External Graphics Processors

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External Graphics Processors Documentation

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HiI am trying to detect an external display using iOS Swift. The second display is connected with a Lightning Digital AV Adapter and HDMI. I have imported UIKIt. UIScreen.screens.count always == 1. It equals 1 even if I start the app with an external screen already being mirrored. How can I test for an external display so that I can initialize its view?
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If you are going to sell your customers on eGPU's by blackmagic in store, why would you not plan on the integration of said eGPU processors via your update to BigSur? I spent over a $1000 on what is now a useless brick of a processing unit. The only solution that BlackMagic and Apple have to offer is to revert my system to Catalina, and Studio 16. Big Sur has been out how long now, and still no support for items you are shlepping in store Apple? Shame on you. Get the fix quick. Your business practices are showing, and I find them offensively grotesque. Keep nickel and diming your customers into oblivion as your quality degrades. I haven't considered going back to windows in decades, but now I am busting out the user manuals. Abandon ship. Apple, what a let down you have become. You used to be the pride and joy of design. Now you are the bane and boon.
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Hello, It looks like my previous question was closed without being resolved. https://developer.apple.com/forums/thread/668171 There are FPS values from our new benchmark. Indirect command buffers are not working properly. So there is no way to emulate multi-draw indirect count functionality other than a loop of draw indirect commands. As you can see below, the same hardware is working three times slower under Metal because of it. And Apple M1 performance is worse than AMD integrated graphics performance. We have a buffer with multiple draw commands. How should we render it efficiently under Metal? AMD Vega 56 eGPU: Direct3D12: 94.0 Direct3D11: 87.2 Vulkan: 91.1 Metal: 35.8 AMD Ryzen™ 7 4800H: Direct3D12: 21.1 Direct3D11: 19.4 Vulkan: 20.5 Apple M1: Metal: 16.9 Thank you
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Does Metal support utilizing the ray tracing acceleration hardware available in the Radeon 6000 series GPUs? Can the 6000 series run the WWDC20 session 10012: Discover Ray Tracing with Metal demo? Do any AMD GPUs support it or only the Intel integrated ones? The WWDC session video shows a sample forest scene running on a Mac Pro with the W5000 series AMD GPU. Please see: https://developer.apple.com/forums/thread/651077
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How do I make best use of the NEON operations for the M1 processor in my C code project in Xcode? Do I need to add the Arm Performance Libraries, or is this handled automatically - or is there a third alternative? Where can I find an overview of the available intrinsics? Thanks
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