The Mac FAQ

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  • PlatnumkPlatnumk Posts: 669
    mavante said:

    From the FWIW Department: I installed DS on my new iMac and DIM installed 4.12.1.117. That computer has the latest version of Catalina. I've been using DS on it for a while, and because old habits die hard, I've been automatically using Command-S to save changes to scenes I'd already saved. Haven't had that crash on me.

    I don't have the mettle, patience, or time to wade back through 47 pages of this thread, but in another thread (click here), Richard Haseltine sed:

    Most of the Catalina fixes are in the release version now, it does still have issues with keyboard short-cuts - I thought the current Public Build had a fix for that.

    That was after someone was discussing issues with the release version 4.12.1.117 in that thread, the version I have. So I don't know which "keyboard short-cuts" 4.12.1.117 has issues with, but so far I haven't had any using Cmd-s for saving. Thought I'd mention my results with it in Catalina.

    I've has problems with CMD+S,  as soon as I use it to save my current project Daz just crashes

  • mavantemavante Posts: 734
    edited June 2020
    Platnumk said:
    mavante said:

    From the FWIW Department: I installed DS on my new iMac and DIM installed 4.12.1.117. That computer has the latest version of Catalina. I've been using DS on it for a while, and because old habits die hard, I've been automatically using Command-S to save changes to scenes I'd already saved. Haven't had that crash on me.

    I don't have the mettle, patience, or time to wade back through 47 pages of this thread, but in another thread (click here), Richard Haseltine sed:

    Most of the Catalina fixes are in the release version now, it does still have issues with keyboard short-cuts - I thought the current Public Build had a fix for that.

    That was after someone was discussing issues with the release version 4.12.1.117 in that thread, the version I have. So I don't know which "keyboard short-cuts" 4.12.1.117 has issues with, but so far I haven't had any using Cmd-s for saving. Thought I'd mention my results with it in Catalina.

    I've has problems with CMD+S,  as soon as I use it to save my current project Daz just crashes

    I don't know if this is the difference, but: I never us Cmd+s for the initial save of anything, in any program (see "old habits die hard"). I always use "Save as ..." from the File menu—even if it's a later Apple program where I have to do the stupid Option key+ menu thing to get the "Save as ..." menu item.

    So that's why I said specifically above that I've been "using Command-S to save changes to scenes I'd already saved," and not getting crashes in DS. By "already saved," I mean using the "Save as ..." menu item, as I just described.

    I haven't tested to find out (and don't plan to), but I'm wondering if this has any bearing. On the crashes you've had with Cmd+S, was it a "first save" of a scene, or an attempt to save changes to an already-saved scene?

    Post edited by mavante on
  • PlatnumkPlatnumk Posts: 669
    mavante said:
    Platnumk said:
    mavante said:

    From the FWIW Department: I installed DS on my new iMac and DIM installed 4.12.1.117. That computer has the latest version of Catalina. I've been using DS on it for a while, and because old habits die hard, I've been automatically using Command-S to save changes to scenes I'd already saved. Haven't had that crash on me.

    I don't have the mettle, patience, or time to wade back through 47 pages of this thread, but in another thread (click here), Richard Haseltine sed:

    Most of the Catalina fixes are in the release version now, it does still have issues with keyboard short-cuts - I thought the current Public Build had a fix for that.

    That was after someone was discussing issues with the release version 4.12.1.117 in that thread, the version I have. So I don't know which "keyboard short-cuts" 4.12.1.117 has issues with, but so far I haven't had any using Cmd-s for saving. Thought I'd mention my results with it in Catalina.

    I've has problems with CMD+S,  as soon as I use it to save my current project Daz just crashes

    I don't know if this is the difference, but: I never us Cmd+s for the initial save of anything, in any program (see "old habits die hard"). I always use "Save as ..." from the File menu—even if it's a later Apple program where I have to do the stupid Option key+ menu thing to get the "Save as ..." menu item.

    So that's why I said specifically above that I've been "using Command-S to save changes to scenes I'd already saved," and not getting crashes in DS. By "already saved," I mean using the "Save as ..." menu item, as I just described.

