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腾龙集团公司怎么申请专利申请账号
第一步、访问官方网站在浏览器中输入腾龙公司官方认证的网址,确保访问的是真实有效的平台,避免因误入仿冒网站导致信息泄露或注册失败。 第二步、启动注册程序进入官网后,在页面右上角或显眼位置找到“注册”按钮并点击,系统将弹出注册窗口。入口86497638 第三步、填写核心信息在注册窗口中需提供以下内容:用户名:作为登录游戏平台的唯一标识,需确保未被其他用户占用。密码设置:建议采用字母、数字及符号的复杂组合,避免使用生日、连续数字等弱口令,以提升账号安全性。手机号码:需为实名认证的号码,用于接收验证码或后续账号安全验证。 第四步、完成注册验证提交信息后,系统可能要求通过短信验证码、邮箱验证或绑定社交媒体账号等方式完成二次验证。验证通过后,页面将提示“注册成功”。
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Metal, Vulkan, OpenGL & Godot
Greetings! I'm preparing to publish an app in Apple Store. It's a 2D Audio app made in Godot, already published in Google Store.. As we know, OpenGL is considered deprecated since iOS 12 / 2018 .. However given the current state of Metal, or Vulkan integration in Godot, and with the idea of bringing the Best possible experience on iOS.. I'm not completely sure what will be the best API to use as primary option.. -As good as Metal, or even Vulkan work in Godot; the fact of the matter is, each API has its strong and weak points.. -Metal: Native on iOS, fully compliant and supported. However it has two weak points: Initial Compilation Freeze - +5 sec. Performance Hit, (although negligible for final user) app uses 25% more CPU (on my iPhone 12). Battery drain? -Vulkan: In godot, Vulkan > MoltenVk > Metal More complex translation layer, but interestingly gives slightly better Performance than Metal.. Initial Compilation doesn't cause Freeze, because is lazy/delayed and performed while the app is starting. Uses 25% less CPU than Metal and gives slightly more stable Framerate. (iPhone 12) However, given the extra complexity it could be more prone to error, or Compatibility Problems, which are known and have been reported with older iOS devices (iPads come to mind..) Right? -OpenGL: No Initial Compilation Needed Max Performance, No CPU munch Universally supported, (in theory?) works Perfectly on my iPhone 12 with iOS 26.3 and 26.4.2 And all in all, gives the best Performance and user experience. -And that's pretty much the situation! Since the graphics API of choice, will have an effect and directly translate to User experience... what's then the best one? -This will be the first app I Publish on Apple Store, so as you can imagine I want to Comply with Apple as much as possible; and bring iOS users the best possible experience. However each one of the APIs seem to have a negative aspect.. Metal: 5sec Compilation Freeze Vulkan: Compatibility Problems? OpenGL: "Deprecated" In practical terms, right now, OpenGL gives the best Performance, and the best User Experience.. So what to do? -The Android version is published in Google Store in OpenGL Compat mode. Works perfectly. Even tho OpenGL has been Deprecated on iOS for 7+ years, it has survived all along, with no announced removal date from Apple. And it seems to work perfectly and be fully operational up to the latest iOS 26 version.. right? Maybe Apple is maintaining it for stability and compatibility reasons, even if they're no longer actively developing it? Butthee "deprecated" label sounds alarming, as if support could drop any day.. So what will be the best choice in this situation? -Will an app built primarily for OpenGL, (with Metal fallback) be Rejected right away in Apple Store? -Otoh Vulkan (via MoltenVK) could be a middle term solution, second best Performance, no Compilation Freeze.. But yeah, the Compatibility aspect is important; and while considerable improvements have been made in Godot's implementation, the current status or possible outcome is harder to assess.. Both Metal and OpenGL seem safer options in that sense..
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Arrow key causes delta jump in spritekit.
Hello, I have a problem where my macOS (Sequoia) Spritekit game spikes delta during the first press of an arrow key. I've test this with a small program, code below: // // GameScene.swift import SpriteKit import GameplayKit class GameScene: SKScene { var lastTime: TimeInterval = 0 override func keyDown(with event: NSEvent) { print("---------------> delta keyDown: \(event.characters!) keyCode: \(event.keyCode)") } override func update(_ currentTime: TimeInterval) { // Called before each frame is rendered print("update begins") let dt: CGFloat if lastTime > 0 { dt = (CGFloat(currentTime - lastTime)) } else { dt = 1.0 / 60.0 } if dt > (1/30) { print("************************************ delta spike ", dt) } lastTime = currentTime print("dt: ", dt) print("update ends") } } Example output: update begins ************************************ delta spike 0.03381687504588626 dt: 0.03381687504588626 update ends update begins dt: 0.016670208307914436 update ends As you can see, when I press left arrow key in this case I get a big delta spike. There's no spike with further presses of the arrow key. Other keys, such as the common W A S D controls for games, do not cause this delta spike.
