The cushioning is significant and absorbs much of the force from the foot strike. It runs like a neutral shoe, but has the Dynamic Support section found on several Lunar shoes which gives stability when necessary.ĭue to the rounded features the Glide has a smooth ride. The Glide5 is the epitome of the Lunarlon platform. The tread is similar to the Lunar Elite but with a deeper center divot and rounded, smooth features. The sole is Nike’s Lunarlon platform, the basis of all Lunar shoe series. I doubt one could rub a blister except in the worst of conditions. The foot strike is soft, the insole is soft, the mesh upper is soft…This entire shoe just feels soft and silky. That is my first impression, comfort built right into the texture of the shoe.
We compare four different Macs running Final Cut Pro and Compressor.My first run in the LunarGlide 5 I thought aloud “silky smooth”. I recommend Silverado's White Paper on Final Cut Pro X explaining how it utilizes memory, CPU cores, and OpenCL GPUs. Oddly, the lowly GeForce GT120 was faster!
Though the NVIDIA Quadro 4000 for Mac is *NOT* on Apple's list of GPUs that do not meet the requirements for Final Cut Pro X, Motion 5, and Compressor 4, it performed very poorly - even with the latest OS X 10.6.8 driver (256.02.25f01 dated June 24th, 2011). (It has been confirmed with our tests with Final Cut Pro X and Compresor 4.) I predict the same is true for Final Cut Pro X and Compressor 4. And if you prefer an iMac, the top Core i7 model with the Radeon HD 6970M will perform as well or better. If these tests are predictive, the AMD Radeon HD 58 are the best GPUs for running Motion 5 on a Mac Pro. In other words, booting from an SSD or RAID set will not affect the results we posted. STORAGE EFFECT - Because Motion 5 uses RAM and VRAM, there was no disk activity during out testing. We observed Motion 5 using as many as three cores (or 254% CPU load) on both the Mac Pro and iMac.Ĥ. CPU USE - Motion 4 never used more than one CPU core. I guess the other GPUs must resort to paging.ģ. Both the iMac's Radeon 6970 and the Mac Pro's Quadro 4000 used over a gigabyte out of 2G VRAM available. VRAM - Using OpenGL Driver Monitor from the Apple Developer Tools, we were able to observe how much VRAM was in use. If you have less real memory than that, it won't render all 600 frames.Ģ.
When the RAM Preview of all 600 frames was complete, the real memory it used by Motion had climbed to 9.36GB - 12G total for all processes). REAL MEMORY - When we launched Motion 5 and opened the Atmospheric sample project, only 153MB of real memory was in use. *The 2010 Mac Pro 3.33GHz 6-core Westmere was used as the test mule for the PCIe GPUs.ġ. I3000 = Intel HD 3000 integrated (384M DDR3 shared) - 2011 (13") MacBook Pro Core i7 R6750M = AMD Radeon HD 6750M (1G GDDR5 VRAM) - 2011 (17") MacBook Pro Core i7
R6970M = AMD Radeon HD 6970M (2G GDDR5 VRAM) - iMac 3.4GHz Core i7 GT120 = NVIDIA GeForce GT120 (512M GDDR3 VRAM)* GTX285 = NVIDIA GeForce GTX 285 (1G GDDR3 VRAM)* Q4000 = NVIDIA Quadro 4000 for Mac (2G GDDR5 VRAM)* Longer bar means more frames rendered per second.) So how long does it take to render the preview into RAM? (Because some of the Macs could not store all 600 frames in main memory, we divided the frames rendered by the time it took in seconds. If you have enough RAM, you can render all 600 frames of the Atmospheric project so you can do playback at the 24 fps target rate. Motion can render the project for purposes of previewing without jerkiness. RENDER RAM PREVIEW (rendered frames per second) ( Longer bar means faster frames per second.)
As you can see from the graph, not every GPU could average the 24 fps target speed. Though the fastest GPUs would often spike to 60 fps during playback, we timed the playback of all 600 frames and calculated the average fps. So we opened the Atmospheric sample project and hit the "play" button. When you are editing a project, it's nice to be able to play the animation without having to render it first. PLAYBACK - NO PRE-RENDER (average frames per second) Do they affect performance? How much VRAM is used? What other system resources are in play? Also, how do the top iMac and MacBook Pro models compare with their mobile GPUs? We decided to use a sample project that Apple provides to compare the various GPUs available to the 2010 Mac Pro. Posted Friday, July 1st, 2011 by rob-ART morgan, mad scientistĪppended July 13th with two MacBook Pro resultsĪpple is recommending a graphics card (GPU) for Apple Motion 5 that supports OpenCL and has at least 256MB of video memory (VRAM).