Thanks for the detailed report and for filing FB22330617. A couple of clarifications on the specific items: For D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — depth bounds testing is not supported on all Apple Silicon hardware. If your hardware doesn't support it, D3DMetal is returning the correct value. Your game should have a code path that handles hardware where this feature isn't available. For IDXGIOutput6::GetDesc1().ColorSpace returning SDR on an HDR-capable display — can you clarify whether you're seeing this on the built-in display, an external display, or both? That distinction affects the diagnosis. For debugging the water rendering issue, Xcode's GPU frame capture is the recommended approach. Capture a frame while the issue is visible and inspect the draw calls, shader inputs, and render targets to identify where the geometry or shader output diverges from what you expect. Given that you're seeing the water placed at an extreme Y position, the frame capture should help narrow dow
Topic:
Graphics & Games
SubTopic:
Metal
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