Autocad 2018 Mojave

  1. Autocad 2018 Macos Mojave
  2. Autocad 2018 Mojave Version
  3. Autocad 2018 Move Object To 0 0

.Functionality first made available to AutoCAD subscribers via the AutoCAD 2018.1 Update. 6 Original AutoCAD Technology A DWG in the AutoCAD web app has same authenticity and precision as it does in AutoCAD. In the AutoCAD web app, you can view layouts, access basic object properties, and manage layers, units, and Osnaps. MacOS Mojave Support for AutoCAD 2018 Introduced Keeping with tradition, Apple released the latest update to their desktop operating system macOS Mojave at the end of September. Customers should find an in-product announcement in AutoCAD for Mac 2018 that an update 2018.2 is available. This can also be found in the Account portal. This update will fix some compatibility issues that have been identified with macOS Mojave as well as providing improved overall stability of the product. AutoCAD 2018 22.0 AC10, March 21 DWG 2018 file format and Mac AutoCAD 2019 23.0 33 2018, March 22 Specialized toolsets (electrical, architecture, MEP, etc.) with One AutoCAD, Shared Views, DWG Compare, Save To AutoCAD Web & Mobile AutoCAD 2020 23.1 34 Windows 7 SP1 64 Windows 8 64 Windows 10 64.

Autocad 2018 move object to 0 0

Comments

  • It is built in obsolescence. Windows will run on 15 year old computers while Mac OS will refuse to run on any Mac built more than six years ago. There is really no technical reason why Mac OS could not run on a 2010 Intel CPU. These are decisions made at the top of the company. Apple does what is best for Apple and not for its customers. The reason developers are not up in arms about Apple dropping OpenGL and OpenCL is that it really happened years ago when Apple stopped updating it. Mac OS is now about five years out of date. When you look at the extremely poor library of AAA games available on the Mac, know that it is Apple's poor hardware features and lack of cross platform software support that is the major reason. Of course people don't buy Macs to play games. Pretty soon people won't buy Macs at all.
    I've been hearing this for 15 years, and yet, here we are.
    When does 'pretty soon' arrive?
    Actually for me 'pretty soon' arrived this year in January. Not so much because of Metal but rather due to Apples apathy with respect to the Mac lineup. That is the hardware is either so outdated or of such low quality that my money for a new laptop went someplace else. I really hated to do that because there is a lot to like about Mac OS. The problem is i can program in Python on just about any machine these days and my other uses only occasionally leverage the full potential of the systems. Notably this is delivered on a laptop with modern hardware (better CPU, far better GPU, ports that keep my legacy hardware usable, a great screen &etc), all on a laptop that is $700 less that Apples solutions.
    So yeah 'pretty soon' is already here. Yeah Windows sucks, there is no debate there but Linux can be a good alternative. All i can say is that Apple must start updating its hardware because software is only part of the machine. It has been more than a decade since Apples machines have been such a pathetic value. I really cant tolerate price increases on such poor machines either. So yeah there are problems in Mac land.
    Rubbish. I bought a rMBP a few years ago and it's a kickass machine, making your claims of 'pathetic value' quite absurd. Just more foot-stomping from the crowd that wants it noooooowwww.
    Pretty soon he's going to be Avon...no new Apple gear in a decade but somehow thinks that his opinion matters about how terrible Apple is.

  • This still makes no sense at all. There is no reason why Apple can't support their native SDK (Metal) and OpenGL. Microsoft has been doing this for decades with DirectX.
    The majority of game developers won't bother with creating Metal versions of their rendering engines. There won't be enough customers to justify it.

