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Hi, I'm trying to implement the following Fast Start code shown during WWDC 2021 . However, I'm getting an error on the GameSceneViewController line. I've tried this with both a Game and an App template in Xcode 13, but both get hung up here. Can anyone help me make this work? Thank you so much
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Requirements : I need to draw 2D lines, circles, boxes. Fast. That's it. I don't want to learn objC, Swift, Xcode. I'm using C++ and Jetbrains' CLion. OpenGL is deprecated (or soon to be) on Mac I don't even care about Apple (as you probably guessed), but the M1 processor is just too good. (and fanless <3) I'll be happy as long as it runs on my MacBook Air Text would be a useful feature but totally optional I won't even use sprites, or any kind of assets, sound, keyboard, mouse, IO, GUI. I need pure non-interactive visualisation of science-ish stuff. fast FPS, refreshing the visualization as fast as possible. Even if it's a pure framebuffer (an array of pixels), I'll manage. If it's a full fledged 3D accelerated graphic library (eg : openGL, Vulkan, Metal), it also works for me. "as long as it works" What kind of options are available to me with the aforementioned requirements ? use openGL anyway and cry when it will no longer works ? (meh) hack my way to Metal in C++ ? I'm fine if a suggested library isn't Object Oriented (eg : openGL) Vulkan ? I still need to open a graphic window context somehow SDL2 appears to have a some kind of Metal backend/port/whatever but all the exemples I find are in ObjC. honestly, my post feel like I'm crying for a documented c++ metal wrapper of some kind I suppose ? EDIT : I read mixed message and confusion on the Future of OpenGL on Mac. Mostly about "no longer supported" vs "Deprecated". Will OpenGL be removed and no longer works. Or it will works but won't be updated anymore ? (considering my requirements, an outdated version of OpenGL is perfectly fine to me) Thank you <3
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While developing my Metal application I noticed that making a draw call is a lot slower than using a tile shader. In particular, when operating on a 4k resolution texture it takes about 3ms to complete a draw call while the tile shader takes about 150ns. I was wondering, is a tile shader the preferred approach for drawing with Metal now? Or is there any particular reason why a typical draw call should be used.
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In the video, the gpu timeline tool can be accessed by clicking the "Performance" button, but there is the "Counters" button instead on my Mac. Do I have to do some additional settings before using the gpu timeline tool? Xcode 13.0 beta 5 + Intel Mac(version 11.4) + iPhone 12(version 14.7.1)
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I have a brand new iPhone 11 and I updated it to the latest iOS version (14.7) however I noticed when I play call of duty Mobile (game size 4gb) it starts smooth then halfway into the game it start lagging. I play low/medium graphics and I play on max fps. Please help what should I do
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I have a strange problem affecting two iMacs (Retina 5K, 27", late 2014) running MacOS Mojave 10.14.6. After the compture has been running for a while, some textures can either appear pure blue (i.e. #0000ffff) or become garbled in other ways. While I don't have physical access to the affected computers, I do have GPU trace from one that confirms that the texture data itself is definitely the problem. The affected textures are all loaded from disk via CGImage. Not all textures are affected, and those that are do not always show this behaviour--it appears to be specific to certain situations. Reloading the affected textures will sometimes correct it. Rebooting the computer seems to temporarily fix the problem, which suggests this may be an issue with the video driver or GPU. This doesn't seem to affect any of our other Macs, including my 2020 Macbook Pro 13" (Big Sur) and 2012 Macbook Air (Catalina). Any thoughts on what could cause this, or suggestions on how to investigate further?
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All games on M1 ipad pro are not playable . There is lag , frame drops and graphics is blurry and not rendering . I am disappointed with my purchase . Can't you optimize games for M1 and bring ipad os 15 ? . 800 dollars wasted. I don't recommend any one to buy apple products . What's the use of providing high performance chip like M1 but can't even run games smoothly with blurry graphics . Seriously fix it .
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Hey hi I have purchased iPad Pro m1 chip iPad 2 days ago installed pubg mobile from AppStore and the graphics of the game was terrible. am very much disappointed with my purchase after spending 1400 dollars for a terrible game graphics / textures .. I can see everything blurry and I do have my 2020 iPad pro which is 4 th generation Ipad side of it in that my game was crisp clear everything is perfect in my 2020 iPad Pro 4th generation..but coming to M1 CHIP IPAD PRO 2021 the game is a disaster with the graphics and the screen seems a bit zoomed in which I dint expect it. And the iPad is up to date updated. please do fix it immediately please
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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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Initially I was having a lag with the machine, occasionally, when switching tab in a browser, using the calculator etc. as well as this black/transparent screen issue. Bascially when starting or closing an Adobe or DaVinci app, the screen will go half black (In the screenshot it appears to be transparent) with some weird edges around it, only occurs once after you restart the machine. I don't use an external monitor. Pro 16-inch, 2019, 2.6GHz 6-Core Intel Core i7 16 GB 2667 MHz DDR4 Intel UHD Graphics 630 1536 MB Mac OS 11.3.1 Big Sur In another thread: https://developer.apple.com/forums/thread/666661 One user suggested this (lag) might have something to do with the GPU, the lag occurs when you switch from one to another which is what I thought as well. So I took it to Apple, after several sessions they told me to go to Genius Bar and I did, tried explaining this might be the GPU but the guy didn't find any faults, not sure why this is happening they kept the laptop and sent it to the engineer. Received the laptop back after a week and apparently they replaced the display and the lid sensor... which was a bit confusing. For whatever reason, the lag is gone, maybe it's the OS update that helped but the black screen is still here, though it doesn't happen every time and it's less, i don't know, serious? Because before the black area remained unless you close that particular desktop, now it seems to be getting rid of it by itself lol. Before I take this back to Apple again, was just wondering if anyone else is experiencing this? Many thanks for the help in advance.
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Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
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Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
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