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“offloading”

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Confirm Hotspot 2.0 (passpoint R2 and R3) support in iOS device
Hello all, I am working on a project to connect to infra-WIFI via hotspot 2.0 (passpoint in WiFi alliance) from a loyalty app (to load trust anchor and client certificate) into iOS device using EAP-TLS. Apple's documentation only describe generic hotspot 2.0 support (probably R1). The UX for loading certificate is not user friendly compare with Android. I wish to confirm if iOS can support Passpoint R2 / R3 from apple to complete the App UX design. Please advise. Thanks. I am not doing EAP-AKA like what mobile telco ATT does for cellular offload to infrastructure WiFi for data traffic. This URL outline what is passpoint well for reference. https://syndicated.wifinowglobal.com/resource/secure-and-seamless-carrier-wi-fi-services-with-passpoint/
1
0
594
Jul ’24
iOS App Store keeps installing TestFlight version of app instead of App Store version
I'm having an issue with an app installation on my iPhone where it keeps installing the latest TestFlight version instead of the public App Store version. Here are the details: I initially installed version 1.24 of the app via TestFlight. I then uninstalled both the app and TestFlight and tried to reinstall the app from the App Store, which should be version 1.6 (the current public release). Despite this, the App Store keeps installing version 1.24, which is the TestFlight version. Here’s what I’ve tried so far: Uninstalled both the app and TestFlight. Restarted the iPhone to clear any cached data. Tried offloading and reinstalling the App Store app through Settings to clear its cache. Reinstalled only the App Store version, but the device still downloads the TestFlight release. Has anyone experienced this before? Are there additional steps I can take to reset the association to the App Store version? Any insights would be greatly appreciated. Thank you!
1
0
672
Oct ’24
Please Help! App won't open for 1 user, Just fades away.
[https://vimeo.com/manage/videos/1051990313) We are experiencing an issue where a user is unable to open our app on their iPhone 16 Pro Max running iOS 18.3. When the user selects the app, it begins to scale to screen size but then fades away without fully opening. It is unclear whether this is a crash or another issue. To troubleshoot, we created a simplified version of the app containing only a single screen displaying Hello, World. The user experiences the same issue with this version, leading us to believe there may be a device-specific setting or compatibility issue at play. Steps the User Has Tried: Checked device storage – over 200GB available Offloaded and reinstalled the app Deleted and reinstalled the app Updated to iOS 18.3 Forced restart of the device Reset network settings Turned off VPN Despite these steps, the issue persists. We would appreciate any guidance on potential causes or troubleshooting steps to resolve this issue.
3
0
268
Jan ’25
How to increment ios badge notifiation count when app is not running?
We are already done with the initial setup for implementing Push notifications and are able to send/receive notifications successfully.Now, we have been looking for the possible solutions to handle badge count increment from ios app (especially when app is not in foreground) -1. Delegate the badge count calculation to server side. - If we think of offloading the task of badge calculation to app server, then question arises is that, how server side will get to know about the count of viewed notifications so that badge can be decremented accordingly.2. Use UIBackgroundModes and call 'didReceiveRemoteNotification:fetchCompletionHandler' method. - Apple says, this method will get called when my app is either in foreground or background state. With this we should be able to track the count/notification info even when the app is in background & thus it probably enables us to do the necessary calculation in iOS app itself. However, we have noticed that this method doesn't invoke when app is in backgroun
1
0
5.1k
Jul ’15
Performant alternative to scaling a CIImage / PixelBuffer
Hey, I’m building a camera app where I am applying real time effects to the view finder. One of those effects is a variable blur, so to improve performance I am scaling down the input image using CIFilter.lanczosScaleTransform(). This works fine and runs at 30FPS, but when running the metal profiler I can see that the scaling transforms use a lot of GPU time, almost as much as the variable blur. Is there a more efficient way to do this? The simplified chain is like this: Scale down viewFinder CVPixelBuffer (CIFilter.lanczosScaleTransform) Scale up depthMap CVPixelBuffer to match viewFinder size (CIFilter.lanczosScaleTransform) Create CIImages from both CVPixelBuffers Apply VariableDepthBlur (CIFilter.maskedVariableBlur) Scale up final image to metal view size (CIFilter.lanczosScaleTransform) Render CIImage to a MTKView using CIRenderDestination From some research, I wonder if scaling the CVPixelBuffer using the accelerate framework would be faster? Also, Instead of scaling the final image, perhaps I could offload
2
0
1.1k
Jul ’24
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamlin
2
0
496
Aug ’25
Bindless/GPU-Driven approach with dynamic scenes?
