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IPad Pro M1 CHIP PUBG MOBILE GAME GRAPHICS TERRIBLE.
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
23
0
18k
May ’22
Why is the GPU performance of iPhone12pro worse than iPhone11pro?
The same graphics program runs in the webview, and the iPhone 12Pro has 15+% more GPU usage than the iPhone 11Pro. In theory, the performance of the A14 should be stronger than that of the A13. Is it possible to increase the GPU overhead by 15+% just because there are more 45x96 pixels? The fragment profiling in XCode Instrument, please see the screenshot.
0
0
1.4k
Apr ’22
Game Issue
Recently i have install freefire game in iphone13 mobile and my software is updated with Ios15.4 version Issue is when i try to play my game in Ultra graphics mode it start lagging and heating issue i dont know what happen with my mobile it was running smoothly and after update the software version it start lagging. Pixel also breaking while playing the game
0
0
929
Mar ’22
Blue/Garbled Textures in Metal on iMac running Mojave
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?
4
0
2.5k
Mar ’22
Frame capture shows broken buffers/textures with argument buffer.
Hi, I'm developing game app in metal and trying to change shaders to use argument buffer. Without argument buffer, frame capture shows the correct buffer/texture datas. But with argument buffer, frame capture shows broken buffers/textures(such as all green textures), even I can see the correct result while game running. Is there any possibility that I'm missing to call important API for argument buffer? I call useResource for buffers/textures in argument buffer.
2
0
1.1k
Feb ’22
34" Display not recognises full resolution '' did i found the solution?''
Hello, I want to order theBestWhoop HDMI Male to USB-C Female Cable Adapter with Micro USB Power Cable. But before i order it i have a question about it, I have now a macbook pro early 2013 with the next connections: (2x) thunderbolt 2 (support no 3440 x 1440 solution) (1x) HDMI port and (3x) USB 3.0. now i have bought a dell S3422DWG gaming monitor and want to use the full 3440 x 1440 solution but it give me only the option 1080P so i did some research about how it will work and everywhere on the ethernet it say use a USB C (thunderbolt 3) to DisplayPort 1.4 Cable. Now i have don't have a USB C (thunderbolt 3) connection in my macbook so i was looking for a solution and found this product. so i think if i put this dongle in my HDMI plug and use the cable from USB C (thunderbolt 3) to DisplayPort 1.4 Cable than it will maybe work.  Link: https://www.bestwhoop.com/products/bestwhoop-hdmi-male-to-usb-c-female-cable-adapter-with-micro-usb-power-cable?variant=40241638146207 Can somebody please help me?
1
0
1.3k
Feb ’22
MTLDevice.currentAllocatedSize incorrect on late 2014 iMacs
I have two iMacs where MTLDevice.currentAllocatedSize is acting strange--the reported size keeps rising, despite periodically freeing resources to keep under MTLDevice.recommendedMaxWorkingSetSize. The affected iMacs are both late 2014 models running MacOS Big Sur 11.6, one with an AMD Radeon R9 M290X and the other with an AMD Radeon R9 M295X. So far none of our other Macs have shown this behaviour, which suggests this may be an API or driver problem. I do have the option of using my own resource size estimates, but that's likely not as accurate as what the system reports, assuming MTLDevice.currentAllocatedSize is working properly. Any suggestions?
2
0
1.8k
Dec ’21
M1 ipad pro 2021 graphics is not rendering as 2020 or 2018 model
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 .