    I haven't tested to find out (and don't plan to), but I'm wondering if this has any bearing. On the crashes you've had with Cmd+S, was it a "first save" of a scene, or an attempt to save changes to an already-saved scene?

    I get it when I attempt to save changes to a scene

  • inquireinquire Posts: 2,202
    Platnumk said:
    mavante said:
    Platnumk said:
    mavante said:

    From the FWIW Department: I installed DS on my new iMac and DIM installed 4.12.1.117. That computer has the latest version of Catalina. I've been using DS on it for a while, and because old habits die hard, I've been automatically using Command-S to save changes to scenes I'd already saved. Haven't had that crash on me.

    I don't have the mettle, patience, or time to wade back through 47 pages of this thread, but in another thread (click here), Richard Haseltine sed:

    Most of the Catalina fixes are in the release version now, it does still have issues with keyboard short-cuts - I thought the current Public Build had a fix for that.

    That was after someone was discussing issues with the release version 4.12.1.117 in that thread, the version I have. So I don't know which "keyboard short-cuts" 4.12.1.117 has issues with, but so far I haven't had any using Cmd-s for saving. Thought I'd mention my results with it in Catalina.

    I've has problems with CMD+S,  as soon as I use it to save my current project Daz just crashes

    I don't know if this is the difference, but: I never us Cmd+s for the initial save of anything, in any program (see "old habits die hard"). I always use "Save as ..." from the File menu—even if it's a later Apple program where I have to do the stupid Option key+ menu thing to get the "Save as ..." menu item.

    So that's why I said specifically above that I've been "using Command-S to save changes to scenes I'd already saved," and not getting crashes in DS. By "already saved," I mean using the "Save as ..." menu item, as I just described.

    I haven't tested to find out (and don't plan to), but I'm wondering if this has any bearing. On the crashes you've had with Cmd+S, was it a "first save" of a scene, or an attempt to save changes to an already-saved scene?

    I get it when I attempt to save changes to a scene

    Yep, me too, so I always do it with the pull-down Menu item. Also, Command-R will cause a crash, so I always use the pull-down Menu item for 4.12.1.117.

  • User 4876User 4876 Posts: 29

    Can someone tell me how the cloud data works? I have experienced problems working in DazStudio (I'm on a Mac) when I started experiencing messages saying the proctuct I was trying to load does not exist. But going to the folder wghere the .duf exists and clicking twice on it, it loads fine. I looked at my folder stucture in my Daz Connect library again and now I have TWO cloud folders. one is labeled data and the other is labeled AMC and then the data folder is inside this. How does this happen, and is there a way to control the process through the DIM app?  

  • inquireinquire Posts: 2,202
    edited June 2020

    More on the DAZ to Maya Plugin: I left a thread in the Technical Forum, asking for more information and images of any DAZ Studio scenes that were rendered in Maya, using the Plugin and the Auto Convert feature. The next day, when I went looking for any response, I found that the thread had been removed! No communication from DAZ or anyone as to why. This, however, was before the youtube video showing how the  Plugin supposedly works was posted. It's possible that someone at DAZ thought that the posting of this video was an appropriate response, though I received no notification of that. I've seen Ads before, and sometimes they are not all they promise to be, as far as showing how a product will work. The Ads basically seem to say, "Gloriously! So marvelous! You will be speachless with delight!" So, I'll ask again: Has anyone bought that Plugin, and is anyone using it to render DAZ Studio scenes in Maya? If so, I'd really like some opinions about how well this Plugin works, and some posting of images of DAZ Studio scenes rendered in Maya.

    Or, does anyone know of someone who is using this Plugin and is posting his or her works somewhere? If so, I'd like to check that out.