I have been experimenting with different rendering approaches in Metal and am hitting a wall when it comes to reconciling bindless or GPU-driven approaches* with a dynamic scene where meshes can be added, removed, and changed. All the examples I have found of such approaches use fixed scenes, where all the data is fixed before the first draw call into something like a MeshBuffer that holds all scene geometry in the form of Mesh objects (for instance). While I can assume that recreating a MeshBuffer from scratch each frame would be possible but completely undesirable, and that there may be some clever tricks with pointers to update a MeshBuffer as needed, I would like to know if there is an established or optimal solution to this problem, or if these approaches are simply incompatible with dynamic geometry. Any example projects that do what I am asking that I may have missed would be appreciated, too. * I know these are not the same, but seem to share some common characteristics, namely providing your entire g
3
0
1.6k
Jun ’23
macOS NEFilterDataProvider best practices?
I've seen some discussion around performance on the forums but nothing official. What is the best practice for [handleNewFlow:] , [handleOutboundDataFromFlow:], and [handleInboundDataFromFlow:] callbacks in a content filter? Are all flows funneled through a single serial queue that calls into my subclass? If so this seems like we are back in the days of early OS X with the kernel network funnel serializing all network traffic. Should I offload flow processing onto a concurrent queue and then pause the flow and return from my callback? Or just do all processing in the callbacks? And once I return an allow/deny verdict for the flow (without asking for more data) do I no longer see that flow's traffic in my content filter? That's what I would expect and it seems to be the case in actual practice too. For reference I never need to interact with the user. All of the rules are loaded from an EDR platform. I bring this up because we have users complaining of stuttering during Google Meet / Zoom, etc when ou
4
0
947
Aug ’23
Reply to Unterstanding MacOS wifi logs
hi, I don't hope setting your network to less secure is the answer. Although this would fix a lot of problems ;) I think the culprit is: Wed Dect2 10:04:29.904 Driver Event: _bsd_80211_event_callback: APPLE80211_M_ROAM_START (en0) I have the same issue, which is very annoying for video calls. (MBPro 2015/Big Sur and Fritzbox 7580 with Mesh using FB-Extender 3000) No other devices seem to experience this issue. My current knowledge is: Running a ping --apple-time 192.168.188.110 -i 0.1 13:21:12.730147 64 bytes from 192.168.188.110: icmp_seq=3750 ttl=64 time=1.214 ms 13:21:12.836592 64 bytes from 192.168.188.110: icmp_seq=3751 ttl=64 time=3.009 ms Request timeout for icmp_seq 3753snip- Request timeout for icmp_seq 3787 13:21:16.694166 64 bytes from 192.168.188.110: icmp_seq=3788 ttl=64 time=3.420 ms 13:21:16.805075 64 bytes from 192.168.188.110: icmp_seq=3789 ttl=64 time=4.709 ms and a tail -f /var/log/wifi.log Tue Dec 15 13:21:12.857 Driver Event: _bsd_80211_event_callback: APPLE80211_M_ROAM_START (en0) Tue
Topic: App & System Services SubTopic: Core OS Tags:
Dec ’20
Reply to Cannot uninstall XCode Previews App iOS 15
You say Xcode Previews has no security concern? You also say health could not be un-installed yet is allowed the capabilities of offloading the app. The purpose of Xcode Previews is to back door in to your device effortlessly sandboxed while testing your own apps in real time as you edit them, this can also be done remotely . And that is a security concern . I have researched and done some brushing up on this app since the launch of the iOS being installed to my device while connected via apple car play to my cars navigation and entertainment system that alternatively fried and damaged my vehicles electronics . This occurrence has also been acknowledged by apple that such an error occurred within the CarPlay features due to an accidental exploit during the update and that acknowledgment had since been de-published from community forums. Back in late December 2021. So don’t bother looking anymore. However the forums at XDA may still have the sources . I am no developer, even though I had researched th
Sep ’22
Apple Iphone Storage Reporting Too High
