![]() Kind of a typical Apple design thing, it works great if you use it for some particular targeted cases but has problems if what you need is not exactly within those boundaries. It looks like people started taking delivery of the new MacBook pros yesterday so I’m hoping someone was able to test this. Just curious if anyone has tried running fusion 360 with it. It’s not something that an iPhone game would need to use so it just wasn’t part of the overall API design. Any information on fusion360 with the new Apple M1 chip It’s my understanding that with the new Apple silicon there is x86 emulation that works shockingly well. When I came to the part of sending data using dynamic vertex buffers, I was pretty surprised that it was just entirely missing in Metal. Instead of doing parallel work by having the CPU work on the next frame MoI instead needs to use all resources in parallel just on the one current frame and Metal does not have any methods in place to do that unlike Direct3D or OpenGL. ![]() Unlike games, MoI doesn’t run on a continuous render loop with predetermined limited geometry. It doesn’t have a function called “Dynamic vertex buffers” that allows you to use the CPU and GPU together during the course of making a single frame. He had an interested reply regarding why he still uses OpenGL. ![]() ![]() I actually met him 2008 at Siggraph and just yesterday emailed him kn regards to M1. MOI is MOI and does not try to be amazing at class A surfaving for which rhino is infuriating bad at. While I own Rhino I think that it is a terrible design platform. ![]()
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