MetalFX provides platform-optimized graphics effects for apps built with Metal. Render complex scenes in less time per frame with high-performance upscaling and anti-aliasing using MetalFX Upscaling.

Posts under MetalFX tag

6 Posts

Post

Replies

Boosts

Views

Activity

MetalFX for Unity 2022.3.62f3?
Hi, I’m testing Unity’s Spaceship HDRP demo on iPhone 17 Pro Max and iPad Pro M4 (iOS 26.1). Everything renders correctly, and my custom MetalFX Spatial plugin initializes successfully — it briefly reports active scaling (e.g. 1434×660 → 2868×1320 at 50% scaling), then reverts to native rendering a few frames later. Setup: Xcode 16.1 (targeting iOS 18) Unity 2022.3.62f3 (HDRP) Metal backend Dynamic Resolution enabled in HDRP assets and cameras Relevant Xcode console excerpt: [MetalFXPlugin] MetalFX_Enable(True) called. [SpaceshipOptions] MetalFX enabled with HDRP dynamic resolution integration. [SpaceshipOptions] Disabled TAA for MetalFX Spatial. [SpaceshipOptions] Created runtime RenderTexture: 1434x660 [MetalFX] Spatial scaler created (1434x660 → 2868x1320). [MetalFX] Processed frame with scaler. [MetalFXPlugin] Sent RenderTexture (1434x660) to MetalFX. Output target 2868x1320. [SpaceshipOptions] MetalFX target set: 1434x660 [SpaceshipOptions] Camera targetTexture cleared after MetalFX handoff. It looks like HDRP clears the camera’s target texture right after MetalFX submits the frame, which causes it to revert to native rendering. Is there a recommended way to persist or rebind the MetalFX output texture when using HDRP on iOS? Unity doesn’t appear to support MetalFX in the Editor either: Thanks!
0
0
103
2w
MetalFX upscaler/denoiser and instant changes
Hi, What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler? Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense. I guess the problem should be the same when objects appear or disappear instantly. Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
2
0
120
Jul ’25
Background GPU Access availability
I would love to use Background GPU Access to do some video processing in the background. However the documentation of BGContinuedProcessingTaskRequest.Resources.gpu clearly states: Not all devices support background GPU use. For more information, see Performing long-running tasks on iOS and iPadOS. Is there a list available of currently released devices that do (or don't) support GPU background usage? That would help to understand what part of our user base can use this feature. (And what hardware we need to test this on as developers.) For example it seems that it isn't supported on an iPad Pro M1 with the current iOS 26 beta. The simulators also seem to not support the background GPU resource. So would be great to understand what hardware is capable of using this feature!
4
0
880
Jul ’25
MetalFx
Recently, I adopted MetalFX for Upscale feature. However, I have encountered a persistent build failure for the iOS Simulator with the error message, 'MetalFX is not available when building for iOS Simulator.' To address this, I modified the MetalFX.framework status to 'Optional' within Build Phases > Link Binary With Libraries, adding the linker option (-weak_framework). Despite this adjustment, the build process continues to fail. Furthermore, I observed that the MetalFX sample application provided by Apple, specifically the one found at https://developer.apple.com/documentation/metalfx/applying-temporal-antialiasing-and-upscaling-using-metalfx, also fails to build for the iOS Simulator target. Has anyone encountered this issue?
3
0
734
Mar ’25
3D Skeletal animation in metal-cpp?
Hey all! I'm got my hands on a refurbished mac mini m1 and already diving into metal. At the moment, i'm currently studying graphics programming with opengl and got to a point where I can almost create a 3d cube. However, I noticed there aren't many tutorials for metal cpp but rather demos. One thing I love about graphic programming, is skinning/skeletal animation. At the moment, I can't find any sources or tutorials on how to load skeletal animations into metal-cpp. So, if I create my character in blender and had all types of animations all loaded into a .FBX or maybe .DAE and load this into metal api with metal-cpp, how can I go on about how this works?
1
0
370
Mar ’25