On my XR, software version 14.7.1 storage reported as being used in Iphone Storage, exceeds the total of all the apps and date being used by them. I added them up twice to make sure (after offloading every apps data), I was throughal. This hasnt always been an issues, just with more recent IOS updates. I phoned and talked to the advanced D&D team at Apple twice and they could not figure it out. Telling me all was good, like I was kind of imagining things. I record alot of educational videos, some videos quite large... after downloading from Icloud to my computer, I delete them, and of course delete all 'recently deleted'. I believe after some time this data is getting corrupted on deletion, and still remains taking up 'app' space. This is a big problem apples programmers need to fix ASAP. The only fix I found was to erase my iphone and restore (a mirror) from a recent backup. Using restore (from backup) in Itunes... the problem is solved. But with all my apps and data back on - a replica of when
0
0
303
Aug ’21
File system changes introduced in iOS 17
File system changes introduced in iOS 17 As part of iOS 17, tvOS 17, and watchOS 10, the system has reorganized where applications and their data containers are stored. In previous systems, both lived within the same volume but, starting in iOS 17, they will be stored on different volumes. What does this mean for you? Copying large amounts of data from the app bundle to a data container will take longer than in previous versions of iOS. Previously that copy would have occurred as an APFS file clone, but now the operation will occur as a standard copy, which may take much significantly longer. Because the data will need to be fully duplicated, storage usage will increase more than was the case in previous versions. You should minimize the data they copy out of their app bundle and avoid any unnecessary duplication of data between the app bundle and data container. When upgrading from previous system version, splitting the data into separate volumes may mean that there is insufficient space for all existing app
0
0
3.2k
Jul ’23
Why are system reserved files consuming half of my storage?
I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane. Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space. Already another instance of “why am I having to lose so much of my functional capacity to an occasional process?” but I c
5
0
358
Oct ’25
Reply to macOS System Extension Compatibility Issues
Has anyone found ways to improve compatibility with other system extensions? That is a really, really hard problem which doesn't really have any easy answer. The first thing to understand here is what the problem actually is. Architecturally, an ES client has two primary concerns to deal with: Process individual events quickly. Minimize activities that generate additional events. In the basic case, the second concern is easy to overlook. It's easy enough for a client to mute its own helper processes (direct workers) and the work being done by other processes like Apple's daemons are (typically) relatively small. As long as the client has certain amount of parallelism, number two can often be relatively hidden. That breaks down once you hit this scenario: Some users are experiencing performance problems when running our extension alongside other system extensions At that point, what you basically have is a pipeline of ES clients which are both generating AND approving auth events for each other. Performance pr
Topic: App & System Services SubTopic: Core OS Tags:
Oct ’24
Generating vertex data in compute shader
Hi there, I am working on a 3d game engine in Swift and Metal. Currently I dynamically generate vertex buffers for terrain chunks on the CPU and pass all models to the GPU via argument buffer and make indirect draw calls. Calculating where vertices should be is costly and I would like to offload the work to a compute shader. Setting up the shader was straightforward and I can see that it (at least as an empty function) is being executed in the CommandBuffer. However, I come to this problem: since I do not know ahead of time how many vertices a chunk of terrain will have, I cannot create a correctly-sized MTLBuffer to pass into the compute function to be populated for later use in a draw call. The only solution I could think of is something like the following: For each chunk model, allocate a VertexBuffer and IndexBuffer that will accommodate the maximum possible number of vertices for a chunk. Pass in the empty too-large buffers to the compute function Populate the too-large buffers and set the actua
6
0
2.0k
Jul ’23
Confirm Hotspot 2.0 (passpoint R2 and R3) support in iOS device
Hello all, I am working on a project to connect to infra-WIFI via hotspot 2.0 (passpoint in WiFi alliance) from a loyalty app (to load trust anchor and client certificate) into iOS device using EAP-TLS. Apple's documentation only describe generic hotspot 2.0 support (probably R1). The UX for loading certificate is not user friendly compare with Android. I wish to confirm if iOS can support Passpoint R2 / R3 from apple to complete the App UX design. Please advise. Thanks. I am not doing EAP-AKA like what mobile telco ATT does for cellular offload to infrastructure WiFi for data traffic. This URL outline what is passpoint well for reference. https://syndicated.wifinowglobal.com/resource/secure-and-seamless-carrier-wi-fi-services-with-passpoint/
