasn't kept up with the increase
               | in computing power, though. Do you think a machine 100x
               | the performance will give you 100x the productivity? With
               | some exceptions, the weak link in the chain were, are,
               | and will always be humans, and if there are delays, we
               | are talking almost always about badly "optimized"
               | software (aka bloat). That was an issue back then already
               | and, unfortunately, it didn't get better.
        
               | throw88888 wrote:
               | Horses for courses -\\_(tsu)_/-
               | 
               | I do development and DevOps on it. Sure there are some
               | intense workloads that I probably couldn't run, but it
               | works just fine as my daily driver.
               | 
               | I also have a corporate/work laptop from Dell with 32GB
               | RAM, 16 cores @ 4.x GHz etc. - a beast - but it runs
               | Windows (+ antivirus, group policy crap etc.) and is
               | slower in many aspects.
               | 
               | Sure I can compile a single file faster and spin up more
               | pods/containers etc. on the Dell laptop, but I am usually
               | not constrained on my T420.
               | 
               | I generally don't spend much time waiting for my machine
               | to finish things, compared to the time I spend e.g.
               | writing text/code/whatever.
        
             | vladvasiliu wrote:
             | There's also the fact that the quality is all-round higher,
             | making them more enjoyable to use. The current HP
             | Elitebooks have much crappier screens than my 2013 MBP.
             | Touchpads have improved, but they're still leagues behind
             | that 11-year-old machine.
             | 
             | I'm usually fairly careful with my things, so my gen8 hp
             | elitebook still has all its bits together, but I've never
             | really enjoyed using it. The screen, in particular, has
             | ridiculous viewing angles, to the point it's impossible to
             | not have any color cast on some region.
        
             | ho_schi wrote:
             | ThinkPad _X220_ here. From late 2012 until late 2023 in
             | service with Linux. It is still usable but finally replaced
             | it by an X13 Gen3 AMD with Linux. The magnesium body is a
             | bless and feels a lot better to the skin than aluminium.
             | The HiDPI display is the biggest upgrade. The six row
             | keyboard is sturdy but a downgrade from the seven row
             | keyboard. I miss the notch to open the lid.
             | 
             | It got worse with Gen4/5 which now have an awful hump
             | (reverse notch) like a smartphone.
             | 
             | The long usage of the X220 depends on the built quality but
             | also on the five year replacement part support. New
             | batteries and a new palm rest (cracked during a journey).
             | It not just quality you pay for, it is this support level.
             | And of course more memory. Apple still fails in this regard
             | and barely does something when forced by the European
             | Union. Anyway - Apple doesn't officially support Linux
             | therefore I cannot buy them for work.
             | 
             | This is the part wich saddens me, they do good work and the
             | next MacBook will also not run fully with Linux. This kind
             | of catchup things by hackers cannot be won - until the
             | vendor decides you're a valuable customer. Therefore, don't
             | buy them that you can run Linux. You maybe can. But these
             | devices are made for macOS only.
             | 
             | But if you want to run Linux on a MacBook? Talk your
             | politicians! And send ,,messages" with your money to Apple.
             | Like buying ThinkPads, Dells Developer Edition, Purism,
             | System 76 and so on :)
        
               | user_7832 wrote:
               | > The magnesium body is a bless and feels a lot better to
               | the skin than aluminium.
               | 
               | Just curious, how does it feel better? My framework
               | apparently has an aluminium lid and a magnesium base, and
               | the mg feels "smoother" than the slightly more textured
               | al... however my iPad is apparently aluminium too and is
               | smooth to the touch.
        
               | ho_schi wrote:
               | It is not about smoothness.
               | 
               | Actually the magnesium bottom feels like some high
               | quality polymer/plastic. And it is leightweight.
               | Therefore it doesn't feel like metal and doesn't
               | transport heat/cold. Aluminum is a nice material for
               | planes, cars or bikes but I avoid skin contact because it
               | is uncomfortable.
               | 
               | I guess like often it depends on how the magnesium made.
               | Lenovo also uses for other parts high quality plastics
               | (keyboard of course and probably the palm rest).
        
               | bluedino wrote:
               | I never kept my ThinkPads around long because of the
               | screens (which they have fixed, somewhere around the T450
               | timeframe.
               | 
               | The X220/230 had that godawful 1366x768 panel. A shame
               | when the 13" Air at the time had a 1440x900 panel, which
               | while it wasn't amazing with the viewing angles and
               | colors, it was light years ahead of the screen in
               | something like a T430.
        