    Two things...
    First, Apple hasn't updated OpenGL for a while now. Probably when they starting pushing Metal. So the OpenGL implementation included with iOS and macOS are fairly old, I think it's at 2.1, while the latest is 4.6. So there really is only a limited amount of 'cross platform' compatibility for developers.
    Second, the entire industry is moving away from OpenGL. There is now a Khronos project, Vulkan, that is meant to replace OpenGL and OpenGL ES. And there is a version that 'runs' on top of Apple's Metal called MoltenVk, so if developers must have cross platform compatibility, then they can move to it, instead of Metal.
    It is my understanding that Vulkan and Metal are very similar, possibly developed from the same code base. Im not a 3D graphics programmer so i can't say from experience from using the 2 APIs. If true there is very little in the way of shimming required.
    As for OpenGL the problem there is that CAD and engineering software businesses depend upon it and had enough control over the development process to prevent OpenGL modernization. The gaming industry on the other hand rushed to leave OpenGL behind. This is almost completely due to performance issues with OpenGL, basically game developers want as much performance as they can get.
    On the otherhand developers of engineering and visulization software are more concerned about stability, correctness and other issues. I suspect that most of these developers will leave OpenGL behind for Vulkan at some point. They simply are not in a rush and frankly Vulkan needs to stabilize. So what im saying here is that i expect Vulkan to be the industry standard moving forward. That means API translation libraries for Apples Metal for non game related apps.

    ...
    And OpenGL is not wiped from macOS yet. It's just been officially deprecated after years of neglect. It's still in Mojave.
    There are already reports that Autocad 2018 works fine on Mojave beta. Whether this is because OpenGL is still in Mojave as Mike said, or they are already supporting Metal, I don't know. Autodesk has announced a 'One AutoCAD' strategy when AutoCAD 2019 was released (Windows only for now), so I think (hope) Autodesk is keeping an eye on the future, and cross-platform compatibility (incl. web and mobile platforms).
    PS: Mac releases of AutoCAD are of necessity tied to Apple's macOS releases, so we might not see the Mac 2019 version until...2019?
    edited June 2018
  • Such has me asking further why the cutoff based on geekbench OpenCL ratings:

    5448 Intel HD 4000 (2012 supported, integrated GPU ie. RAM based & slow?)
    7338 AMD Radeon HD 6630M (2011 mini unsupported, independent GPU)
    7863 ATI Radeon HD 5750 (2010 imac unsupported, independent desktop GPU)
    browser.geekbench.com/opencl-benchmarks

    Obviously Apple didn't want to support AMD's TeraScale GPUs.
    Some people have a very short memory: There was no Vulkan when Apple released Metal, there was only Mantle, a proprietary AMD technology.
    And btw. AMD doesn't support their TeraScale GPUs in Vulkan too...
  • Sorry, not helpful, as long as there is no list of 'Metal-capable graphics cards' ...
    There is. AMD chips since the R9 family and nVidia chips since the 700 family support Metal. Theoretically.
    Mac OS will refuse to run on any Mac built more than six years ago.
    2009 Mac Pro here. 10.13 runs like a dream. There was no excuse for Apple to cut support. I’m hearing that 10.14 will also run perfectly well with my updated graphics card, after a bit of a twist in installing it. That will likely be it, though. So 10 years of software updates. And that’s just for my model.

