Avatar Of Vulcan Mac OS

Avatar Of Vulcan Mac OS

May 26 2021

Avatar Of Vulcan Mac OS

As Vulkan spec has been released few days ago, I think it might be interesting to look at how it compares to what Apple gives us with Metal. First of all, a disclaimer: this is mostly from an academic standpoint, I am interested to comparing the APIs, the provided fetures and their relative merits. I hope that some other people here who are curious about GPUs, APIs and API design could offer their thouhgts on the matter.

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Some folks (me included) were quite dissapointed to learn that Apple is jumping the Vulkan bandwagon. After reading the spec, I think I understand why. And I am starting to believe this might be a very reasonable move by Apple. Here are some thoughts.


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  • This image compares Vulkan vs. Native OGL code on three separate platforms: AMD FirePro D500 and a Mac Pro (2013), an Nvidia GT 650M (2012 MacBook Pro) and an Intel Iris Pro MacBook Pro (2014).

I think it should be fairly clear that Vulkan offers higher performance potential then Metal. Metal still does a lot of hand holding and behind-the-scenes management for you, while with Vulkan you are responsible for — literally — everything. And man they were NOT kidding when they said that the API is explicit. Its actually quite ridiculous how diffficult and detailed the API is. Of course, the nice thing is that you can optimise the resource usage very precisely in regards to the specifics of your engine, and you get quite precise performance guarantees. On the other side, you need to make sure that the data you use for a particular pass is in the device memory, which means juggling data around, recreating resources, breaking down yoru renderign commands and doing all kinds of weird memory dances. In fact, I can't imagine that many people will use Vulkan directly, instead we will see a bunch of wrapper libraries that abstract the tedious tasks like manual memory management and operation synchronisation.


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Avatar Of Vulcan Mac Os X

At the same time — and that is the funny thing — Vulkan does not seem that much more powerful to me. Yes, it supports stuff like geometry and tesselation shaders, it has batched bindings updates, sparse ressources, command buffer reuse and atomic texture operations. But all these things can be trivially added to Metal (and I'm sure Apple is working on that already). The ressource binding model of Vulkan is more efficient, that for sure, but it is certainly not more powerful — it does not allow you to build more complex shader inputs than what Metal already offers.


Avatar Of Vulcan Mac OS

The explicit nature of Vulkan might offer additional optimisation opportinuties to applications seeking to squeeze those 100% out of the hardware, but at the extreme expense of usability. Metal is a more casual API, which is very convenient to use and still offers very good performance (and performance guarantees) that will satisfy an overwhelming majority of applications, both for graphics and compute. With some extensions, it will basically have feature parity with Vulkan, and it can easily borrow some of Vulkan's optimisations without sacrifising ease of use (e.g. batched binding updates, reusable command buffers as well as synchronisation primitives). And let's be honest here — applications that really need explicit control like Vulkan provides are high-end game titles, which are not targeted at the Apple platform anyway (because they require really beefy GPUs, which Apple simply does not ship in their machines).


I think Apple might have lost the initial interest in Vulkan after they saw what it was shaping up to become. They were interested in having a convenient and efficient replacement for the difficult to maintain and erratic OpenGL. Vulkan is certainly efficient but I wouldn't call it 'convenient'. Its not an API that would draw developers (especially small-time developers) away from using OpenGL or encourage them to make more titles for OS X. Instead, Metal hits the spot exactly. I still would like to see Vulkan on OS X and iOS at some point (to make it easier for devs to port from other platforms), and from what I gathered, it should be actually possible to implement a Vulkan wrapper on top of Metal (which will of course lack features such as sparse resouces, tesselation shaders etc. — but thats is still perfectly legal according to the Vulkan spec). Personally however, I'd be much more interested in a Metal implementation on top of Vulkan to use on Windows/Linux.

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Avatar Of Vulcan Mac Os Catalina

Jan 18, 2013 5:50 AM

Avatar Of Vulcan Mac OS