               | ho_schi wrote:
               | ThinkPads come usually with two panel options: The cheap
               | one and the good one. Often even a third or fourth.
               | 
               | Lenovo should only ship the good ones! If I buy a
               | ThinkPad I want the good one.
               | 
               | I struggled to get the HiDPI panel for the X13 and
               | ordered it from the replacement parts. Same for the X220,
               | I replaced the TN panel by _drumroll_ IPS panel.
               | 
               | Apple takes ridiculous amounts for memory or disk but you
               | always get the good stuff with the base model. This makes
               | it simple and reliable for customers.
               | 
               |  _Except keyboards_
               | 
               | The ThinkPads always win, convex key caps, better
               | switches and pressure/release point, travel way, better
               | layout and a TrackPoint. In some models you can still
               | replace it within 30 seconds (T14). With the X13 or
               | MacBook it is a horror, requires removal of the
               | mainboard. Not mentioning Apples failure with the
               | _TouchBar_ , which "feels" like the tried to save money
               | on expensive switches by replacing them with a cheap
               | touchscreen and selling this horrible downgrade as
               | feature. And the infamous _butterfly_ switches are the
               | reason to avoid any used older MacBook (often defective).
        
             | Sakos wrote:
             | I have a T420 with a Core i5 2500 in great condition which
             | still runs great on Windows 11. Core 2 Duo just didn't have
             | the performance to have longevity. Sandy Bridge and later
             | really do. Windows devices last for ages and it's really
             | weird pretending this is an Apple only thing.
        
             | goosedragons wrote:
             | Wouldn't an equivalent Core 2 Duo Mac be just as bad if not
             | worse in the same time frame due to Apple's constant OS
             | updates?
             | 
             | I have quad core W520 from 2011, it's still VERY
             | serviceable for modern usage. Not the fastest, but it even
             | has USB 3 and a 1080p screen which an equivalentish MBP
             | from the time would have not.
        
           | duxup wrote:
           | People talk about Apple prices being higher but the longevity
           | of their devices really erases that price difference for me.
           | 
           | I still have an old iPhone 8 that I test with that runs well,
           | I've had numerous Android devices die in that timeframe, slow
           | to a crawl, or at best their performance is erratic.
        
             | exe34 wrote:
             | my mid 2012 MacBook air refuses to die.
        
             | BirAdam wrote:
             | I am not so sure. I had a Pentium4 eMachine that made it
             | all the way to around 2012. The same kind of life for my
             | first Athlon64 machine from the same company. In both
             | cases, the machines ran Linux, and they still work today.
             | They were only retired because no meaningful software could
             | run on them any longer. My PowerBook G4 got no where near
             | that longevity, and owners of late era Intel MacBooks are
             | probably going to have similar issues.
        
               | bluGill wrote:
               | Those machines should have been retired long ago because
               | modern machines use much less power. (the Pentium4 was
               | really bad) Of course there is a difference between a
               | machine that you turn on for an hour once a week and a
               | machine you leave on 24x7. The later use would pay for a
               | new computer in just a few years just from savings on the
               | electric bill (assuming same workload, if you then load
               | the new computer with more things to do you can't see
               | that)
        
               | bityard wrote:
               | The non-trivial environmental damage of building the new
               | computer AND disposing of the old one should not be
               | ignored. There are plenty of us who would rather pay a
               | few extra bucks on our power bill rather than send
               | e-waste to the landfill before it needs to be.
        
               | bluGill wrote:
               | You are instead sending CO2 into the atmosphere.
               | (depending on how your get your power, but for most of us
               | burning things is how we get our power. Renewables are
               | coming online fast though)
        
               | duxup wrote:
               | Longevity (and certainly not performance over time) is
               | not something I've ever herd associated with an eMachine.
               | I think that machine might be a outlier.
        
             | BolexNOLA wrote:
             | I also point people to the Mac mini line whenever they talk
             | about price. The new M4 at ~$700 is a steal, but they have
             | been affordable since the m1 refresh. Real "bang for your
             | buck" computer IMO
        
               | opan wrote:
               | With soldered RAM and storage it seems quite risky to get
               | the lowest spec version of any new Mac, so I don't see
               | much point in discussing the entry-level price point. Do
               | they still start at 8GB? I recall hearing that negatively
               | impacted the SSD's performance significantly and people
               | were recommending 16GB minimum for M1 stuff.
        