  • It is built in obsolescence. Windows will run on 15 year old computers while Mac OS will refuse to run on any Mac built more than six years ago. There is really no technical reason why Mac OS could not run on a 2010 Intel CPU. These are decisions made at the top of the company. Apple does what is best for Apple and not for its customers. The reason developers are not up in arms about Apple dropping OpenGL and OpenCL is that it really happened years ago when Apple stopped updating it. Mac OS is now about five years out of date. When you look at the extremely poor library of AAA games available on the Mac, know that it is Apple's poor hardware features and lack of cross platform software support that is the major reason. Of course people don't buy Macs to play games. Pretty soon people won't buy Macs at all.
    Patenty false garbage. I'm currently running the latest macOS on my 2011 -- a seven-year-old system. And it runs very well (I'm a software dev and this is my desktop machine). I have not had the same pleasant experience running Windows on seven-year-old hardware. Have you?
    I wouldn’t know; I’ve never had a Windows laptop last that long.
  • It would be nice if Apple spends more time focusing on improving the scalability of UX using Metal. I have 5K and if I use native resolution, it is really tiny but with its 'default' resolution, the 'resolution' are reduced by 2x but here's the thing, when you select other resolutions, the elements of UX don't really scale well and as a result, performance is reduced. I am not sure why Apple hasn't bothered with that as we will have more and more hiDPI monitors of different sizes. With hiDPI monitors, the UX has to scale well to a user's needs and perform natively. Also, if you use 'default' resolution, the OSX will display images in applications matching to DPI of monitor BUT if you open them in other resolutions and not native resolution, the image is not corresponding to the actual DPI of monitor!
  • Here is the kicker though! 10.13 isn't supposed to run on the 2009 Mac Pro, but runs perfectly fine! If you flash the 2009 Mac Pro with the 2010 Mac Pro firmware, it runs it fine. (Yes, the 2010 firmware allows you to flash the 2009 model)
    No reasons they can't give support for the 2009 model as well, it runs it fine! They have a GT120 card that I don't think supports Metal. But the OS runs great, no lag, etc. I did upgrade to an SSD though to help with speed.
    Supported and runs on are two different things. I believe I read there will be a software hack to make 10.14 run on older Mac's.
  • This still makes no sense at all. There is no reason why Apple can't support their native SDK (Metal) and OpenGL. Microsoft has been doing this for decades with DirectX.
    The majority of game developers won't bother with creating Metal versions of their rendering engines. There won't be enough customers to justify it.
    The Unreal Engine already supports Metal. So does the Foundation engine, Blizzard's engine for WoW, the Ego Engine, Glacier, Dawn, and Unity 5.
    Plus, there are at least two projects that allow developers to write for Vulkan, the OpenGL successor, and link to Metal. Some of the early demos had pretty nice frame rate improvements vs. OpenGL.
    And, I'm pretty sure it's the GPU vendors that are writing the OpenGL on Windows.
  • It is built in obsolescence. Windows will run on 15 year old computers while Mac OS will refuse to run on any Mac built more than six years ago. There is really no technical reason why Mac OS could not run on a 2010 Intel CPU. These are decisions made at the top of the company. Apple does what is best for Apple and not for its customers. The reason developers are not up in arms about Apple dropping OpenGL and OpenCL is that it really happened years ago when Apple stopped updating it. Mac OS is now about five years out of date. When you look at the extremely poor library of AAA games available on the Mac, know that it is Apple's poor hardware features and lack of cross platform software support that is the major reason. Of course people don't buy Macs to play games. Pretty soon people won't buy Macs at all.
    BULLCRAP. When Vista came out it barely ran on one year old machines. Windows 7 increased that to about 2 year old machines and Windows 8 got to 5 year old machines. The only machines that run Windows after fifteen years were machines that when new would have cost close to $10,000(NZ) due to beefy graphics cards and CPUs but your average home computer barely ran XP with any performance.
    I know this because trying to get two year old machines to run Windows 7 was a freaking nightmare because manufacturers decided that they didn’t want to write drivers for the new OS they preferred people to buy new machines. The headaches I had trying to get some big name machines running even Windows 10 was more than Neurofen could even handle.
    My Early 2011 MBP has been running the latest OS all that time which is great for a machine that is 7 years old and it’s actually nice to know that the only reason it won’t run Mohave is literally because of a hardware limitation.
  • There are already reports that Autocad 2018 works fine on Mojave beta. Whether this is because OpenGL is still in Mojave as Mike said, or they are already supporting Metal, I don't know. Autodesk has announced a 'One AutoCAD' strategy when AutoCAD 2019 was released (Windows only for now), so I think (hope) Autodesk is keeping an eye on the future, and cross-platform compatibility (incl. web and mobile platforms).
    PS: Mac releases of AutoCAD are of necessity tied to Apple's macOS releases, so we might not see the Mac 2019 version until...2019?
    I can't answer any in-depth technical questions on this topic, but I can say that I've had zero issues with AutoCAD 2018 running on Mojave. I never have high hopes for it because it doesn't look like a typical Mac app, and yet it seems to always work, so props to AutoDesk.
  • I wonder why Metal cannot be back ported to the High Sierra Macs being left out...
  • Moving away from OpenGL (and not moving to Vulkan) is one of Apples biggest mistakes:
    - OpenGL and it's successor Vulkan are industry standards, Metal is a proprietary Apple technology (the way Microsoft would have done it).
    - Lots of technologies are built on top of industry standards, all software developers developing cross platform applications rely on industry standards.
    - Embedded systems ship with OpenGL (with Vulkan being not available right now on most platforms).
    - Famous frameworks like Qt are build on top of OpenGL and offer a little bit of Vulkan.
    - Famous tools like Blender are built on top of OpenGL and don't care about Metal.
    - Not a single Linux platform supports something like Metal or DirecxtX (to name both proprietary technologies in a single sentence).
    - The Web is build on top of standards - ever heard of WebGL? There won't be a WebMetal or WebDirectX.
    Game engines:
    Yeah! Game engines support Metal! But if we have a closer look, a lot of this game engines use frameworks like MoltenVK to map their Vulkan calls to Metal.
    Shame on you Apple! There is a good and open standard and Apple doesn't support it!
    Apple custom GPU:
    So why is Apple moving in the direction of Metal? Cause Apple is building it's own custom GPU and so Apple doesn't have to implement OpenGL or Vulkan functionalities! Makes sense from Apples point of view but it maybe breaks compatibility with Vulkan/OpenGL in the future.
    No one knows if the next Vulkan version will be supported on the next Apple GPU version cause Apple just doesn't care.
    What Apple should have done is replacing OpenGL with Vulkan. A lot of developers including myself are turning away from Apple. Slow GPU, bad hardware, bad keyboards, everything soldered and glued, no ports, not replaceable SSD/RAM, no powerhorse Mac Pro - and the best no more OpenGL/Vulkan support in the future.
    Goodby Apple
    P.S.
    This was my first post in 12 years Appleinsider. It was always fun to read the articles but in the past Appleinsider articles read like Apple press releases.
    Oh, and btw, I have yet to see an app based on Qt that doesn’t have a sucky UI/UX. It’s a framework for developers who either don’t have the resources to produce a proper UI for different platforms or who lack taste or understanding. That’s not a good example to be using to support your point.
    So it's better to have no application at all vs one with a sucky UI?
  • Such has me asking further why the cutoff based on geekbench OpenCL ratings:

