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

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Hardware Accelerated Path-Tracing and API for Unreal Engine
Hi Apple, we have purchased Silicon-based Macs at our studio and intend to use Unreal Engine with it, Epic games said it's left to you to allow this on the hardware, while I also learnt that the M chips allow ray-tracing. Are you in talks with Epic Games? or should we expect this feature soon? if so, how soon? or will it not be possible on these present Silicon-based Macs? An answer would really point our company in the right direction. Thank you very much.
2
1
2.6k
May ’23
Expected MetalFX TAAU frame time?
Is there a reference for how much time should MetalFX temporal antialiasing + upscaling take? On a M1 Pro, for a test frame with an otherwise extremely short render time (see attached image, render takes ~600µs), the upscaler adds an additional ~10ms just for Metal FX temporal antialiasing + upscaling (see attached image). This obviously leaves very little time to keep the frame time under 16ms (60fps) and makes 8ms frame times (120fps) impossible. The upscaling is working with an input render size of 1,904x1,370 and output size of 2,856x2,055, so it's not like the image is being upscaled to an outrageous size or anything. Any thoughts? Is this to be expected? What can affect the Metal FX Temporal Upscaling frame time?
1
0
1.3k
May ’23
Frame interpolation in MetalFX
It would be quite helpful if there was frame interpolation in MetalFX, similar to what NV and AMD are adding to their upscaling technologies. I have found MetalFX temporal upscaling critical to a real-time ray traced application, and frame interpolation could halve the compute cost, letting me try more expensive RT algorithms. I am hoping this technology will debut at WWDC 2023, if not then maybe during the winter round of OS updates.
1
2
1.7k
May ’23
Unknown GPUDebug message started showing up in Xcode 14.3 condole.
I just upgraded to Xcode 14.3. I have started seeing the following debug message show up in my console and I am not sure why. [GPUDebug] Null texture access executing kernel function "ColorCorrection" encoder: "Keyframing.SurfaceWarpFuser.InverseWarpKeyframe", dispatch: 2 It seems Metal related, but I am very confused by it. My project uses a very minimal amount of Metal. Only to get depth data from ARKit and to draw points, and I definitely do NOT have any kernel functions named ColorCorrection or an encoder named "Keyframing.SurfaceWarpFuser.InverseWarpKeyframe" I haven't changed any of my metal code, so I don't know if this is something bigger I should be concerned about. Sincerely, Stan
4
0
1.4k
May ’23
Force HiDPI scaling for older apps in macOS?
I recently learned that in Windows there is a way to force older apps to scale up so they are readable. I learned this when I installed Adobe Encore CS6, which is from 2012, and when launched as is in a 4K monitor that is set to 5k resolution, it looks so tiny and almost impossible to read. So searching for a solution I came upon a setting in the compatibility tab that forces the program to scale up as if it were designed for HiDPI. Of course this is a very basic zoom into the program's GUI, so the text looks a bit blurry, but perfectly readable. I know macOS doesn't have a setting like this, but I was wondering if it would be possible to edit any file in the package for the old app to force this, like adding something to the info.plist file, or editing something else inside the package in Xcode. My main interest in this case is for all the older apps in the Native Instruments Komplete 9 package, a huge set of virtual instruments from 2014, many of which still have great synths and sampled instruments, but while NI updated them to work with current versions of DAWs like Logic Pro X, they haven't touched the GUI, so when I use those, I have to constantly press Control and swipe the Magic Mouse up and down to zoom in the while macOS GUI. Please note that what I'm asking might be totally ridiculous, I'm not a developer, I figured this would be a good question for developers that know XCode or other development tools. I bet that Quartz, Metal, or whatever macOS Ventura uses for GUI scaling would do a much better job than Windows.
0
0
1.5k
Jan ’23
No Framework called MetalFX found?