               | cdelsolar wrote:
               | I have an 8GB M1 MacBook Pro and it's the perfect
               | computer. I always have lots of tabs and Docker open etc.
               | It works great. I want to upgrade at some point but
               | probably don't need to anytime soon.
        
               | hylaride wrote:
               | 8GB is fine (on macos anyways) for what you're doing, but
               | like it or not more and more AI is being (unnecessarily)
               | shoved into applications and it needs memory for the GPU.
               | 
               | Memory (both system and GPU) is usually best thing to
               | future proof a computer at buy time, especially as it's
               | not user-replaceable anymore.
        
               | BolexNOLA wrote:
               | You can get a 512g/24gb for $1104.00 USD. Still seems
               | pretty great to me. If you're disciplined with your
               | internal/external storage you could also stay at a 256gb
               | SSD and get 32gb of ram.
        
               | dadbod80 wrote:
               | https://9to5mac.com/2024/10/30/apple-8gb-16gb-ram-mac/
        
               | BolexNOLA wrote:
               | Base model is 16gb as of the M4 release.
               | 
               | You also don't have to get the base model. You can stay
               | under $1000 while increasing to 24gb of ram.
        
             | pjmlp wrote:
             | I still manage PC that are about 15 years old, working
             | happily for what their users care about.
        
             | reaperducer wrote:
             | _I still have an old iPhone 8 that I test with that runs
             | well_
             | 
             | I have an iPhone 3G from 2008 that is currently playing
             | music as I work.
             | 
             | After 16 years, it still syncs perfectly with Apple Music
             | on the current version of macOS.
             | 
             | Unfortunately, since it can't handle modern encryption, I
             | can't get it to connect to any wifi access point.
        
           | mjangle1985 wrote:
           | I still have an M1 Air. I love it.
           | 
           | I considered upgrading but it's hard to care to cause my M1
           | is just so good for what I need it for.
        
           | attendant3446 wrote:
           | I have the opposite experience. Apple is incredibly difficult
           | and expensive to repair. But I have been pleasantly surprised
           | by the longevity and repairability of ThinkPads. I like those
           | Apple M processors, but I know where I'm spending my money.
        
             | jhenkens wrote:
             | I agree on modern Mac's being difficult to repair. I also
             | will say that back a decade or two ago, it was likely you'd
             | need to repair your computer after four years. Now, a four
             | year old Macbook Air still feels brand new to me.
        
             | windowsrookie wrote:
             | Yes, MacBooks are generally more expensive to repair, but
             | they also tend to not need repairs. It's quite normal to
             | hear from people who are using their 7+ year old MacBook
             | without any issues and are still perfectly happy with it. I
             | myself still use my 2018 MacBook Pro as my main device.
             | 
             | When considering longevity, I will agree that Thinkpads are
             | probably the only device that can compete with MacBooks.
             | But there are trade-offs.
             | 
             | MacBooks are going to be lighter, better battery life, and
             | have better displays. Not to mention MacOS, which is my
             | preferred OS.
             | 
             | Thinkpads usually have great Linux support and swappable
             | hardware for those who like to tinker with their devices.
             | They also tend to be more durable, but this adds more
             | weight.
        
               | throwaway24124 wrote:
               | I still use a 2014 macbook air as my home server. It was
               | my daily driver for 7 years. No complaints, still works
               | perfectly. Haven't been careful with it either.
        
               | MSFT_Edging wrote:
               | > MacBooks are going to be lighter
               | 
               | Not going let Macs have this one, my X1 carbon is
               | considerably lighter than a MBA.
               | 
               | But generally agreeing. My last X1C lasted 8 years and
               | still works perfectly, I just wanted an upgrade. My new
               | one is even lighter than my old one. I opt for the FHD
               | w/o touch screen and the second best processor to balance
               | battery life and performance. Definitely not getting
               | 18hrs battery life but 8-10 isn't something to laugh at.
        
               | windowsrookie wrote:
               | I admit I was assuming they would be heavier, I didn't
               | consider the X1 Carbon. When I think of Thinkpads I still
               | picture the traditional IBM-style Thinkpad. A quick look
               | at the specs shows the 14" X1 Carbon at 2.42lbs, 13"
               | MacBook Air at 2.7 lbs, and a 14" Thinkpad E series at
               | 3.17 lbs.
        