    5448 Intel HD 4000 (2012 supported, integrated GPU ie. RAM based & slow?)
    7338 AMD Radeon HD 6630M (2011 mini unsupported, independent GPU)
    7863 ATI Radeon HD 5750 (2010 imac unsupported, independent desktop GPU)
    browser.geekbench.com/opencl-benchmarks

    Obviously Apple didn't want to support AMD's TeraScale GPUs.
    Some people have a very short memory: There was no Vulkan when Apple released Metal, there was only Mantle, a proprietary AMD technology.
    And btw. AMD doesn't support their TeraScale GPUs in Vulkan too...
    My bad - both are ATI (6630M), and so no Apple support...? I guessed maybe it related to legacy ports in a broader support decision (the mini i7 turbo boosts to 3.4Ghz) or the other models in the same year being less capable, yet with decent SSD & 16GB of RAM seems pretty capable hardware that offers two 1440p and a third 1080p display built in, matched dual drive bays (SSD raid anyone ?) as well as Thunderbolt... Storage nor ram is locked down 'onboard' so it can be adapted as the paying owner/customer might wish for effective use... A remarkable SJ era forward thinking design and the kind of hardware that impressed me vs today, at least from my perspective... Yet no Mojave.
    I have ZERO interest in today's locked down mini offerings, and have stopped buying what appears a confused and inefficacious matrix of isolated hardware patchwork that seems the current offerings... It used to seem a coherent 'system'... Even AI panned the touchbar - is it a forced and assumed costly ransom for a discrete GPU Macbook Pro, yet not available for any desktop macs ? How much software overhead is needed to support that isolated hardware ? No. No thanks... The current management clearly has many strengths, and yet I increasingly ask about hardware design judgement...
    edited June 2018
  • I wonder why Metal cannot be back ported to the High Sierra Macs being left out…
    Can't or not worth Apple's time when they've made Mojave support so many older Macs and Apple customers are quick to update their OSes?