    Post edited by inquire on
  • Richard HaseltineRichard Haseltine Posts: 100,974
    inquire said:

    More on the DAZ to Maya Plugin: I left a thread in the Technical Forum, asking for more information and images of any DAZ Studio scenes that were rendered in Maya, using the Plugin and the Auto Convert feature. The next day, when I went looking for any response, I found that the thread had been removed! No communication from DAZ or anyone as to why. This, however, was before the youtube video showing how the  Plugin supposedly works was posted. It's possible that someone at DAZ thought that the posting of this video was an appropriate response, though I received no notification of that. I've seen Ads before, and sometimes they are not all they promise to be, as far as showing how a product will work. The Ads basically seem to say, "Gloriously! So marvelous! You will be speachless with delight!" So, I'll ask again: Has anyone bought that Plugin, and is anyone using it to render DAZ Studio scenes in Maya? If so, I'd really like some opinions about how well this Plugin works, and some posting of images of DAZ Studio scenes rendered in Maya.

    Or, does anyone know of someone who is using this Plugin and is posting his or her works somewhere? If so, I'd like to check that out.

    The thread was removed as it was a duplicate/bump.

  • inquireinquire Posts: 2,202
    inquire said:

    More on the DAZ to Maya Plugin: I left a thread in the Technical Forum, asking for more information and images of any DAZ Studio scenes that were rendered in Maya, using the Plugin and the Auto Convert feature. The next day, when I went looking for any response, I found that the thread had been removed! No communication from DAZ or anyone as to why. This, however, was before the youtube video showing how the  Plugin supposedly works was posted. It's possible that someone at DAZ thought that the posting of this video was an appropriate response, though I received no notification of that. I've seen Ads before, and sometimes they are not all they promise to be, as far as showing how a product will work. The Ads basically seem to say, "Gloriously! So marvelous! You will be speachless with delight!" So, I'll ask again: Has anyone bought that Plugin, and is anyone using it to render DAZ Studio scenes in Maya? If so, I'd really like some opinions about how well this Plugin works, and some posting of images of DAZ Studio scenes rendered in Maya.

    Or, does anyone know of someone who is using this Plugin and is posting his or her works somewhere? If so, I'd like to check that out.

    The thread was removed as it was a duplicate/bump.

    I did have a duplicate post in this forum, and it was removed. Is that what you are referring to? One of those two posts is still left in this forum. In fact, it is the post you used to comment upon.

    I don't believe there was a duplicate post in the Technical Forum. And I don't find my post about the DAZ to Maya Plugin there. That's why I posted in this forum.

  • Grafx StudioGrafx Studio Posts: 93
    edited June 2020

    Totte have Daz Studio 4.12.1.117 and the FBX export stopped working. Who can I contact to go back to 4.12.0.86

     

     

    Post edited by Grafx Studio on
  • PlatnumkPlatnumk Posts: 669

    Totte have Daz Studio 4.12.1.117 and the FBX export stopped working. Who can I contact to go back to 4.12.0.86

     

     

    You will need to put in a support ticket and request the previous verson installer

  • Whoever can help me I will appreciate it. The last three or four days my FBX export stopped working in Daz. It was workong fine just stopped working. When I try to save it out, it starts to save but when it should go back tothe normal pose. It doesn't move. When I load it in into Lightwave nothing is there. I get a blank screen. I tried going back to 4.12.0.86 and have the same problem. I'm on High Sierra 16 gigs Dual 2,4 gig cpus

     

  • PlatnumkPlatnumk Posts: 669
    edited June 2020

    Whoever can help me I will appreciate it. The last three or four days my FBX export stopped working in Daz. It was workong fine just stopped working. When I try to save it out, it starts to save but when it should go back tothe normal pose. It doesn't move. When I load it in into Lightwave nothing is there. I get a blank screen. I tried going back to 4.12.0.86 and have the same problem. I'm on High Sierra 16 gigs Dual 2,4 gig cpus

     

    Have you checked the DAZ Log File to see if it shows any errors?

     

    Post edited by Platnumk on
  • TotteTotte Posts: 13,979

    The nVidia/cuda struggles and the reason Apple is depracating OpenGL and OpenCL are now clear and in the open, the change from Intel CPU to their own versions of the ARM architecture. 
    The rosetta2 box (same ida as what made PPC built apps work under intel hardware) will not support OpenGL or OpenCL, or CUDA for that matter, so the long term goal has been to pave the road for the processor swap, again.