               | FuriouslyAdrift wrote:
               | MacBooks are some of the heaviest laptps on the market.
               | 
               | The Air is the "light" one at 2.7 lbs 13" and 3.3 lbs for
               | the 15"
               | 
               | For reference, there are several 13" laptops on the
               | market that are around 2 - 2.5 lbs and 15"+ that are less
               | than 3 lbs
        
               | windowsrookie wrote:
               | Do any of those lighter laptops match the battery life
               | and performance of the MacBook Air, while also being
               | completely silent? I suppose I should have been more
               | specific and stated I don't believe there are any laptops
               | that can match the MacBook in all categories while being
               | lighter.
        
               | Dah00n wrote:
               | >MacBooks are going to be lighter
               | 
               | That sounds like an Apple sound bite, and it is wrong,
               | compared to pretty much any MacBook competitor out
               | there...
        
               | majormajor wrote:
               | I haven't gotten a new Thinkpad since the 25th
               | anniversary one but that was the last I bought while
               | using a few as daily drivers for a decade since 2008.
               | 
               | The ultimate issue was that the batteries degraded on
               | them on incredibly fast. I don't know if that's been
               | fixed, but the ease of replacing (at least one of) the
               | batteries was more than canceled out by the short life
               | compared to a Mac.
        
             | javier2 wrote:
             | Yes, modern macs are stupidly hard to repair. But I am
             | never using any Lenovo product again since the whole
             | rootkit incident.
        
             | jrochkind1 wrote:
             | Agreed, hard to repair (which is a problem), but my
             | experience is owning one for 8 years, and another for 4
             | years now (with hopes to keep it another 6), which never
             | once needed a repair.
        
               | TylerE wrote:
               | The only Mac hardware failure I've experienced in over 25
               | years of ownership (My first Mac was black and had a G3
               | in it and ran OS 8), I've experienced a grand total of
               | one hardware failure, and that was 15+ years ago.
        
               | jrochkind1 wrote:
               | Oh you know what, I realized I wans't accurate. The
               | 8-year MacBook I had _did_ have a failure at one point.
               | They replaced the entire keyboard/trackpad for me for
               | free when it did.
        
             | crossroadsguy wrote:
             | Indeed. However once you need the repair it's so daunting.
             | Now factor in non-developed nations (prices are usually
             | same or more there as well for both parts and service) and
             | it's just insane. I had a 7-8 year old macbook air that I
             | had bought for ~60K INR and I had to replace its SSD. Just
             | because it was do be done for an Apple device even the
             | outside repairperson charged ~16K (Apple "authorised"
             | service centre quoted 28K + taxes with a straight face).
             | That outside repair was way too costly in late 2022 for a
             | 128GB SSD. Same goes for their other devices.
             | 
             | So what's to be done? Buy their insanely costly "limited"
             | extended warranty for "2 more" years? And let's say we do
             | that, then? I am sure there is an argument for that.
             | 
             | I am typing this from a M1 MacBook Pro and if it dies I am
             | really not sure whether I will even be able to get it
             | repaired without "feeling" fleeced, or might as well move
             | back to the normal laptop + Linux world and know that a
             | laptop repair will never be a "minor bankruptcy" event ;-)
             | 
             | No, "but Apple devices last long" doesn't cut it. So do
             | non-Apple devices, yes they do. And if they need repair you
             | don't at all fret w/ or w/o warranty.
             | 
             | I am not sure how many here on HN will be able to connect
             | with this but that hanging Damocles' sword is not a nice
             | thing to have around when you use a costly Apple device.
             | 
             | Making it easy and cheap/affordable for their devices to be
             | repaired should not be an option left for OEMs.
        
           | hurutparittya wrote:
           | I'm always surprised when people speak highly of Apple
           | devices here. While they do have certain advantages, there
           | are some issues that should be dealbreakers for tech literate
           | people. (in my own, possibly biased opinion at least)
           | 
           | In case of Macbooks, it's the fact that they refuse to
           | provide an official GPU driver for Linux and general poor
           | support for things outside the walled garden. The Asahi stuff
           | is cool and all, but come on, is a 3.4 trillion dollar
           | company really going to just stand there and watch some
           | volunteers struggling to provide support for their
           | undocumented hardware without doing anything substantial to
           | help? That sounds straight up insulting to me, especially for
           | such a premium product.
           | 
           | For iphones, it's the fact that you are not allowed to run
           | your own code on YOUR OWN DEVICE without paying the Apple
           | troll toll and passing the honestly ridiculous Apple Store
           | requirements.
           | 
           | And of course, in both cases, they actively sabotage third
           | party repairs of their devices.
        