Replies
1
Boosts
0
Views
594
Activity
Jul ’24
iOS App Store keeps installing TestFlight version of app instead of App Store version
I'm having an issue with an app installation on my iPhone where it keeps installing the latest TestFlight version instead of the public App Store version. Here are the details: I initially installed version 1.24 of the app via TestFlight. I then uninstalled both the app and TestFlight and tried to reinstall the app from the App Store, which should be version 1.6 (the current public release). Despite this, the App Store keeps installing version 1.24, which is the TestFlight version. Here’s what I’ve tried so far: Uninstalled both the app and TestFlight. Restarted the iPhone to clear any cached data. Tried offloading and reinstalling the App Store app through Settings to clear its cache. Reinstalled only the App Store version, but the device still downloads the TestFlight release. Has anyone experienced this before? Are there additional steps I can take to reset the association to the App Store version? Any insights would be greatly appreciated. Thank you!
Replies
1
Boosts
0
Views
672
Activity
Oct ’24
Please Help! App won't open for 1 user, Just fades away.
[https://vimeo.com/manage/videos/1051990313) We are experiencing an issue where a user is unable to open our app on their iPhone 16 Pro Max running iOS 18.3. When the user selects the app, it begins to scale to screen size but then fades away without fully opening. It is unclear whether this is a crash or another issue. To troubleshoot, we created a simplified version of the app containing only a single screen displaying Hello, World. The user experiences the same issue with this version, leading us to believe there may be a device-specific setting or compatibility issue at play. Steps the User Has Tried: Checked device storage – over 200GB available Offloaded and reinstalled the app Deleted and reinstalled the app Updated to iOS 18.3 Forced restart of the device Reset network settings Turned off VPN Despite these steps, the issue persists. We would appreciate any guidance on potential causes or troubleshooting steps to resolve this issue.
Replies
3
Boosts
0
Views
268
Activity
Jan ’25
How to increment ios badge notifiation count when app is not running?
We are already done with the initial setup for implementing Push notifications and are able to send/receive notifications successfully.Now, we have been looking for the possible solutions to handle badge count increment from ios app (especially when app is not in foreground) -1. Delegate the badge count calculation to server side. - If we think of offloading the task of badge calculation to app server, then question arises is that, how server side will get to know about the count of viewed notifications so that badge can be decremented accordingly.2. Use UIBackgroundModes and call 'didReceiveRemoteNotification:fetchCompletionHandler' method. - Apple says, this method will get called when my app is either in foreground or background state. With this we should be able to track the count/notification info even when the app is in background & thus it probably enables us to do the necessary calculation in iOS app itself. However, we have noticed that this method doesn't invoke when app is in backgroun
Replies
1
Boosts
0
Views
5.1k
Activity
Jul ’15
Performant alternative to scaling a CIImage / PixelBuffer
Hey, I’m building a camera app where I am applying real time effects to the view finder. One of those effects is a variable blur, so to improve performance I am scaling down the input image using CIFilter.lanczosScaleTransform(). This works fine and runs at 30FPS, but when running the metal profiler I can see that the scaling transforms use a lot of GPU time, almost as much as the variable blur. Is there a more efficient way to do this? The simplified chain is like this: Scale down viewFinder CVPixelBuffer (CIFilter.lanczosScaleTransform) Scale up depthMap CVPixelBuffer to match viewFinder size (CIFilter.lanczosScaleTransform) Create CIImages from both CVPixelBuffers Apply VariableDepthBlur (CIFilter.maskedVariableBlur) Scale up final image to metal view size (CIFilter.lanczosScaleTransform) Render CIImage to a MTKView using CIRenderDestination From some research, I wonder if scaling the CVPixelBuffer using the accelerate framework would be faster? Also, Instead of scaling the final image, perhaps I could offload
Replies
2
Boosts
0
Views
1.1k
Activity
Jul ’24
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamlin
Replies
2
Boosts
0
Views
496
Activity
Aug ’25
Bindless/GPU-Driven approach with dynamic scenes?