5
0
4.4k
Nov ’21
vkCmdDrawIndexedIndirectCount functionality under Metal
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
9
0
3.6k
Nov ’21
SpriteKit draw calls not batched when using a texture atlas from data stored in the app bundle
It seems that SpriteKit doesn't batch the draw calls for textures in the same texture atlas. There are two different behaviors, based on how the SKTextureAtlas gets initialized: The draw calls are not batched when the texture atlas is initialized using SKTextureAtlas(named:) (loading the texture atlas from data stored in the app bundle). But the draw calls seem to be batched when the texture atlas is created dynamically using SKTextureAtlas(dictionary:). The following images show the two different behaviors and the SpriteAtlas inside the Assets Catalog. 1. Draw calls not batched: 2. Draw calls batched: The SpriteAtlas: I created a sample Xcode 13 project to show the different behavior: https://github.com/clns/spritekit-atlas-batching. I have tried this on the iOS 15 simulator on macOS Big Sur 11.6.1. The code to reproduce is very simple: import SpriteKit class GameScene: SKScene { override func didMove(to view: SKView) { let atlas = SKTextureAtlas(named: "Sprites") // let atlas = SKTextureAtlas(dictionary: ["costume": UIImage(named: "costume")!, "tank": UIImage(named: "tank")!]) let costume = SKSpriteNode(texture: atlas.textureNamed("costume")) costume.setScale(0.3) costume.position = CGPoint(x: 200, y: 650) let tank = SKSpriteNode(texture: atlas.textureNamed("tank")) tank.setScale(0.3) tank.position = CGPoint(x: 500, y: 650) addChild(costume) addChild(tank) } } Am I missing something?
1
0
1.4k
Nov ’21
Data Communication between Unity and NativeiOS
Hello! I am working on an app that uses a native iOS as a base to show a 3D Room in Unity. I archive this by using: https://docs.unity3d.com/Manual/UnityasaLibrary-iOS.html I want to use iOS native because of the pencilKit support. I am now looking for the best option to share data between the two instances. I am not sure if the better way is to just let the native Swift App talk to a Realm and just send in the data I want to store from Unity to Swift, or if its possible to let both apps talk to the same database. The goal is to create a 3D Object in Unity (that has some properties like coordinates) and assign a PKDrawingFile to it. Thank you for all your help, Jakob
0
0
1.6k
Nov ’21
IPad Pro M1 CHIP PUBG MOBILE GAME GRAPHICS TERRIBLE.
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
Replies
23
Boosts
0
Views
18k
Activity
May ’22
Why is the GPU performance of iPhone12pro worse than iPhone11pro?
The same graphics program runs in the webview, and the iPhone 12Pro has 15+% more GPU usage than the iPhone 11Pro. In theory, the performance of the A14 should be stronger than that of the A13. Is it possible to increase the GPU overhead by 15+% just because there are more 45x96 pixels? The fragment profiling in XCode Instrument, please see the screenshot.
Replies
0
Boosts
0
Views
1.4k
Activity
Apr ’22
Game Issue
Recently i have install freefire game in iphone13 mobile and my software is updated with Ios15.4 version Issue is when i try to play my game in Ultra graphics mode it start lagging and heating issue i dont know what happen with my mobile it was running smoothly and after update the software version it start lagging. Pixel also breaking while playing the game
Replies
0
Boosts
0
Views
929
Activity
Mar ’22
Blue/Garbled Textures in Metal on iMac running Mojave
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?
Replies
4
Boosts
0
Views
2.5k
Activity
Mar ’22
Frame capture shows broken buffers/textures with argument buffer.
Hi, I'm developing game app in metal and trying to change shaders to use argument buffer. Without argument buffer, frame capture shows the correct buffer/texture datas. But with argument buffer, frame capture shows broken buffers/textures(such as all green textures), even I can see the correct result while game running. Is there any possibility that I'm missing to call important API for argument buffer? I call useResource for buffers/textures in argument buffer.
Replies
2
Boosts
0
Views
1.1k
Activity
Feb ’22
34" Display not recognises full resolution '' did i found the solution?''
Hello, I want to order theBestWhoop HDMI Male to USB-C Female Cable Adapter with Micro USB Power Cable. But before i order it i have a question about it, I have now a macbook pro early 2013 with the next connections: (2x) thunderbolt 2 (support no 3440 x 1440 solution) (1x) HDMI port and (3x) USB 3.0. now i have bought a dell S3422DWG gaming monitor and want to use the full 3440 x 1440 solution but it give me only the option 1080P so i did some research about how it will work and everywhere on the ethernet it say use a USB C (thunderbolt 3) to DisplayPort 1.4 Cable. Now i have don't have a USB C (thunderbolt 3) connection in my macbook so i was looking for a solution and found this product. so i think if i put this dongle in my HDMI plug and use the cable from USB C (thunderbolt 3) to DisplayPort 1.4 Cable than it will maybe work.  Link: https://www.bestwhoop.com/products/bestwhoop-hdmi-male-to-usb-c-female-cable-adapter-with-micro-usb-power-cable?variant=40241638146207 Can somebody please help me?
