

If this situation ever changes with a new driver release, we can recompile Octane X to support this hardware. Support for pre-Vega AMD GPUs (like Radeon Pro 580X) is currently blocked due to Metal drivers for these earlier generation AMD cards missing support new Metal features Octane X needs to run on macos 10.15.6. Will there be support for pre-Vega AMD GPUs (like Radeon Pro 580X)? We will be keeping the closed beta group going to test macOS 11 builds on Intel and other GPUs. Intel and other GPUs will be coming in a future update for macOS 11. We need 10.15.6 to support out of core memory, there wasn't much point in releasing without it, so that was part of why we wanted to wait until it was out last week. What hardware and macOS versions are supported in PR1:įor PR1, we are supporting AMD Vega and Navi GPUs on macOS 10.15.6. That does not mean PR1 is free of bugs - that would be optimistic - but we fixed all the issues that our beta testers found, and then some. All plug-ins are ready on day 1, and everything is available on the downloads section as we normally do when we have a stable release. Octane X went through XB/RC releases in a months long closed beta PR1 is our first public release following that closed beta. What does Octane PR1 mean? What is 'PR1' vs XB1/RC1 etc ? if you are on an old PayPal sub, make sure to get on the new one using Stripe, which includes this. If you are on studio, make sure you have a sub with all access - i.e. If you have an Octane Studio or Enterprise sub, then Octane X standalone, and all DCC plug-ins will be available in the downloads section. I'll start with the obvious ones and we will update this post with more once we get additional feedback from users The rest of this thread will begin to answer the questions everyone must have, and there are many. There is basically no way Octane has any future on Apple's hardware going forward without us doing this work, and we needed their help to make it happen this year. I must thank the great folks at Apple who helped us with the hardest parts, some of whom we have been working with for the better part of a decade on this. Being out of the gate first does seem hard, especially because so much has to be invented along the way. Maybe every GPU renderer will one day have to do what we did, and maybe it will be simpler. The incredible team at OTOY did truly mind blowing work to make this happen. You can read the full press release here.
