Ryan-M

Chief Architect
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  1. If you turn shadows on the sun will remain on and the change will be less drastic. There will still be some change because we place a default light in rooms that don't have any lights in them, and that will turn on when your camera is determined to be inside that room.
  2. When using automatic lighting, Chief will re-evaluate what lights are turned on each time the model is rebuilt. Chief will also turn off the sun light, if shadows are turned off, when your camera is inside a room. In this case the "room" is outside, and it would be reasonable to make the argument that we shouldn't turn off the sun in this case.
  3. I can’t provide a roadmap as that is not my role, but I can weigh in at least on the GPU-oriented parts of the discussion as that is my role at Chief. I agree with @ghitchens’s statement that “integrated” vs. “discrete” is no longer an adequate way to describe these GPUs, particularly in the context of the newly announced hardware. While it may be literally true (depending on how we define integrated, I guess), the integrated vs. discrete distinction connotes certain performance characteristics that no longer seem to apply in the case of modern Apple hardware. Personally, I am excited to see Apple drastically improving their graphics performance. Better hardware translates directly to a better experience for our users, not to mention us as developers. However, it’s important to recognize that “performance” is not a monolithic quantity. The most frequent question(s) we get from users regarding graphics and rendering on the Mac is when ray tracing will work and why it doesn’t right now. Bear in mind that the frequency with which we hear this question is likely a factor in how Scott responded above. In looking at the graphs Apple presented during their announcement it would appear that M1 Pro/Max GPUs are on par with fairly recent discrete GPUs, but the graphs don’t provide a lot of information as far as what was being benchmarked. M1 GPUs do not provide hardware support for ray tracing. Their rasterization and compute performance appears to be on-par with good discrete cards, which is fantastic, but the base M1 is 30-40x slower than entry-level RTX cards when it comes to ray tracing throughput and the Pro/Max improvements are unlikely to bridge that gap. DirectX combined with ray tracing hardware has given us the tools that make it comparatively simple to support real-time ray tracing and Metal/Mac hardware has not yet done so. We will, of course, continue to evaluate whether or not we’re able to satisfy our performance requirements on new hardware as it becomes available (including the M1 Pro/Max). Regarding compiling Chief for native arm64, @ghitchens's suspicion is accurate. Chief leverages a large number of libraries that we need to be able to compile for arm64; Qt is one of these as they have pointed out, but it is far from the only one. Some apps have likely been able to flip a switch in XCode and be in good shape to run natively on Apple Silicon, but this is very much not the case for Chief. That said, it’s certainly something we are aware of and it is being actively evaluated. As far as the overall question in this post, Chief does (to the best of my knowledge) work on M1 and I expect that the experience will only improve as the hardware gets better, as our support for the hardware gets better, and from a graphics perspective as we are able to iterate on our Metal implementation that was only introduced this version.
  4. Thank you for bringing this to our attention, Dan. We will look into it.
  5. This is not correct. The version of OpenGL that your computer is capable of running is dictated entirely by your video card and the drivers for that video card.
  6. To clarify, Chief does not take advantage of workstation (Quadro) graphics cards. It is likely that you will see significantly worse performance in Chief going from a GTX 980 to an older (or even a modern) Quadro card. Also note that your graphics card has absolutely no impact on ray tracing in Chief. Upgrades to your graphics card will only effect render views.
  7. What Plugable 3.0 station are you referring to? Is it something like this? http://plugable.com/products/ud-3900/ These kinds of docking stations that utilize USB graphics do not generally support high performance graphical applications very well (as is noted in the Gaming section in the link). The core of our rendering technology has changed significantly in X9, which is likely why you see a difference in behavior from X8.
  8. This is a bug only in how Chief displays the available amount of video memory. It will not impact how much video memory is actually utilized by Chief.
  9. Roy, I believe that this is a bug we identified after the public beta was released. We are looking into it for the official release.
  10. We are aware of issues effecting a small subset of Mac hardware. Can you tell me what graphics card your Mac has? You can find this information in Preferences -> Render -> Video Card Status.
  11. Chief is not optimized in any way for workstation cards and we don't put any additional emphasis on developing or testing for them relative to what we do for gaming cards. Generally speaking the hardware between workstation cards and gaming cards is very similar, but the drivers are optimized for very specific operations and often times explicitly for certain applications. Chief stands to gain very little, if anything, from these optimizations. The raw throughput that a gaming card is capable of is likely to be superior in the context of Chief. Both gaming cards and workstation cards implement OpenGL well. There may be differences in the expected lifetime of the GPU and the support provided by the vendor for the workstation level cards, but I have little knowledge in this area.
  12. We have addressed several bugs related to printing live layout views for the next update. Thank you to those who have been patient and have reported issues.
  13. Alan, We have been working to improve the quality of line weights on printed live views and expect it to be better with the next update.
  14. We have reproduced the graphics related crash in house and believe we have it fixed. The fixed issue affects graphics cards that support a maximum OpenGL version of 3.0 or 3.1. This includes Intel HD Graphics 2000/3000 (with any driver), Intel HD Graphics 4000 (with outdated drivers), as well as a variety of older ATI/NVIDIA cards.
  15. I would guess that you have an extremely high density pattern somewhere, in which case your GPU is not actually the bottleneck. Is taking a standard overview significantly faster? It's very unlikely that upgrading your GPU would improve performance here.