Hi, Could you elaborate on When overloaded, stale metal render passes need to be 'aborted', which results in metal callbacks not being called.? This approach seems like dynamic load balancing to maximize throughput. It's unclear how well this could work with current Metal API and seems unlikely to be successful with OS watchdogs. Instead we recommend reducing and optimizing workload. Guidance on that can be found in Improving your game’s graphics performance and settings (even though your app may not be a game). You may also want to consider offloading some rendering work to compute to improve efficiency. See Compute Passes.
Topic:
Graphics & Games
SubTopic:
Metal