I updated to MacOS 13 Ventura, and wanted to try MetalFX, downloaded the sample code, where there is only a swift example even if I select Obj-C, which is very strange, but when I try to run it it says, no module found MetalFX, I went to the framework folder and there is indeed no MetalFX.framework folder. You know how I could fix this, and how I could get a the sample code for Obj-C? Quick help would be appreciated 😊
1
0
1.3k
Oct ’22
Best framework for transformations of raw image data
Hello I want to programmatically generate a random patterned image, think wallpaper. The method of generation is yet to be established and is unimportant for this question. The output will either be a UIImage or a CIImage object. Then I want to take a random area of that pattern, a crop effectively, and make one of any number of alterations to it. A non-exhaustive list might include: rotation, swapping colours, other colour effects, shift or scroll. The area affected might also be one of any number of shapes. A non-exhaustive list might include: square, rectangle, triangle, circle, oval. Essentially, I want to take a uniform pattern and break or disrupt it in random ways. So I've been Googling how I might do this and everything seems to point to the Core Image framework, particularly the filters. Although it seems less clear to me how to do transformations, crops and composite images. My question simply is, am I on the right path pursuing Core Image or are there other ways to achieve these effects? Thanks Jim
1
0
1.4k
Sep ’22
MetalFX costs too much rendering time
Lately I just want to take a look how MetalFX works on macOS13, so I tried to run given example here: https://developer.apple.com/documentation/metalfx/applying_temporal_antialiasing_and_upscaling_using_metalfx?language=objc with default rendering config: with spatialScaler: test on macbook pro 2019 intel chip. not clear why can't switch to tempora tab. using spatial scaler costs 4ms+ on a resolution 1280x720 to 2560*1440, is this the expected cost?
0
0
1.1k
Sep ’22
Fluid in ARKit or SceneKit
Hi guys, in one of the video of WWDC 21 I saw this spectacular image of a green fluid over the sofa 🛋 i can’t find to much tutorial online, How could be done this? I was looking into the particle system of SceneKit but looks like not doing exactly the same think( is more for smoke and fire) this fluid look more 3D. what I should look for reproduce this fluid.. thanks Looking for some help to start my research.
2
0
3.0k
Aug ’22
Hello, there!, How to start with metal as a beginner ?
Hello Metal programmers, i would like to start programming with metal, but I can not see any place to start from! I searched on YouTube, google, etc.. but I did not see any thing, Please help me to start with "Metal programming". I think this site is the good place to ask. And I would like to know what language that metal use? Is it have its own language ? Or its use swift or obj-c ?
1
1
1k
Aug ’22
The h264 video for the MetalFX upscaling session is poorly encoded
The video for the MetalFX upscaling session is poorly encoded, resulting in terrible looking artifacts that completely obscure the results of the upscaling effect. Some segments are so blocky from h264 compression artifacts that you can barely see anything. This is true even if I download the HD video and play it back locally on my computer. Please fix this so that we can see the results of this amazing new technology. If this video stays with such poor quality people will misunderstand what they are seeing and come to false conclusions about this new tech.
2
0
1.2k
Jul ’22
Hardware Accelerated Path-Tracing and API for Unreal Engine
Hi Apple, we have purchased Silicon-based Macs at our studio and intend to use Unreal Engine with it, Epic games said it's left to you to allow this on the hardware, while I also learnt that the M chips allow ray-tracing. Are you in talks with Epic Games? or should we expect this feature soon? if so, how soon? or will it not be possible on these present Silicon-based Macs? An answer would really point our company in the right direction. Thank you very much.
Replies
2
Boosts
1
Views
2.6k
Activity
May ’23
Expected MetalFX TAAU frame time?