  • This still makes no sense at all. There is no reason why Apple can't support their native SDK (Metal) and OpenGL. Microsoft has been doing this for decades with DirectX.
    The majority of game developers won't bother with creating Metal versions of their rendering engines. There won't be enough customers to justify it.

    Two things...
    First, Apple hasn't updated OpenGL for a while now. Probably when they starting pushing Metal. So the OpenGL implementation included with iOS and macOS are fairly old, I think it's at 2.1, while the latest is 4.6. So there really is only a limited amount of 'cross platform' compatibility for developers.
    Second, the entire industry is moving away from OpenGL. There is now a Khronos project, Vulkan, that is meant to replace OpenGL and OpenGL ES. And there is a version that 'runs' on top of Apple's Metal called MoltenVk, so if developers must have cross platform compatibility, then they can move to it, instead of Metal.
    It is my understanding that Vulkan and Metal are very similar, possibly developed from the same code base. Im not a 3D graphics programmer so i can't say from experience from using the 2 APIs. If true there is very little in the way of shimming required.
    As for OpenGL the problem there is that CAD and engineering software businesses depend upon it and had enough control over the development process to prevent OpenGL modernization. The gaming industry on the other hand rushed to leave OpenGL behind. This is almost completely due to performance issues with OpenGL, basically game developers want as much performance as they can get.
    On the otherhand developers of engineering and visulization software are more concerned about stability, correctness and other issues. I suspect that most of these developers will leave OpenGL behind for Vulkan at some point. They simply are not in a rush and frankly Vulkan needs to stabilize. So what im saying here is that i expect Vulkan to be the industry standard moving forward. That means API translation libraries for Apples Metal for non game related apps.

    ...
    And OpenGL is not wiped from macOS yet. It's just been officially deprecated after years of neglect. It's still in Mojave.
    There are already reports that Autocad 2018 works fine on Mojave beta. Whether this is because OpenGL is still in Mojave as Mike said, or they are already supporting Metal, I don't know. Autodesk has announced a 'One AutoCAD' strategy when AutoCAD 2019 was released (Windows only for now), so I think (hope) Autodesk is keeping an eye on the future, and cross-platform compatibility (incl. web and mobile platforms).
    PS: Mac releases of AutoCAD are of necessity tied to Apple's macOS releases, so we might not see the Mac 2019 version until...2019?
    Modern OpenGL made lots of things useful for CAD/CAE legacy, such as line thickness, so writing has been on the wall for a while. They have pushed the market to except everything can be done 3D and '2D drawings' aren't needed while this has lead to some improvements it really just served to highlight when the flat drawing presentation has clear value.
    AutoCad have most of the app running on iPad already. Which suggest the core 2D graphics can run on OpenGL ES (so modern core GL) where many vendors still need OpenGL 2.0 support in their 2D drawing but most are in the process of modernising as they don't get the benefits of new hardware without it. So hardly a surprise the beta runs Ok on Mojave.

