
- #Optimized settings for fortnite mac osx 10.6 how to#
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Whether it’s because the Windows version is 64-bit or not is hard to say (there is only a 32-bit version of Octane for OS X). This was interesting to me because I would have assumed that CUDA code would be running on the card with little difference between OSes but it’s noticeably faster on the Windows side. Before all you Windows curmudgeons call bullshit on me, check out the coming results. The results aren’t very surprising to me because Next Limit told me at SIGGRAPH 2010 that the Mac version is faster as of version 2. This is the old Benchwell scene that I managed to back up before the site went down. V-Ray for Maya’s another app that uses Qt so this isn’t surprising given the mental ray results. I’ve known that the Mac version of mental ray is faster for a while but this was a bit of a surprise to see it’s that much faster with this scene. Yes, that’s a big difference in favour of the Mac. You can see the recalled settings below the results are exactly the same so there’s no trickery here. I did test with a scene that has no disk-based texture files, just complex procedural textures, sun and sky and a linear workflow: Command line/Command prompt renders were done where possible (always consistently across platforms) and only one of these is disk intensive and output was written to the same drive for that one test. But wasn’t out to “win” for the Mac, I was just trying to get an idea of any differences that may exist.
#Optimized settings for fortnite mac osx 10.6 install#
If anything, the Windows 7 side has a bit of an advantage because it’s a fresh install and I don’t have as many services running on it as I do on the OS X side.
#Optimized settings for fortnite mac osx 10.6 full#
All programs are the exact same versions and revisions and they are full official releases, not some warez grabbed from the net.
#Optimized settings for fortnite mac osx 10.6 drivers#
The test machine is running all the latest drivers in both OS X 10.6.6 64-bit and Windows 7 64-bit and I took care not to have anything like disk indexing (turned off in Windows 7) and Time Machine backups get in the way.
#Optimized settings for fortnite mac osx 10.6 how to#
I’ve been benchmarking software for a long time, so I know how to do it properly. Test MachineĪs you can see from the vroom image below, all hyper threaded cores, RAM and everything show up fine in Windows: If you saw my older Quadro FX 4800 review, you’ll see I’m not shy about calling out OS X’s failings where they exist. I also need to know this type thing (the facts, not the zealot results) for my articles for Ars Technica. I get a lot of people like school graphics lab techs asking if they should boot their Mac Pros in Windows because they do 3D and have the same assumptions I mentioned above. So I thought I’d test some other renderers out at the same time and make a blog post out of the results.
#Optimized settings for fortnite mac osx 10.6 pro#
I recently reinstalled Windows 7 64-bit on my 12-core Westmere Mac Pro and am reviewing the Quadro 4000 Mac edition and wanted to see if CUDA rendering is the same on both platforms. I know what you’re thinking: “you’re a Mac guy and you’re about to show me cross-platform benchmarks? Pffft.” Well, I didn’t just do these benchmarks to prove my point. Let’s look at some benchmarks to see if this holds true in reality. If they don’t do a good job of optimizing by default, then code is not going to sing and that’s where performance is lost. So that puts an emphasis on the compilers that are used. I’ve heard it first-hand from developers at Autodesk and others. If you’ve ever been part of a beta test, you know how up-to-the-wire it can be, and there is simply no time for idealistic things like lightning-fast code on all platforms most of this stuff just has to get out the door working and not breaking when you throw stuff at it. “Optimizations” for one platform or the other are rare since these types of things branch code, wasting time spent getting releases to market. The truth is that most 3D graphics software is not hand tuned for any platform, since the majority of 3D developers like Autodesk, Next Limit, SideFX use cross-platform development kits like Trolltech’s Qt, that facilitate making cross-platform applications. It’s usually thought that, since 64-bit versions have been around for a while on Windows, that they are more “tuned.” That, since they are the majority platform, they see more coding effort.

I get in the occasional flamewar since I do 3D on a Mac and invariably you hear some assumptions the Mac version of any 3D app is probably slower. Which is faster to render – OS X 10.6 or Windows 7?