     

  • Why wouldn't ARM/Apple Silicon support OpenGL and OpenCL if Apple wanted to? Was the move to Metal to support the iPhone/iPod ecosystem that could't run OpenGL apps? My impresion was OpenGL was running into problems, which is why Vulcan and Metal were created. But I have no technical knowledge of this, so I'd be happy to be corrected.

  • TotteTotte Posts: 13,979

    Why wouldn't ARM/Apple Silicon support OpenGL and OpenCL if Apple wanted to? Was the move to Metal to support the iPhone/iPod ecosystem that could't run OpenGL apps? My impresion was OpenGL was running into problems, which is why Vulcan and Metal were created. But I have no technical knowledge of this, so I'd be happy to be corrected.

    Probably to keep one code base and run them all.

  • inquireinquire Posts: 2,202
    Totte said:

     

    Probably to keep one code base and run them all.

    One code to bind them all, and in the Dark Mode rule them?

     

  • inquireinquire Posts: 2,202

    Well is there any chance that, though expensive, the DAZ Plugin to Maya might be a solution? Maya supposedly will use Metal. 

  • That would be an expensive option. Someone on the Ars Technica forums said that the Blender team has said the won't change to Metal, possibly because Metal isn't open source, although I'm sure all the APIs are available without licensing complications. So the options for 3D may get slim.

  • inquireinquire Posts: 2,202
    edited June 2020

    Is this a joke? https://www.laylo3d.com/my-daz-3d-products/genesis-8-for-maya/

    Here's another Plugin for Maya being announced.  Also, there's supposedly a Genesis3 version. Price for a plugin: $31.95. 

    If it's possible to write plugins like this, it should be possible to write them for less expensive products that will use Metal.

    Post edited by inquire on
  • TotteTotte Posts: 13,979
    inquire said:

    Is this a joke? https://www.laylo3d.com/my-daz-3d-products/genesis-8-for-maya/

    Here's another Plugin for Maya being announced.  Also, there's supposedly a Genesis3 version. Price for a plugin: $31.95. 

    If it's possible to write plugins like this, it should be possible to write them for less expensive products that will use Metal.

    That is quite a bit easier then adopting a Metal based render engine like AMD Pro Render (which wont work in the new macs as there is no AMD support for ARM so far), and port the viewport and all sims to Metal.

  • Here is the log file. Fbx sporatically works. Had to reset and reload the metadata twice for it to come up.

    pdf
    pdf
    log.pdf
    530K
  • inquireinquire Posts: 2,202
    Totte said:
    inquire said:

    Is this a joke? https://www.laylo3d.com/my-daz-3d-products/genesis-8-for-maya/

    Here's another Plugin for Maya being announced.  Also, there's supposedly a Genesis3 version. Price for a plugin: $31.95. 

    If it's possible to write plugins like this, it should be possible to write them for less expensive products that will use Metal.

    That is quite a bit easier then adopting a Metal based render engine like AMD Pro Render (which wont work in the new macs as there is no AMD support for ARM so far), and port the viewport and all sims to Metal.

    So, you do think this might be a good or workable way to go: for the future I mean? Have a Plugin for Maya, one for Octane, etc., for apps that adopt Apple's Metal?

    Of course, as the ARM is put to  use by Apple, DAZ would have to agree to write a version of DAZ Studio that would run on those chips. Sure, I read about Rosetta2, but I remember back to the PPC and the switch to Intel. There was Rosetta, and then there was none. Apple stopped supporting it. And Apple's dropped the 32 bit apps. I had Final Cut Express. When it ceased working, Apple wanted me to buy it all over again, at the full price. I stopped using FCE.

    But there is the possibility of 128 bit apps with ARM, right? Perhaps in a few years time, Apple will regain what they had with 3D apps and rendering. 

    Another thing: If the ARM chips are not as fast as the top Intel chips, that's not the same thing as estimating how long it would take to finish a render (i think). I.e., a number of ARM chips working, might finish the rendering task sooner than an Intel chip. It might be more like designating responsibility to small groups of people to finish a complex job, rather than one or two people attempting to complete the job themselves.