             | umanwizard wrote:
             | > there are some issues that should be dealbreakers for
             | tech literate people. (in my own, possibly biased opinion
             | at least)
             | 
             | I know you admit right after that your opinion is biased,
             | but it's almost ludicrous to assert that all the
             | programmers and engineers using Macs and iPhones by choice
             | must just not be tech literate.
             | 
             | > In case of Macbooks, it's the fact that they refuse to
             | provide an official GPU driver for Linux
             | 
             | MBPs are so much better than any other laptop that, with a
             | few caveats[1], running Linux in a VM on a top-of-the-line
             | MBP is a much nicer experience than using Linux natively on
             | any other laptop. So while it'd be nice if there were more
             | first-party support for Linux, it's certainly not a deal-
             | breaker for "tech-literate" people. (Not to mention the
             | fact that there are "tech-literate" people who use macOS
             | and not Linux, so it wouldn't matter to them at all).
             | 
             | > general poor support for things outside the walled garden
             | 
             | macOS isn't a walled garden, so I don't know what you mean.
             | You can download any software you want from anywhere you
             | want and run it on your laptop, and Apple doesn't do
             | anything to try to prevent this.
             | 
             | > The Asahi stuff is cool and all, but come on, is a 3.4
             | trillion dollar company really going to just stand there
             | and watch some volunteers struggling to provide support for
             | their undocumented hardware without doing anything
             | substantial to help? That sounds straight up insulting to
             | me, especially for such a premium product.
             | 
             | Now it's unclear whether your point is "I don't understand
             | why people use Macs because there are objective drawbacks"
             | or "I don't think people should use Macs because Apple does
             | stuff that I find annoying". You're blending the two here
             | but they are meaningfully separate points. I've discussed
             | the practical point already above, but as for the stuff you
             | subjectively find annoying: surely the only real answer is
             | that lots of other people just subjectively don't care as
             | much as you.
             | 
             | > For iphones, it's the fact that you are not allowed to
             | run your own code on YOUR OWN DEVICE without paying the
             | Apple troll toll and passing the honestly ridiculous Apple
             | Store requirements.
             | 
             | I don't care about this at all. I've never wanted to run my
             | own code on my own iOS device except when I was working on
             | iOS apps and had an Apple developer account through work.
             | I, like the vast majority of people, use my phone as a
             | browsing/messaging/media consumption device, not as a
             | general-purpose computer.
             | 
             | If Apple tried to prevent me from running my own code on my
             | own _MacBook_ , it _would_ be a deal-breaker, but as I
             | already said above, they don 't.
             | 
             | In conclusion I think you've confused "tech-literate
             | person" and "geek who wants to be able to tweak/configure
             | everything". Indeed there is a large overlap between those
             | sets, but they're not quite the same thing.
             | 
             | [1] https://news.ycombinator.com/item?id=41997107
        
           | resource_waste wrote:
           | >how many people kept their Macbooks for nearly a decade
           | 
           | Are your laptops not lasting 10 years? (battery swaps are a
           | must though)
           | 
           | The only reason I switched laptops was that I wanted to do AI
           | Art and local LLMs.
           | 
           | I have so many old laptops and desktops that each of my 5
           | kids have their own. They are even playing half-modern games
           | on them.
        
           | Neonlicht wrote:
           | Using a laptop with 8gb RAM for a decade is an exercise in
           | frustration
        
             | bzzzt wrote:
             | Only if you insist on running software that needs more RAM,
             | in which case you shouldn't have bought it.
        
               | Der_Einzige wrote:
               | Apple should not have sold devices with 8GB or less back
               | in 2018. Them doing it in 2024 is a sign that they think
               | their users are idiots.
        
               | lowbloodsugar wrote:
               | I just bought the original M1 Air 8GB for my spouse from
               | walmart for $650, to replace an aging intel Air 8GB. The
               | difference is stark. The M1 Air is a pleasure to use,
               | even with the inevitable library's worth of browser tabs.
               | 
               | Plenty of people have no need for more than 8GB. My
               | spouse. My mom. My english-major son. Meanwhile, my M2 is
               | saying I have 72GB in use, with IntelliJ #1 at 6.05GB. I
               | would not be happy with 8GB. Sounds like you wouldnt be
               | either. So don't buy one.
        