  • I wonder why Metal cannot be back ported to the High Sierra Macs being left out…
    Can't or not worth Apple's time when they've made Mojave support so many older Macs and Apple customers are quick to update their OSes?
    Did Apple move to an annual schedule since SJ...? Design decision? Mr. Cook? Are we are now in constant public beta my last bug report response 'if it happens in 10.14.x let us know' - well no I have real work to do in Sierra thank you very much and losing data isn't part of my expectation...
    Moral of the current Apple landscape from my perspective ? If one absolutely needs new (locked down storage) hardware buy it before the typical fall macOS release, and ideally an older leftover macOS 'new' stock (or refurb) on an older macOS that can be Applecare supported with whatever remains of a somewhat debugged operating system (was RAID support ever restored to El Capitan?) that has been left behind...
    edited June 2018
  • There are already reports that Autocad 2018 works fine on Mojave beta. Whether this is because OpenGL is still in Mojave as Mike said, or they are already supporting Metal, I don't know. Autodesk has announced a 'One AutoCAD' strategy when AutoCAD 2019 was released (Windows only for now), so I think (hope) Autodesk is keeping an eye on the future, and cross-platform compatibility (incl. web and mobile platforms).
    PS: Mac releases of AutoCAD are of necessity tied to Apple's macOS releases, so we might not see the Mac 2019 version until...2019?
    I can't answer any in-depth technical questions on this topic, but I can say that I've had zero issues with AutoCAD 2018 running on Mojave. I never have high hopes for it because it doesn't look like a typical Mac app, and yet it seems to always work, so props to AutoDesk.
    Good to hear yet another report of AutoCAD 2018 for Mac running on Mojave...
    I first started trying AutoCAD on macOS around four or five years ago. Coming from many years of experience with AutoCAD on Windows, I thought one of the problems with the Mac version was that Autodesk was trying too hard to 'Mac-ify' the UI. This might be all well and good for a novice with no experience with AutoCAD, but it seemed to me most people seriously interested in running AutoCAD on Mac would be coming from the Windows world. So the more it looked like, and the more features it shared with the Windows version the better, making switching from Windows to Mac that much easier. The first couple of Mac versions I tried made going back and forth between platforms inconsistent, and they weren't as stable either. It wasn't until maybe 2016 that we started getting closer to feature/UI parity and greater stability. I work in a shop where some AutoCAD users are on Windows and some are on Mac, so for me, I don't have a problem if it doesn't look like a typical Mac app, as long as it is laid out reasonably well and is consistent across platforms.
  • OpenGL sucks, get over it, no one ones that caveman technology, is not even wanted in windows where graphic intensive environments are common. You have to use a very outdated mindset to even think about building anything using OpenGL
    Not because it's open source it's good and openGL is a example of this DirectX as closed it is has surpassed in performance and utility to OpenGL and Vulcan seems to be a better alternative, no one is looking to OpenGL
  • There are already reports that Autocad 2018 works fine on Mojave beta. Whether this is because OpenGL is still in Mojave as Mike said, or they are already supporting Metal, I don't know. Autodesk has announced a 'One AutoCAD' strategy when AutoCAD 2019 was released (Windows only for now), so I think (hope) Autodesk is keeping an eye on the future, and cross-platform compatibility (incl. web and mobile platforms).
    PS: Mac releases of AutoCAD are of necessity tied to Apple's macOS releases, so we might not see the Mac 2019 version until...2019?
    I can't answer any in-depth technical questions on this topic, but I can say that I've had zero issues with AutoCAD 2018 running on Mojave. I never have high hopes for it because it doesn't look like a typical Mac app, and yet it seems to always work, so props to AutoDesk.
    Good to hear yet another report of AutoCAD 2018 for Mac running on Mojave...
    I first started trying AutoCAD on macOS around four or five years ago. Coming from many years of experience with AutoCAD on Windows, I thought one of the problems with the Mac version was that Autodesk was trying too hard to 'Mac-ify' the UI. This might be all well and good for a novice with no experience with AutoCAD, but it seemed to me most people seriously interested in running AutoCAD on Mac would be coming from the Windows world. So the more it looked like, and the more features it shared with the Windows version the better, making switching from Windows to Mac that much easier. The first couple of Mac versions I tried made going back and forth between platforms inconsistent, and they weren't as stable either. It wasn't until maybe 2016 that we started getting closer to feature/UI parity and greater stability. I work in a shop where some AutoCAD users are on Windows and some are on Mac, so for me, I don't have a problem if it doesn't look like a typical Mac app, as long as it is laid out reasonably well and is consistent across platforms.
    No argument here. My comment is more about how some apps seems to be built using a standard base and then ported (poorly) to the Mac, like countless Java apps I've seen. Those apps seem to be easily foiled by any hiccups with OS changes.
    Despite not looking or feeling like the average Mac app it's had none of those issues that I've experienced from other vendors so I'd wager AutoCAD isn't a WORA app. For an app like AutoCAD I fully understand why they want as much OS parity as possible.
    edited June 2018
  • Very informative, thanks.
    Question, what is the impact on the latest Macs running Windows 10 and beyond under Boot Camp, I assume none and Window will just continue as is, even on the latest Macs?
    It shouldnt make any difference on current models. There might be issues if Apple starts to put Apple designed GPUs in the Macs.
    Yes, that was what I was thinking too, which is why I was careful in wording the question. Mike states 'None' categorically, so perhaps he knows something we don't.