I have been experimenting with different rendering approaches in Metal and am hitting a wall when it comes to reconciling bindless or GPU-driven approaches* with a dynamic scene where meshes can be added, removed, and changed. All the examples I have found of such approaches use fixed scenes, where all the data is fixed before the first draw call into something like a MeshBuffer that holds all scene geometry in the form of Mesh objects (for instance). While I can assume that recreating a MeshBuffer from scratch each frame would be possible but completely undesirable, and that there may be some clever tricks with pointers to update a MeshBuffer as needed, I would like to know if there is an established or optimal solution to this problem, or if these approaches are simply incompatible with dynamic geometry. Any example projects that do what I am asking that I may have missed would be appreciated, too. * I know these are not the same, but seem to share some common characteristics, namely providing your entire g
Replies
3
Boosts
0
Views
1.6k
Activity
Jun ’23
macOS NEFilterDataProvider best practices?
I've seen some discussion around performance on the forums but nothing official. What is the best practice for [handleNewFlow:] , [handleOutboundDataFromFlow:], and [handleInboundDataFromFlow:] callbacks in a content filter? Are all flows funneled through a single serial queue that calls into my subclass? If so this seems like we are back in the days of early OS X with the kernel network funnel serializing all network traffic. Should I offload flow processing onto a concurrent queue and then pause the flow and return from my callback? Or just do all processing in the callbacks? And once I return an allow/deny verdict for the flow (without asking for more data) do I no longer see that flow's traffic in my content filter? That's what I would expect and it seems to be the case in actual practice too. For reference I never need to interact with the user. All of the rules are loaded from an EDR platform. I bring this up because we have users complaining of stuttering during Google Meet / Zoom, etc when ou
Replies
4
Boosts
0
Views
947
Activity
Aug ’23
Reply to Unterstanding MacOS wifi logs
hi, I don't hope setting your network to less secure is the answer. Although this would fix a lot of problems ;) I think the culprit is: Wed Dect2 10:04:29.904 Driver Event: _bsd_80211_event_callback: APPLE80211_M_ROAM_START (en0) I have the same issue, which is very annoying for video calls. (MBPro 2015/Big Sur and Fritzbox 7580 with Mesh using FB-Extender 3000) No other devices seem to experience this issue. My current knowledge is: Running a ping --apple-time 192.168.188.110 -i 0.1 13:21:12.730147 64 bytes from 192.168.188.110: icmp_seq=3750 ttl=64 time=1.214 ms 13:21:12.836592 64 bytes from 192.168.188.110: icmp_seq=3751 ttl=64 time=3.009 ms Request timeout for icmp_seq 3753snip- Request timeout for icmp_seq 3787 13:21:16.694166 64 bytes from 192.168.188.110: icmp_seq=3788 ttl=64 time=3.420 ms 13:21:16.805075 64 bytes from 192.168.188.110: icmp_seq=3789 ttl=64 time=4.709 ms and a tail -f /var/log/wifi.log Tue Dec 15 13:21:12.857 Driver Event: _bsd_80211_event_callback: APPLE80211_M_ROAM_START (en0) Tue
Topic: App & System Services SubTopic: Core OS Tags:
Replies
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Activity
Dec ’20
Reply to Cannot uninstall XCode Previews App iOS 15
You say Xcode Previews has no security concern? You also say health could not be un-installed yet is allowed the capabilities of offloading the app. The purpose of Xcode Previews is to back door in to your device effortlessly sandboxed while testing your own apps in real time as you edit them, this can also be done remotely . And that is a security concern . I have researched and done some brushing up on this app since the launch of the iOS being installed to my device while connected via apple car play to my cars navigation and entertainment system that alternatively fried and damaged my vehicles electronics . This occurrence has also been acknowledged by apple that such an error occurred within the CarPlay features due to an accidental exploit during the update and that acknowledgment had since been de-published from community forums. Back in late December 2021. So don’t bother looking anymore. However the forums at XDA may still have the sources . I am no developer, even though I had researched th
Replies
Boosts
Views
Activity
Sep ’22
Apple Iphone Storage Reporting Too High