           | TigerAndDragonB wrote:
           | _> ...how many people kept their Macbooks for nearly a
           | decade; these devices are built to last..._
           | 
           | This is no longer true for me. I've been an Apple fan since
           | the Apple ][ days, and reluctantly left the ecosystem last
           | year. The hardware walled garden with soldered-on components
           | and components tied down to specific units for ostensible
           | privacy and security reasons (I don't buy those reasons),
           | combined with the steadily degrading OS polish in fine
           | attention to detail, for me personally, meant I could no
           | longer justify the cognitive load to continue with a Mac
           | laptop as my daily driver. While others might point to a cost
           | or/or value differential, I'm in the highly privileged
           | position to be insensitive to those factors.
           | 
           | Last straw was an board-soldered SSD that quit well before I
           | was willing to upgrade, and even Louis Rossman's shop said it
           | would cost way more to desolder and solder a new one on than
           | the entire laptop is worth. Bought a Framework the same day,
           | when it arrived I restored my data files to it and been
           | running it as my daily driver ever since. The Mac laptop is
           | still sitting here, as I keep hoping to figure out when to
           | find time to develop my wave soldering skills to try my hand
           | at saving it from the landfill, or break down and
           | unsustainably pay for the repair (I do what I can to avoid
           | perpetuating dark patterns, but it is a Sisyphean effort).
           | 
           | I found myself in a position of having to think increasingly
           | more about working around the Mac ecosystem instead of
           | working invisibly within it (like a fish in water not having
           | to think about water), that it no longer made sense to stick
           | with it. It has definitively lost the "It Just Works" polish
           | that bound me so tightly to the ecosystem in the past. I see
           | no functional difference in my daily work patterns using a
           | Mac laptop versus a Framework running Fedora.
           | 
           | To be sure, there are a lot of areas I have to work around on
           | the Framework-Fedora daily driver, but for my personal work
           | patterns, in my personal needs, I evaluated them to be
           | roughly the same amount of time and cognitive load I spent on
           | the Mac. Maybe Framework-Fedora is slightly worse, but close
           | enough that I'd rather throw my hat into the more open ring
           | than the increasingly closed walled garden Apple's direction
           | definitely is taking us, that does not align with my vision
           | for our computing future. It does not hurt that experimenting
           | with local LLM's and various DevOps tooling for my work's
           | Linux-based infrastructure is way easier and frictionless on
           | Fedora for me, though YMMV for certain. It has already been
           | and will be an interesting journey, it has been fun so far
           | and brought back some fond memories of my early Apple ][,
           | Macintosh 128K, and Mac OS X days.
        
           | bluedino wrote:
           | I have a personal M1 13" Air, and a work M3 16" Pro, and
           | other than the silly 8GB limitation, I don't notice much of a
           | difference in what I do when using the Air.
        
             | oorza wrote:
             | There's three buckets of performance in interactive
             | software: so fast it doesn't matter to the user, slow
             | enough the user notices but doesn't lose focus, and slow
             | enough the user has time to lose focus. The lines are
             | obviously different for each person, which is why some
             | people feel that software is "fast enough" well before
             | others do.
             | 
             | The jump from an i9 to an M1 moved a lot of tasks from
             | group 3 into 2, some tasks from group 2 into group 1, and
             | was the biggest perceived single-machine performance leap
             | for me in my professional career. I have an M1 Max or Ultra
             | on my work machine and an M3 Ultra in my personal machine -
             | after two years of the work machine being so visibly
             | faster, I caved and upgraded my personal. The M3 Ultra
             | moves a handful of things from group 2 to group 1 but it's
             | not enough to move anything out of group 3.
        
           | outworlder wrote:
           | > how many people kept their Macbooks for nearly a decade;
           | these devices are built to last, and I applaud long-term
           | support from Apple itself and the Linux community.
           | 
           | Anecdotal but I have a White Macbook from 2010. It's sitting
           | on a shelf not because it doesn't work (minus the battery),
           | but because it's too outdated to be of much use. And there's
           | a small crack in the case.
           | 
           | I have a Macbook Pro from 2016. I still whip it out from time
           | to time when I don't want to use my latest one for whatever
           | reason (say, network troubleshooting). It works fine. Even
           | the battery still holds charge. If those two had USB-C (and
           | charging over that port) I'd probably use them more often.
           | Their keyboards is also pleasant (since they are before the
           | scissor key nonsense).
           | 
           | My company has thousands of Macbooks. It's rare that I see
           | anyone at all with issues. They aren't perfect, but the build
           | quality is far better than most PC laptops and so is the
           | attention to detail. The price premium kinda blows, but the M
           | line made them way better.
        