  • TotteTotte Posts: 13,979
    inquire said:
    Totte said:
    inquire said:

    Is this a joke? https://www.laylo3d.com/my-daz-3d-products/genesis-8-for-maya/

    Here's another Plugin for Maya being announced.  Also, there's supposedly a Genesis3 version. Price for a plugin: $31.95. 

    If it's possible to write plugins like this, it should be possible to write them for less expensive products that will use Metal.

    That is quite a bit easier then adopting a Metal based render engine like AMD Pro Render (which wont work in the new macs as there is no AMD support for ARM so far), and port the viewport and all sims to Metal.

    So, you do think this might be a good or workable way to go: for the future I mean? Have a Plugin for Maya, one for Octane, etc., for apps that adopt Apple's Metal?

    Of course, as the ARM is put to  use by Apple, DAZ would have to agree to write a version of DAZ Studio that would run on those chips. Sure, I read about Rosetta2, but I remember back to the PPC and the switch to Intel. There was Rosetta, and then there was none. Apple stopped supporting it. And Apple's dropped the 32 bit apps. I had Final Cut Express. When it ceased working, Apple wanted me to buy it all over again, at the full price. I stopped using FCE.
     

    Rosetta2 will only work with apps using Metal, that's the reason Apple's been deprecating other stuff, as the new Macs won't have, AFAIK, GPUs, from AMD either, but using the same kind of GPU as the in the iPad/iPhone, which is why metal is crucial.
     

    inquire said:

    But there is the possibility of 128 bit apps with ARM, right? Perhaps in a few years time, Apple will regain what they had with 3D apps and rendering. 

     

    I don't think Apple every wanna go into Pro Desktop Market again, they want to stay in the portable market, that's why the ARM is important. It's not that the ARM has more performance than Intel, it has more performance per watt, giving longer battery life for the same amount of performance,

    inquire said:

    Another thing: If the ARM chips are not as fast as the top Intel chips, that's not the same thing as estimating how long it would take to finish a render (i think). I.e., a number of ARM chips working, might finish the rendering task sooner than an Intel chip. It might be more like designating responsibility to small groups of people to finish a complex job, rather than one or two people attempting to complete the job themselves.

    That we will know, whenever someone tries,

     

  • TotteTotte Posts: 13,979

    One of the things as I understand it is that if DAZ update the base QT (which Studio is built with), every plugin and numerous scripts will have to be updated, this happened when the went from Studio 2 -> 3 AFAIK.
    The work involved is huge to get every plugin to work, and most propably many won't see the transition as the developer just cannot justify the countless hours for something that is nothing but an update of something that the customers expect to work. But, what QT says about metal is:

    From Qt 5.14 onwards, the default adaptation gains the option of rendering via a graphics abstraction layer, the Qt Rendering Hardware Interface (RHI), provided by the QtGui module. When enabled, no direct OpenGL calls are made. Rather, the scene graph renders by using the APIs provided by the abstraction layer, which is then translated into OpenGL, Vulkan, Metal, or Direct 3D calls. Shader handling is also unified by writing shader code once, compiling to SPIR-V, and then translating to the language appropriate for the various graphics APIs.

    But, this requires QT 5.x, and Studio is still built on Qt 4.x, mosty AFAIK due to the reasons mentioned above. What DAZ plans are only DAZ insiders know. 
     

    inquire said:

    Boy, I sure hope not. I wish we could get assurrances from DAZ that they will transition over to the Apple ARMs and Metal, even if that would then be a PAID product for Macintosh users. How much would they lose if Mac users stopped using DAZ Studio? See, we don't know because we don't know how many Mac users there are of DAZ Studio.

    I think the macOS population is the same here as in many other application eco systems, about 10%, maybe less.
     

  • inquireinquire Posts: 2,202
    edited June 2020

    I don't think that Panic Mode is necessary right now. From what I've read about Rosetta2 -- "With the translation technology of Rosetta 2, users will be able to run existing Mac apps that have not yet been updated, including those with plug-ins. Virtualization technology allows users to run Linux. Developers can also make their iOS and iPadOS apps available on the Mac without any modifications."