On my XR, software version 14.7.1 storage reported as being used in Iphone Storage, exceeds the total of all the apps and date being used by them. I added them up twice to make sure (after offloading every apps data), I was throughal. This hasnt always been an issues, just with more recent IOS updates. I phoned and talked to the advanced D&D team at Apple twice and they could not figure it out. Telling me all was good, like I was kind of imagining things. I record alot of educational videos, some videos quite large... after downloading from Icloud to my computer, I delete them, and of course delete all 'recently deleted'. I believe after some time this data is getting corrupted on deletion, and still remains taking up 'app' space. This is a big problem apples programmers need to fix ASAP. The only fix I found was to erase my iphone and restore (a mirror) from a recent backup. Using restore (from backup) in Itunes... the problem is solved. But with all my apps and data back on - a replica of when
Replies
0
Boosts
0
Views
303
Activity
Aug ’21
File system changes introduced in iOS 17
File system changes introduced in iOS 17 As part of iOS 17, tvOS 17, and watchOS 10, the system has reorganized where applications and their data containers are stored. In previous systems, both lived within the same volume but, starting in iOS 17, they will be stored on different volumes. What does this mean for you? Copying large amounts of data from the app bundle to a data container will take longer than in previous versions of iOS. Previously that copy would have occurred as an APFS file clone, but now the operation will occur as a standard copy, which may take much significantly longer. Because the data will need to be fully duplicated, storage usage will increase more than was the case in previous versions. You should minimize the data they copy out of their app bundle and avoid any unnecessary duplication of data between the app bundle and data container. When upgrading from previous system version, splitting the data into separate volumes may mean that there is insufficient space for all existing app
Replies
0
Boosts
0
Views
3.2k
Activity
Jul ’23
Why are system reserved files consuming half of my storage?
I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane. Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space. Already another instance of “why am I having to lose so much of my functional capacity to an occasional process?” but I c
Replies
5
Boosts
0
Views
358
Activity
Oct ’25
Reply to macOS System Extension Compatibility Issues
Has anyone found ways to improve compatibility with other system extensions? That is a really, really hard problem which doesn't really have any easy answer. The first thing to understand here is what the problem actually is. Architecturally, an ES client has two primary concerns to deal with: Process individual events quickly. Minimize activities that generate additional events. In the basic case, the second concern is easy to overlook. It's easy enough for a client to mute its own helper processes (direct workers) and the work being done by other processes like Apple's daemons are (typically) relatively small. As long as the client has certain amount of parallelism, number two can often be relatively hidden. That breaks down once you hit this scenario: Some users are experiencing performance problems when running our extension alongside other system extensions At that point, what you basically have is a pipeline of ES clients which are both generating AND approving auth events for each other. Performance pr
Topic: App & System Services SubTopic: Core OS Tags:
Replies
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Activity
Oct ’24
Generating vertex data in compute shader
Hi there, I am working on a 3d game engine in Swift and Metal. Currently I dynamically generate vertex buffers for terrain chunks on the CPU and pass all models to the GPU via argument buffer and make indirect draw calls. Calculating where vertices should be is costly and I would like to offload the work to a compute shader. Setting up the shader was straightforward and I can see that it (at least as an empty function) is being executed in the CommandBuffer. However, I come to this problem: since I do not know ahead of time how many vertices a chunk of terrain will have, I cannot create a correctly-sized MTLBuffer to pass into the compute function to be populated for later use in a draw call. The only solution I could think of is something like the following: For each chunk model, allocate a VertexBuffer and IndexBuffer that will accommodate the maximum possible number of vertices for a chunk. Pass in the empty too-large buffers to the compute function Populate the too-large buffers and set the actua
Replies
6
Boosts
0
Views
2.0k
Activity
Jul ’23