             | jpurnell wrote:
             | I power up my Titanium Powerbook at least once a year or
             | so. 23 years old and works just fine. I last opened it July
             | 4, 2023, and there was a software update waiting for me.
        
         | patates wrote:
         | > what a reward when it works
         | 
         | as someone who's been coding for more than 20 years, the
         | happiest and the most depressed moments in my career both came
         | during a hardware project I participated only for 4 months.
        
         | Dah00n wrote:
         | >Too many projects get dropped the moment the next shiny ray-
         | traced toy comes along.
         | 
         | Well.... (from the article):
         | 
         | >"frankly, I think ray tracing is a bit of a gimmick feature"
         | 
         | I couldn't agree more, on both counts.
        
       | skoczko wrote:
       | Since bringing modern OpenGL and Vulkan onto Apple Silicon is
       | impossible without an emulation layer anyway, could,
       | theoretically, a native Metal API for Linux be created? Or is
       | Metal too ingrained in macOS SDKs? MoltenVK is attempting to
       | solve the same issues Alyssa was talking about in her talk [1,
       | the last comment on the issue is hers]
       | 
       | [1] https://github.com/KhronosGroup/MoltenVK/issues/1524
        
         | Twisell wrote:
         | Nothing is barring Apple from supporting Vulkan natively on
         | MacOS. This is essentially the closing statement of Alyssa
         | Rosenzweig's talk.
         | 
         | With Apple knowledge of internal documents they are the best
         | positioned to produce an even better low level implementation.
         | 
         | At this point the main blockroad is the opinionated point that
         | Metal porting is the only official supported way to go.
         | 
         | If Valve pull up a witch-crafted way to run AAA games on Mac
         | without Apple support that would be an interesting landscape.
         | And maybe would force Apple to re-consider their approach if
         | they don't want to be cornered on their own platform...
        
           | bri3d wrote:
           | > If Valve pull up a witch-crafted way to run AAA games on
           | Mac without Apple support that would be an interesting
           | landscape. And maybe would force Apple to re-consider their
           | approach if they don't want to be cornered on their own
           | platform...
           | 
           | Right, except that Game Porting Toolkit and D3DMetal was an
           | exact response to this scenario. Whether it's the right
           | approach, time will tell, but Apple definitely already headed
           | this one off at the pass.
        
             | 6SixTy wrote:
             | Game Porting Toolkit isn't a response in this scenario. All
             | advertising for GPTK is aimed squarely at publishers, and
             | even Whiskey has to pull a binary out of a back alley for
             | D3DMetal. Apple is essentially doing nothing and hoping it
             | works.
        
           | GeekyBear wrote:
           | > Metal porting is the only official supported way to go.
           | 
           | Apple already provides its own native implementation of a
           | DirectX to Metal emulation layer.
        
             | Twisell wrote:
             | And yet I see more Game available for steamdeck than for
             | apple Silicon... Maybe because porting as opposed to
             | emulating requires action on developer side.
             | 
             | And this is especially true for existing game that "aren't
             | worth porting" but are still fun to play. (Is there a
             | Vulkan to Metal / OpenGL to Metal in Gaming toolkit? is it
             | the NexStep?)
             | 
             | There is actually a sweet spot here for Valve that could
             | benefit everyone:                 - Valve as a necessary
             | third party            - Gamers to access a wider catalog
             | - Apple so they don't have to bother developing a porting
             | process for old games
        
               | GeekyBear wrote:
               | > Maybe because porting as opposed to emulating requires
               | action on developer side.
               | 
               | The Steam Deck is also just emulating native Windows
               | APIs, but on Linux.
               | 
               | https://www.wikipedia.org/wiki/Proton_(software)
               | 
               | Game compatibility isn't 100% with either, and both have
               | community maintained lists with compatibility
               | information.
        
         | aseipp wrote:
         | I don't see why not. There are, after all, implementations of
         | DirectX for Linux too, which is how Proton works. But I'm not
         | sure if it would be better to build that API as a layer on top
         | of Vulkan (completely "client side", like MoltenVK or dxvk do)
         | or actually integrate it more deeply into Mesa. The first is
         | certainly easier to start with, I guess.
        