    My point (above) is that Rosetta2 will probably eventually be discontinued by Apple. But that would give DAZ3D and others time to adapt to the new OS. Now, iRay may not be possible. But, if the Plugin from DAZ Studio to Maya (as an example) is even somewhat as advertised (with Auto Convert, etc.) then rendering in another 3D app which uses Metal should also be possible.

    Above,  alesiaschumman says "I've read, in a different thread, a comment from someone at DAZ who said that they refuse to look into solutions that are Mac-only." OK. There are plenty of people out there who can get you stirred up very quickly, especially about what's going to happen to Mac users. I did write in to DAZ Tech Support, (about Catalina), and received assurrances that DAZ intended to continue support for Mac users. Now, that was about Catalina, and DS does run in Catalina. 

    Who was the "someone" who implied that it's all over for Mac users? (There are plenty of those out there.) If it were a Tech Support person, or an official statement from DAZ3D, I'd be concerened.

    Also, Linux is mentioned in the statement about Rosetta2 above. Does DAZ Studio run in Linux?

    Again, from above: "If they truly don't believe in doing anything . . . " The mysterious they: There are plenty of theys out there. They are like the zombies of the internet. Don't be afraid of them. They vanish in the light of reason. But if you start believing them, they'll eat your spirit.

    I don't think its PC time yet, but, yes, even that is a possiblity. Can't a drive be formatted so that it can be read by both a Mac and a PC? Of course, you'd have to buy and do that with a new drive. Once formatted, can't your entire DAZ Directories, Content, etc., be copied over to that drive? Then, can't that drive be used by a PC? Or, can't items from that drive be copied over to the PC's drive?

    Perhaps we, as a group, could get some kind of statement from DAZ3D, such as through their Tech Support Department. I don't know that they would answer just one person, but might they not answer a group of people presenting a reasonable question?

     

    Post edited by inquire on
  • TotteTotte Posts: 13,979
    inquire said:

    I don't think that Panic Mode is necessary right now. From what I've read about Rosetta2 -- "With the translation technology of Rosetta 2, users will be able to run existing Mac apps that have not yet been updated, including those with plug-ins. Virtualization technology allows users to run Linux. Developers can also make their iOS and iPadOS apps available on the Mac without any modifications."

    AFAIK - only application using Metal, not OpenGL or OpenCL, and that is of course for those buyinh not yet released Apple HW.

    inquire said:

    My point (above) is that Rosetta2 will probably eventually be discontinued by Apple. But that would give DAZ3D and others time to adapt to the new OS. Now, iRay may not be possible. But, if the Plugin from DAZ Studio to Maya (as an example) is even somewhat as advertised (with Auto Convert, etc.) then rendering in another 3D app which uses Metal should also be possible.

     

    Iray using CPU depends on nVidia, but that could probbaly be done.

    inquire said:

    Above,  alesiaschumman says "I've read, in a different thread, a comment from someone at DAZ who said that they refuse to look into solutions that are Mac-only." OK. There are plenty of people out there who can get you stirred up very quickly, especially about what's going to happen to Mac users. I did write in to DAZ Tech Support, (about Catalina), and received assurrances that DAZ intended to continue support for Mac users. Now, that was about Catalina, and DS does run in Catalina. 

    Who was the "someone" who implied that it's all over for Mac users? (There are plenty of those out there.) If it were a Tech Support person, or an official statement from DAZ3D, I'd be concerened.

    Also, Linux is mentioned in the statement about Rosetta2 above. Does DAZ Studio run in Linux?

    Again, from above: "If they truly don't believe in doing anything . . . " The mysterious they: There are plenty of theys out there. They are like the zombies of the internet. Don't be afraid of them. They vanish in the light of reason. But if you start believing them, they'll eat your spirit.

    I don't think its PC time yet, but, yes, even that is a possiblity. Can't a drive be formatted so that it can be read by both a Mac and a PC? Of course, you'd have to buy and do that with a new drive. Once formatted, can't your entire DAZ Directories, Content, etc., be copied over to that drive? Then, can't that drive be used by a PC? Or, can't items from that drive be copied over to the PC's drive?