Replies
1
Boosts
0
Views
1.3k
Activity
Feb ’22
Problem on iPhone 13 pro max
Hi! I recently moved from iphone 12 pro max to a new iPhone 13 pro max hoping to get 90fps on PUBG MOBILE. I can't believed what I have experienced. The 90 fps is so worst that iphone 12 pro max was far better. I buy the new phone just for 90fps but the game is so lag and also the screen is a kind of laggy. What Can I do??
Replies
2
Boosts
0
Views
2.3k
Activity
Jan ’22
MTLDevice.currentAllocatedSize incorrect on late 2014 iMacs
I have two iMacs where MTLDevice.currentAllocatedSize is acting strange--the reported size keeps rising, despite periodically freeing resources to keep under MTLDevice.recommendedMaxWorkingSetSize. The affected iMacs are both late 2014 models running MacOS Big Sur 11.6, one with an AMD Radeon R9 M290X and the other with an AMD Radeon R9 M295X. So far none of our other Macs have shown this behaviour, which suggests this may be an API or driver problem. I do have the option of using my own resource size estimates, but that's likely not as accurate as what the system reports, assuming MTLDevice.currentAllocatedSize is working properly. Any suggestions?
Replies
2
Boosts
0
Views
1.8k
Activity
Dec ’21
M1 ipad pro 2021 graphics is not rendering as 2020 or 2018 model
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 .
Replies
5
Boosts
0
Views
4.4k
Activity
Nov ’21
vkCmdDrawIndexedIndirectCount functionality under Metal
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
Replies
9
Boosts
0
Views
3.6k
Activity
Nov ’21
SpriteKit draw calls not batched when using a texture atlas from data stored in the app bundle
It seems that SpriteKit doesn't batch the draw calls for textures in the same texture atlas. There are two different behaviors, based on how the SKTextureAtlas gets initialized: The draw calls are not batched when the texture atlas is initialized using SKTextureAtlas(named:) (loading the texture atlas from data stored in the app bundle). But the draw calls seem to be batched when the texture atlas is created dynamically using SKTextureAtlas(dictionary:). The following images show the two different behaviors and the SpriteAtlas inside the Assets Catalog. 1. Draw calls not batched: 2. Draw calls batched: The SpriteAtlas: I created a sample Xcode 13 project to show the different behavior: https://github.com/clns/spritekit-atlas-batching. I have tried this on the iOS 15 simulator on macOS Big Sur 11.6.1. The code to reproduce is very simple: import SpriteKit class GameScene: SKScene { override func didMove(to view: SKView) { let atlas = SKTextureAtlas(named: "Sprites") // let atlas = SKTextureAtlas(dictionary: ["costume": UIImage(named: "costume")!, "tank": UIImage(named: "tank")!]) let costume = SKSpriteNode(texture: atlas.textureNamed("costume")) costume.setScale(0.3) costume.position = CGPoint(x: 200, y: 650) let tank = SKSpriteNode(texture: atlas.textureNamed("tank")) tank.setScale(0.3) tank.position = CGPoint(x: 500, y: 650) addChild(costume) addChild(tank) } } Am I missing something?
Replies
1
Boosts
0
Views
1.4k
Activity
Nov ’21
Data Communication between Unity and NativeiOS
Hello! I am working on an app that uses a native iOS as a base to show a 3D Room in Unity. I archive this by using: https://docs.unity3d.com/Manual/UnityasaLibrary-iOS.html I want to use iOS native because of the pencilKit support. I am now looking for the best option to share data between the two instances. I am not sure if the better way is to just let the native Swift App talk to a Realm and just send in the data I want to store from Unity to Swift, or if its possible to let both apps talk to the same database. The goal is to create a 3D Object in Unity (that has some properties like coordinates) and assign a PKDrawingFile to it. Thank you for all your help, Jakob
Replies
0
Boosts
0
Views
1.6k
Activity
Nov ’21