       | wwalexander wrote:
       | Alyssa Rosenzweig deserves a Turing Award!
        
       | helsinki wrote:
       | Alyssa's solution to the 4KB vs. 16KB page size discrepancy by
       | running everything in a virtual machine feels like both a clever
       | hack and a potential performance bottleneck. It makes me wonder
       | about the long-term implications of such workarounds. Are we
       | reaching a point where the complexity of bridging these gaps
       | outweighs the benefits, especially when dealing with proprietary
       | hardware designed to be a closed ecosystem?
       | 
       | This also touches on a broader question about the future of open-
       | source efforts on platforms that are inherently restrictive.
       | While it's inspiring to see games like Control running at 45fps
       | on an M1 MAX with open-source drivers, it begs the question:
       | Should the community continue to invest significant resources
       | into making closed systems more open, or should efforts be
       | redirected toward promoting more open hardware standards?
       | 
       | Apple's approach to hardware design warrants criticism. By
       | creating GPUs with limitations that hinder standard
       | functionalities like tessellation shaders and using non-standard
       | page sizes, Apple places unnecessary obstacles in the path of
       | developers. This closed ecosystem not only complicates the work
       | for open-source contributors but also stifles innovation that
       | could benefit all users.
        
         | i000 wrote:
         | What do you mean by "should the community do X" ? The Community
         | is not some form of organisation with a mission and objective,
         | it is a loose collection of individuals free to put their
         | talents and explore intersts into whatever they please. You
         | imply that this creative and inspiring work somehow stifles
         | innovation and hurts users which is frankly absurd.
        
           | helsinki wrote:
           | You should re-read the last paragraph of my comment and note
           | that it is directed towards Apple.
        
             | i000 wrote:
             | I said 'imply' because your response is not to an article
             | on apples walled garden but work of open source developers.
             | I agree with you 100% on criticizing apple but not on
             | whether someone should put effort in making it more open.
        
             | umanwizard wrote:
             | OP was talking about the middle paragraph of your comment,
             | not the last one. I.e. the one in which you're talking
             | about what "the community" should do, which is not really a
             | meaningful question.
        
         | GeekyBear wrote:
         | > Alyssa's solution to the 4KB vs. 16KB page size discrepancy
         | by running everything in a virtual machine feels like both a
         | clever hack and a potential performance bottleneck.
         | 
         | In her initial announcement, she mentions VM memory overhead as
         | the reason that 16 Gigs of RAM will be the minimum requirement
         | to emulate most Windows games.
        
         | oorza wrote:
         | I am genuinely curious if those barriers have technical
         | justifications. There's a pretty stark difference (to me, at
         | least) between ignoring standards in order to reinvent better
         | wheels and intentionally diverging from standards to prevent
         | compatibility.
         | 
         | It's a question of whether they're _not_ investing resources to
         | maintain standard behavior or they are actively investing
         | resources to diverge from it. If it's the former, I don't find
         | any fault in it, personally speaking.
        
         | jahewson wrote:
         | > Should the community continue to invest significant resources
         | into making closed systems more open, or should efforts be
         | redirected toward promoting more open hardware standards?
         | 
         | False dichotomy. Do both!
        
         | mft_ wrote:
         | > Apple's approach to hardware design warrants criticism. By
         | creating GPUs with limitations that hinder standard
         | functionalities like tessellation shaders and using non-
         | standard page sizes, Apple places unnecessary obstacles in the
         | path of developers. This closed ecosystem not only complicates
         | the work for open-source contributors but also stifles
         | innovation that could benefit all users.
         | 
         | Apple designs its hardware to suit its own ends, and its own
         | ends only. It's obvious to everyone here that this supports
         | their closed business model, which actually works for them very
         | well - they make excellent hardware and (some software
         | flakiness more recently notwithstanding) the median user will
         | generally have an excellent time with their hardware + software
         | as a result.
         | 
         | So they're not placing _" unnecessary obstacles in the path of
         | developers"_ at all by designing their hardware as they do -
         | they're just focused on designing hardware to suit their own
         | needs.
         | 
         | (Also note that if their hardware wasn't excellent, there
         | wouldn't be such interest in using it in other, non-Apple-
         | intended ways.)
        
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