    Perhaps we, as a group, could get some kind of statement from DAZ3D, such as through their Tech Support Department. I don't know that they would answer just one person, but might they not answer a group of people presenting a reasonable question?

     

    I think DAZ is comitted to keep DS running on macOS, but not making a special codebase which is very hard to maintain, onöy time will tell-

  • aaráribel caađoaaráribel caađo Posts: 686
    edited June 2020
    Totte said:

    Rosetta2 will only work with apps using Metal, that's the reason Apple's been deprecating other stuff, as the new Macs won't have, AFAIK, GPUs, from AMD either, but using the same kind of GPU as the in the iPad/iPhone, which is why metal is crucial.

    I'm not entirely confident in this, but as I've read more about the transition, it seems Rosetta 2 supports OpenGL even more than Catalina does. My suspicion is that by the time the first Apple Silicon machine launches, they'll have worked out something for AMD GPUs. Of course, I have no information about that, and it wouldn't be out of character for them to decide their chip engineers are ahead of everyone in the GPU space as well, or that the advantages of integrated design that focuses specifically on the surrounding metal's strengths makes whatever advantages AMD could bring irrelevant. 

    @Totte, if you can reveal it, is DS's Mac port in Xcode, so that porting is more likely to be relatively easy, or is it primarily the PC code? (Assuming programming-ignorant I am drawing a relevant distinction.)

    Post edited by aaráribel caađo on
  • TotteTotte Posts: 13,979
    Totte said:

    Rosetta2 will only work with apps using Metal, that's the reason Apple's been deprecating other stuff, as the new Macs won't have, AFAIK, GPUs, from AMD either, but using the same kind of GPU as the in the iPad/iPhone, which is why metal is crucial.

    I'm not entirely confident in this, but as I've read more about the transition, it seems Rosetta 2 supports OpenGL even more than Catalina does. My suspicion is that by the time the first Apple Silicon machine launches, they'll have worked out something for AMD GPUs. Of course, I have no information about that, and it wouldn't be out of character for them to decide their chip engineers are ahead of everyone in the GPU space as well, or that the advantages of integrated design that focuses specifically on the surrounding metal's strengths makes whatever advantages AMD could bring irrelevant. 

    @Totte, if you can reveal it, is DS's Mac port in Xcode, so that porting is more likely to be relatively easy, or is it primarily the PC code? (Assuming programming-ignorant I am drawing a relevant distinction.

    it's written using QT, which is cross plattform (was originally from TrollTech, then Nokia boight them, then they is on their own again I think). QT handles plattform specific issues, so it the middle layer.
    The compile for macOS is done in XCode (as you use XCode for plugins as well

     

  • inquireinquire Posts: 2,202

    From Apple's own page (I'm paraphrasing): Apple says that they will continue to release Macs with Intel chips for years. OK, for how many years? They don't say. But the implication is that they will not drop the Intel line, if we can call it that, as soon as they get the AMD chips going throughout their product offerings. I.e., they seem to be implying that buyers could pick either an Intel product or the newer AMD chip product. Eventually, of course, I think they'll go only with the AMD. 

  • tsroemitsroemi Posts: 2,748

    Hi Totte, I'm still trying to get my NVidia eGPU to work with DS - contacted you here about this a couple of weeks ago and then asked support to give me the installer of a previous DS version like you suggested. Now, they've given me about three versions of DS 4.10 which is the one they have on file still as I was told - they said they only keep installers of major versions, not the smaller ones. My trouble is I just can't get the dang thing to install! Probably it's just because I'm new to Mac, so I guess I'm doing something wrong. My process is: Download the ZIP --- extract the ZIP ---- copy the DAZ folder (or just the DAZ.app, tried both) into the Applications folder. This way I installed Blender for example, which worked just fine.

    But DS doesn't want to start, it gives me an error message when I doubleclick on the DAZ.app file instead and tells me it is missing some file from within some library. I don't want to keep pestering the poor guy at the help desk forever, so could you please help me out with this? As I said, 'm probably just not installing properly I guess ... Thanks so much in advance!

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