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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
2.3k
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
946
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
1.1k
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
1.5k
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
4.3k
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
3.2k
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
1.2k
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
1.3k
Nov ’21
iOS 14.7.1 & above creating issues/crashes
Our unity gaming apps were very stable on OS versions before 14.7.1, since this version release we are observing an increase in crashes due to memory availability or access file storage. We went through release notes of 14.7.1 & other latest iOS version and didn't found any thing which can cause these issues. The unusual thing is, the same app which was excellently performing on 14.6 started to give crashes on 14.7.1 and later versions. Is there anything i am missing with respect to any changes to make apps compatible with iOS version 14.7.1 and above. We use Unity to create gaming applications and apps group capabilities too.
2
0
1.1k
Oct ’21
low-level graphic programming in C++
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
4
0
6.4k
Oct ’21
Draw Call vs Tile Shader
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.
1
0
1.6k
Sep ’21
Big Sur 16" Desktop Black Screen after opening/closing Adobe, DaVinci etc.
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.
3
0
1.3k
Aug ’21
True Fame Rate
how to get the prefpared frame rate for current time?
Replies
1
Boosts
0
Views
933
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
2.3k
Activity
Mar ’22
fantasy sports and sports betting
Hi does everyone know that why fantasy sports and sports betting cannot be in the same app?
Replies
0
Boosts
0
Views
746
Activity
Feb ’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
946
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
1.1k
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
2.2k
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
1.5k
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
4.3k
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
3.2k
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
1.2k
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
1.3k
Activity
Nov ’21
Hybrid rendering recommended for iOS?
I want to include hybrid rendering for shadows, but im afraid iOS devices can handle the workload. They didn't mention anything on the video about iOS performance
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’21
remove orange dot in full screen when using mic input
i am working on an app that shows live generated content in full screen on my new macbook pro with monterey. it is meant to be projected in theatres etc. but because i use microphone input there is a visible orange dot in the upper right corner. how can i get rid of it?
Replies
1
Boosts
0
Views
2.2k
Activity
Nov ’21
iOS 14.7.1 & above creating issues/crashes
Our unity gaming apps were very stable on OS versions before 14.7.1, since this version release we are observing an increase in crashes due to memory availability or access file storage. We went through release notes of 14.7.1 & other latest iOS version and didn't found any thing which can cause these issues. The unusual thing is, the same app which was excellently performing on 14.6 started to give crashes on 14.7.1 and later versions. Is there anything i am missing with respect to any changes to make apps compatible with iOS version 14.7.1 and above. We use Unity to create gaming applications and apps group capabilities too.
Replies
2
Boosts
0
Views
1.1k
Activity
Oct ’21
How do I handle accepted multiplayer invites with Fast Start?
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
Replies
0
Boosts
0
Views
596
Activity
Oct ’21
low-level graphic programming in C++
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
Replies
4
Boosts
0
Views
6.4k
Activity
Oct ’21
Draw Call vs Tile Shader
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.
Replies
1
Boosts
0
Views
1.6k
Activity
Sep ’21
Should/can I create a placeholder for our upcoming game in the App store?
We are in the process of creating a mobile game for the app store that should launch by the end of the year... Should or can I create a placeholder for the game in the app store so the name doesn't get taken?
Replies
3
Boosts
0
Views
741
Activity
Sep ’21
Gpu timeline tool missing
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)
Replies
1
Boosts
0
Views
788
Activity
Aug ’21
Big Sur 16" Desktop Black Screen after opening/closing Adobe, DaVinci etc.
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.
Replies
3
Boosts
0
Views
1.3k
Activity
Aug ’21