Is there a reference for how much time should MetalFX temporal antialiasing + upscaling take? On a M1 Pro, for a test frame with an otherwise extremely short render time (see attached image, render takes ~600µs), the upscaler adds an additional ~10ms just for Metal FX temporal antialiasing + upscaling (see attached image). This obviously leaves very little time to keep the frame time under 16ms (60fps) and makes 8ms frame times (120fps) impossible. The upscaling is working with an input render size of 1,904x1,370 and output size of 2,856x2,055, so it's not like the image is being upscaled to an outrageous size or anything. Any thoughts? Is this to be expected? What can affect the Metal FX Temporal Upscaling frame time?
Replies
1
Boosts
0
Views
1.3k
Activity
May ’23
Frame interpolation in MetalFX
It would be quite helpful if there was frame interpolation in MetalFX, similar to what NV and AMD are adding to their upscaling technologies. I have found MetalFX temporal upscaling critical to a real-time ray traced application, and frame interpolation could halve the compute cost, letting me try more expensive RT algorithms. I am hoping this technology will debut at WWDC 2023, if not then maybe during the winter round of OS updates.
Replies
1
Boosts
2
Views
1.7k
Activity
May ’23
Unknown GPUDebug message started showing up in Xcode 14.3 condole.
I just upgraded to Xcode 14.3. I have started seeing the following debug message show up in my console and I am not sure why. [GPUDebug] Null texture access executing kernel function "ColorCorrection" encoder: "Keyframing.SurfaceWarpFuser.InverseWarpKeyframe", dispatch: 2 It seems Metal related, but I am very confused by it. My project uses a very minimal amount of Metal. Only to get depth data from ARKit and to draw points, and I definitely do NOT have any kernel functions named ColorCorrection or an encoder named "Keyframing.SurfaceWarpFuser.InverseWarpKeyframe" I haven't changed any of my metal code, so I don't know if this is something bigger I should be concerned about. Sincerely, Stan
Replies
4
Boosts
0
Views
1.4k
Activity
May ’23
does MetalFX utilizes NPU?
I heard MetalFX TAA utilize NPU I wonder SpatialScaling also utilizes NPU
Replies
2
Boosts
0
Views
3.7k
Activity
Apr ’23
Force HiDPI scaling for older apps in macOS?
I recently learned that in Windows there is a way to force older apps to scale up so they are readable. I learned this when I installed Adobe Encore CS6, which is from 2012, and when launched as is in a 4K monitor that is set to 5k resolution, it looks so tiny and almost impossible to read. So searching for a solution I came upon a setting in the compatibility tab that forces the program to scale up as if it were designed for HiDPI. Of course this is a very basic zoom into the program's GUI, so the text looks a bit blurry, but perfectly readable. I know macOS doesn't have a setting like this, but I was wondering if it would be possible to edit any file in the package for the old app to force this, like adding something to the info.plist file, or editing something else inside the package in Xcode. My main interest in this case is for all the older apps in the Native Instruments Komplete 9 package, a huge set of virtual instruments from 2014, many of which still have great synths and sampled instruments, but while NI updated them to work with current versions of DAWs like Logic Pro X, they haven't touched the GUI, so when I use those, I have to constantly press Control and swipe the Magic Mouse up and down to zoom in the while macOS GUI. Please note that what I'm asking might be totally ridiculous, I'm not a developer, I figured this would be a good question for developers that know XCode or other development tools. I bet that Quartz, Metal, or whatever macOS Ventura uses for GUI scaling would do a much better job than Windows.
Replies
0
Boosts
0
Views
1.5k
Activity
Jan ’23
No Framework called MetalFX found?
