What about mac silicon now?

OlloOllo Posts: 19
edited August 23 in Daz Studio Discussion

Daz3D will not be supported anymore on mac silicon starting from next update... what is Daz plan? 

Post edited by Ollo on

Comments

  • LeanaLeana Posts: 13,631

    According to the "evergreen" thread native support is planned for DS6. No ETA has been given though.

  • Richard HaseltineRichard Haseltine Posts: 111,929

    Next update apparently means late 2027, so there is still a year or so to go.

  • OlloOllo Posts: 19

    any news? 

  • It is a year before it will be an issue.

  • OlloOllo Posts: 19

    Richard Haseltine said:

    It is a year before it will be an issue.

    Nope, it is right now...

  • Richard HaseltineRichard Haseltine Posts: 111,929
    edited September 29

    Ollo said:

    Richard Haseltine said:

    It is a year before it will be an issue.

    Nope, it is right now...

    As far as I am aware all currently avaialble release builds of Mac OS for Apple Silicon still include Rosetta 2, and will until the release in later 2027. You may want an native version, and it would presumably give better performance, but it is not a  absolute issue (blocking the running of DS on new or updated macs) for about another year.

    Post edited by Richard Haseltine on
  • TotteTotte Posts: 15,244

    Ollo said:

    Richard Haseltine said:

    It is a year before it will be an issue.

    Nope, it is right now...

    Rosetta2 still works in macOS 27, it's when macOS 28 arrives, next summer, that there will ben an issue, but I'm sure the devs are working on it. 

  • Andrew_CAndrew_C Posts: 142

    They said they were working on an Intel native version of Bryce for OSX until they werent. But at the same time theyll probably lose at least 25% of their customers if they dont support Apple ARM chips.

  • TBorNotTBorNot Posts: 385

    Has anyone tried running the PC version in Crossover?

  • Richard HaseltineRichard Haseltine Posts: 111,929

    TBorNot said:

    Has anyone tried running the PC version in Crossover?

    Will that continue to handle Intel code or Apple silicon?

  • TBorNotTBorNot Posts: 385

    Will that continue to handle Intel code or Apple silicon?

    Crossover runs Windows programs on Mac, including Windows Graphics calls.
  • TBorNotTBorNot Posts: 385
    edited October 4

    It is curious that the new Mac Studio M5 Ultra is a dead heat on Blender Benchmarks for the NVIDIA RTX PRO 6000 Blackwell Max-Q Workstation Edition and is only fractionally behind the remaining 4 NVIDIA cards.

    Post edited by TBorNot on
  • Richard HaseltineRichard Haseltine Posts: 111,929

    TBorNot said:

    Will that continue to handle Intel code or Apple silicon?

    Crossover runs Windows programs on Mac, including Windows Graphics calls.

    Applications use CPU instructions to work, unless they are scripts,  so Crossover must either use Rosetta or have its own equivalent to work on Apple Silicon. If it uses Rosetta then it will have the same expiry date as MacOS Rosetta, I would think.

  • TBorNotTBorNot Posts: 385
    edited October 5

    Applications use CPU instructions to work, unless they are scripts,  so Crossover must either use Rosetta or have its own equivalent to work on Apple Silicon. If it uses Rosetta then it will have the same expiry date as MacOS Rosetta, I would think.

    Apple is working with Crossover to port the important bits of Rosetta before expiry.

    Post edited by TBorNot on
  • wsterdanwsterdan Posts: 3,645

    TBorNot said:

    It is curious that the new Mac Studio M5 Ultra is a dead heat on Blender Benchmarks for the NVIDIA RTX PRO 6000 Blackwell Max-Q Workstation Edition and is only fractionally behind the remaining 4 NVIDIA cards.

    And at a fraction of the thermal and electrical draw of a maxed-out PC system. As well, the unified RAM means that almost all of it is available for the GPUs. Instead of capping out at 24 or 32 GB of VRAM as in most high-end NVIDIA cards, you could (if you could afford it, that is) max it out to 256 GB of RAM, 75-80% of which would be available to the GPUs. You could put some pretty big scenes in there.

     

  • TBorNotTBorNot Posts: 385

    I wonder if the database that is used to render to lray can be fed into a conversion program to Metal?  There are amazing things happening, XBox porting their entire library to Apple Sillicon is the least.

  • wsterdanwsterdan Posts: 3,645

    TBorNot said:

    I wonder if the database that is used to render to lray can be fed into a conversion program to Metal?  There are amazing things happening, XBox porting their entire library to Apple Sillicon is the least.

    I think it's theoreticallly possible to build an interpreter that could translate the graphic calls to another graphic library, but I also think it's way, way too much trouble and just not worth it. Even if you got it working and translating most of the calls, they could change the calls tomorrow with a new driver and you'd be back to updating it and chasing their updates. A lot of work with little chance of a profit for the work done.

    I think that AI rendering engines are going to be much more popular going forward. I'm using AIs now to render my DAZ characters (tossing in Synty and BitGem characters as needed and dressing them in DAZ outfits) and DAZ Studio – for me at least – is my set-up program that allows me to use all of my DAZ assets while my AIs handle the rendering, as well as any animation or lip sync. So much faster and so much smoother, and I can use my low-end iPad for the animation and rendering, no high-end hardware needed. I honestly can't imagine a rendering engine that would serve my needs better or more efficiently.

    I'm still purchasing new assets when I see something exceptional, but at a far slower rate than in the old days. 

Sign In or Register to comment.