The version history of AutoCAD, a commercialcomputer-aided design (CAD) and drafting software application by Autodesk, began with the release of version 1.0 in December 1982.[1] The software has been continuously updated since its initial release.

AutoCAD opens documents having a DWG version which matches the version of AutoCAD being used or any prior DWG version.

Autocad 2018 Macos Mojave

History[edit]

The following table summarizes the version history of the AutoCAD software application.

AutocadAutocad 2018 move object to 0 0

Autocad 2018 Mojave Version

Official nameVersionDWG

tag

ReleaseOS

support

Date of releaseComments
AutoCAD Version 1.01.0MC0.011982, DecemberDWG R1.0 file format
AutoCAD Version 1.21.2AC1.221983, AprilDWG R1.2 file format
AutoCAD Version 1.31.331983, AugustDWG R1.3 file format
AutoCAD Version 1.41.4AC1.4041983, OctoberDWG R1.4 file format
AutoCAD Version 2.02.0AC1.50[2]51984, OctoberDWG R2.05 file format
AutoCAD Version 2.12.1AC2.1061985, MayDWG R2.1 file format
AutoCAD Version 2.52.5AC100271986, JuneDWG R2.5 file format
AutoCAD Version 2.62.6AC100381987, AprilDWG R2.6 file format. Last version to run without a math co-processor.
AutoCAD Release 99.0AC100491987, SeptemberDWG R9 file format
AutoCAD Release 1010.0AC1006101988, OctoberDWG R10 file format
AutoCAD Release 1111.0AC1009111990, OctoberDWG R11 file format, first version to incorporate basic 3D solid modelling via the Advanced Modeling Extension (AME)
AutoCAD Release 1212.0121992, JuneDWG R11/R12 file format. Last release for Apple Macintosh till 2010.
AutoCAD Release 1313.0AC1012131994, NovemberDWG R13 file format. Last release for Unix, MS-DOS and Windows 3.11.
AutoCAD Release 1414.0AC1014141997, FebruaryDWG R14 file format
AutoCAD 200015.0AC1015151999, MarchDWG 2000 file format. Multi-Document Interface.
AutoCAD 2000i15.1162000, July
AutoCAD 200215.2172001, June
AutoCAD 200416.0AC1018182003, MarchDWG 2004 file format
AutoCAD 200516.119Windows 2000

Windows XP

2004, March
AutoCAD 200616.2202005, MarchDynamic Block
AutoCAD 200717.0AC1021212006, MarchDWG 2007 file format
AutoCAD 200817.1222007, MarchAnnotative objects introduced. AutoCAD 2008 and higher (including AutoCAD LT) can directly import and underlay DGN V8 files.
AutoCAD 200917.223Windows XP

Windows Vista[3]

2008, MarchRevisions to the user interface including the option of a tabbed ribbon
AutoCAD 201018.0AC102424Windows XP