I updated to MacOS 13 Ventura, and wanted to try MetalFX, downloaded the sample code, where there is only a swift example even if I select Obj-C, which is very strange, but when I try to run it it says, no module found MetalFX, I went to the framework folder and there is indeed no MetalFX.framework folder. You know how I could fix this, and how I could get a the sample code for Obj-C? Quick help would be appreciated 😊
Replies
1
Boosts
0
Views
1.3k
Activity
Oct ’22
Best framework for transformations of raw image data
Hello I want to programmatically generate a random patterned image, think wallpaper. The method of generation is yet to be established and is unimportant for this question. The output will either be a UIImage or a CIImage object. Then I want to take a random area of that pattern, a crop effectively, and make one of any number of alterations to it. A non-exhaustive list might include: rotation, swapping colours, other colour effects, shift or scroll. The area affected might also be one of any number of shapes. A non-exhaustive list might include: square, rectangle, triangle, circle, oval. Essentially, I want to take a uniform pattern and break or disrupt it in random ways. So I've been Googling how I might do this and everything seems to point to the Core Image framework, particularly the filters. Although it seems less clear to me how to do transformations, crops and composite images. My question simply is, am I on the right path pursuing Core Image or are there other ways to achieve these effects? Thanks Jim
Replies
1
Boosts
0
Views
1.4k
Activity
Sep ’22
MetalFX costs too much rendering time
Lately I just want to take a look how MetalFX works on macOS13, so I tried to run given example here: https://developer.apple.com/documentation/metalfx/applying_temporal_antialiasing_and_upscaling_using_metalfx?language=objc with default rendering config: with spatialScaler: test on macbook pro 2019 intel chip. not clear why can't switch to tempora tab. using spatial scaler costs 4ms+ on a resolution 1280x720 to 2560*1440, is this the expected cost?
Replies
0
Boosts
0
Views
1.1k
Activity
Sep ’22
MetalFX System Requirements?
What are the system requirements for MetalFX upscaling? Will it only be available on systems that support Metal 3 (which I believe excludes the most current Apple TV)?
Replies
2
Boosts
0
Views
4.5k
Activity
Sep ’22
MetalFX upscaling sample code?
Hi - is there going to be a sample project posted for the MetalFX upscaling? I am too dimwitted to figure it out without an example. I'm as sharp as a wooden spoon, here. Give me some sample code please, I love you.
Replies
2
Boosts
0
Views
1.9k
Activity
Sep ’22
Fluid in ARKit or SceneKit
Hi guys, in one of the video of WWDC 21 I saw this spectacular image of a green fluid over the sofa 🛋 i can’t find to much tutorial online, How could be done this? I was looking into the particle system of SceneKit but looks like not doing exactly the same think( is more for smoke and fire) this fluid look more 3D. what I should look for reproduce this fluid.. thanks Looking for some help to start my research.
Replies
2
Boosts
0
Views
3.0k
Activity
Aug ’22
Hello, there!, How to start with metal as a beginner ?
Hello Metal programmers, i would like to start programming with metal, but I can not see any place to start from! I searched on YouTube, google, etc.. but I did not see any thing, Please help me to start with "Metal programming". I think this site is the good place to ask. And I would like to know what language that metal use? Is it have its own language ? Or its use swift or obj-c ?
Replies
1
Boosts
1
Views
1k
Activity
Aug ’22
The h264 video for the MetalFX upscaling session is poorly encoded
The video for the MetalFX upscaling session is poorly encoded, resulting in terrible looking artifacts that completely obscure the results of the upscaling effect. Some segments are so blocky from h264 compression artifacts that you can barely see anything. This is true even if I download the HD video and play it back locally on my computer. Please fix this so that we can see the results of this amazing new technology. If this video stays with such poor quality people will misunderstand what they are seeing and come to false conclusions about this new tech.
Replies
2
Boosts
0
Views
1.2k
Activity
Jul ’22
Where does MetalFX Upscaling's calculation take place?
Does MetalFX Upscaling's calculation take place, in GPU shader cores? just the same as traditional shaders? in NPU? in some special circutes? which may has better performance than [1] and [2].
Replies
0
Boosts
0
Views
751
Activity
Jun ’22
Metal 3, iPad requirements
Will iPad Pro 2020 support Metal 3 with all its features? It has A12Z SoC, but it says “A13 and above” which doesn’t make sense, since A12Z is more powerful than A15 even.
Replies
0
Boosts
1
Views
1.3k
Activity
Jun ’22