![]() The problem with adding OpenCL to your application is that you don't know what kind of machine you will be targeting, so you don't know whether the CPU or the GPU will be best to target. This is the kind of thing that Apple was smart to do by adding two GPUs as standard to the Mac Pro. We are working on offloading more of the processing onto OpenCL and the second GPU." ![]() This is set in the OpenCL preferences tab. This processing has the option of working on the second GPU. We use OpenCL on OS X to perform this processing. The images we pre-render can be very large (up to 4k x 4k) so that is a huge amount of pixels to process in real time. We need to render the screen a few times each frame to find out what texture tiles are visible, we then need to process that image to work out the set of unique tiles. "OpenCL is currently used in the realtime rendering. Mari on OS X has OpenCL optimizations, and its product manager, Jack Greasly, outlined how CL is used in Mari on the Mac Pro: In Windows under Boot Camp, for example, it jitters due to a lack of a certified FirePro driver for Mari even though performance is very smooth in OS X. Any deviation from their supported hardware, and driver specs on Windows and Linux will give you headaches. It's also as cutting edge as it gets for commercial 3D or 2D painting software-while being among the most finicky programs out there. It does tons of work on the GPU, from floating-point color adjustments to procedural textures. It requires OpenGL 4.x for geometry tessellation previews. The Foundry's Mari was demoed by Pixar at WWDC on the Mac Pro, and it is one of the most demanding 3D applications out there, pushing absolutely massive amounts of texture data. To test the OpenGL aspects of the card, I gave the D700 a quick run in Mari.
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