Windows Vista

Windows 7

[4][5][6]

2009, March 24DWG 2010 file format introduced. Parametrics introduced. Mesh 3D solid modeling introduced. PDF underlays. Both 32-bit and 64-bit versions of AutoCAD 2010 and AutoCAD LT 2010 are compatible with and supported under Microsoft Windows 7.
AutoCAD 201118.1252010, March 25Surface modeling, surface analysis and object transparency introduced. October 15, 2010[7] AutoCAD 2011 for Mac was released. Are compatible with and supported under Microsoft Windows 7
AutoCAD 201218.2262011, March 22Associative array, model documentation, DGN editing. Support for complex line types in DGN files is improved in AutoCAD 2012.
AutoCAD 201319.0AC102727Windows XP

Windows Vista

Windows 7

Windows 8[8][9]

2012, March 27DWG 2013 file format (AC1027)
AutoCAD 201419.1282013, March 26File tabs, design feed, reality capture, live maps
AutoCAD 201520.029Windows 7

Windows 8

Windows 8.1[10]

2014, March 27Line smoothing (anti-aliasing)
AutoCAD 201620.130Windows 7 SP1

Windows 8.1

Windows 10

[11][12][13][14]

2015, March 23More comprehensive canvas, richer design context, and intelligent new tools such as smart dimensioning, coordination model, and enhanced PDFs
AutoCAD 201721.0312016, March 21PDF import, associative center marks, and centerlines, DirectX 11 graphics
AutoCAD 201822.0AC1032322017, March 21DWG 2018 file format and Mac
AutoCAD 201923.0332018, March 22Specialized toolsets (electrical, architecture, MEP, etc.) with One AutoCAD, Shared Views, DWG Compare, Save To AutoCAD Web & Mobile
AutoCAD 202023.134Windows 7 SP1 64

Windows 8 64

Windows 10 64[15]

2019, March 27New dark theme, quick measurements, blocks palette, Microsoft OneDrive and Box.com integration, dropped support for 32bit Windows[16]
AutoCAD 202124.033Vendor dependent[17]

Windows 8.1 64

Windows 10 64

2020, March 25Drawing history, Xref compare, Google drive integration, offline activation removed[18]
Autocad 2018 mojave free

References[edit]

2018
  1. ^'AutoCAD 1.0 December 1982'. Between the Lines. Retrieved 2021-05-22.
  2. ^'DWG Version Conversion'. 2020-04-07. Retrieved 2020-04-07.
  3. ^'System requirements for AutoCAD 2009'. 2018-02-02. Retrieved 2020-03-26.
  4. ^'System requirements for AutoCAD 2012 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  5. ^'System requirements for AutoCAD 2011 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  6. ^'System requirements for AutoCAD 2010 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  7. ^[1]Archived August 16, 2011, at the Wayback Machine
  8. ^'System requirements for AutoCAD 2014 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  9. ^'System requirements for AutoCAD 2013 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  10. ^'System requirements for AutoCAD 2015 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  11. ^'System requirements for AutoCAD 2016 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  12. ^'System requirements for AutoCAD 2017 | AutoCAD | Autodesk Knowledge Network'. knowledge.autodesk.com. Retrieved 2017-02-24.
  13. ^'System requirements for AutoCAD 2018'. 2018-11-14. Retrieved 2020-03-26.
  14. ^'System requirements for AutoCAD 2019 including Specialized Toolsets'. 2019-01-22. Retrieved 2020-03-26.
  15. ^'System requirements for AutoCAD 2020 including Specialized Toolsets'. 2020-03-05.
  16. ^'Introducing AutoCAD 2020: See What's New'. 2019-03-27. Retrieved 2020-03-26.
  17. ^'AUTODESK KNOWLEDGE NETWORK: Product support lifecycle'. Retrieved 2020-03-26.
  18. ^'AutoCAD 2021 Is Here: See What's Inside'. 2020-03-25. Retrieved 2020-03-26.

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