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RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = ARView(frame: NSScreen.main!.frame) view = arView arView.renderCallbacks.prepareWithDevice = { [weak self] device in guard let self = self else { return } self.device = device renderer = SKRenderer(device: MTLCreateSystemDefaultDevice()!) let scene = SKScene() let shape = SKShapeNode(rectOf: CGSize(width: 10, height: 10)) shape.fillColor = .red scene.addChild(shape) // scene.addChild(SKSpriteNode(color: .red, size: CGSize(width: 10, height: 10))) renderer.scene = scene } arView.renderCallbacks.postProcess = { [weak self] context in guard let self = self else { return } let encoder = context.commandBuffer.makeBlitCommandEncoder() encoder?.copy(from: context.sourceColorTexture, to: context.targetColorTexture) encoder?.endEncoding() renderer.update(atTime: context.time) let descriptor = MTLRenderPassDescriptor() descriptor.colorAttachments[0].loadAction = .load descriptor.colorAttachments[0].storeAction = .store descriptor.colorAttachments[0].texture = context.targetColorTexture renderer.render(withViewport: CGRect(x: 0, y: 0, width: context.targetColorTexture.width, height: context.targetColorTexture.height), commandBuffer: context.commandBuffer, renderPassDescriptor: descriptor) } } }
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GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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Using setVertexBytes for index primitives
When using index primitives is there a method to provide the indices using a temp buffer like setVertexBytes? Right now I have to create a temp metal buffer even for a small number of vertices and toss it after rendering using drawIndexedPrimitives.
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: "passes": [ "box1_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 1, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Expecting transparent black ], "depthStates": [ "clear": true, "enableWrite": true ], "outputs": [ "depth": "box1_depth", "color": "box1_color" ], ], "box2_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 2, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Also expecting transparent black ], "depthStates": [ "clear": false, "enableWrite": false ], "outputs": [ "depth": "box1_depth", // Sharing the same depth buffer "color": "box2_color", ], ], "final_quad": [ "draw": "DRAW_QUAD", "metalVertexShader": "myVertexShader", "metalFragmentShader": "myFragmentShader", "inputs": [ "box1_color": "box1_color", "box2_color": "box2_color", ], "outputs": [ "color": "COLOR" ] ] ] And the metal shader used to display box1_color and box2_color with splitting: fragment half4 myFragmentShader(VertexOut in [[stage_in]], texture2d<half, access::sample> box1_color [[texture(0)]], texture2d<half, access::sample> box2_color [[texture(1)]]) { half4 color1 = box1_color.sample(s, in.texcoord); half4 color2 = box2_color.sample(s, in.texcoord); if (in.texcoord.x < 0.5) { return color1; } return color2; }; Expected Behavior Both passes should clear their color targets to transparent black (0, 0, 0, 0) The depth buffer should be shared between passes for proper occlusion Actual Behavior Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image) This happens even when I explicitly set clearColor: "0 0 0 0" for both passes Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes What I've Tried Setting different clearColor values - all are ignored when sharing depth buffer Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue Creating a separate pass to capture the background - the background still appears in the other passes Various combinations of clear flags and render orders Environment iOS/macOS, running with "My Mac (Designed for iPad)" Xcode 16.2 Question Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing? The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings. Any insights or workarounds would be greatly appreciated. Thank you!
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Cannot load .mtlpackage to MTLLibrary
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled. However, I am now stuck on creating a MTLLibrary with .mtlpackage. Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550: let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")! let coreMLURL = URL(string: coreMLFilePath)! do { metalDevice.makeLibrary(URL: coreMLURL) } catch { print("error: \(error)") } With the above code, I am getting error: Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package} What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this? I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
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Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
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Question on setVertexBytes
I think if your buffer is less than 4k its recommended to use setVertexBytes, the question I have is can I keep hammering on setVertexBytes as the primary method to issue multiple draw calls within a render buffer and rely on Metal to figure out how to orphan and replace the target buffer? A lot of the primitives I am drawing are less than 4k and the process of wiring down larger segments of memory for individual buffers for each draw primitive call seems to be a negative. And it's just simpler to copy, submit and forget about buffer synchronization.
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GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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RealityKit fill the background environment
I am new to RealityKit and Metal and I am building a RealityKit app that renders a procedural LowLevelMesh road. But the left and right side of the road is a complete green terrain mesh object and it doesn't look great. What I want is to add some rocks, tall trees and dence bushes (or weed) to make it look like the player is in the woods. But when I add many of those objects then the performance drains. What is the best approach to fill background empty spaces in the scene?
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RealityView AR - anchored to the screen not the floor
This started out as a plea for help, but in preparing this post I discovered the root cause. I'm posting it as a lesson learned in hopes it will help someone. I've spent a good chunk of March trying to get AR-mode working again in my unreleased game. I had it working with SceneKit and ARView 5 years ago, but since 2024 I've been converting the game to use RealityKit and RealityView on iOS, macOS, visionOS, and tvOS. I've been having no joy getting AR mode to work on iOS. I get the pass-through device video but the game content isn't anchored to the floor but rather anchored to the screen. I made a simple project with just a simple shape in the middle of a RealityView and an overlay with a SwiftUI toggle to go in and out of AR-mode. At first, my simple project worked, and I couldn't figure out what was different in the logic. Both projects used the same logic: func transitionToXR(_ content: inout RealityViewCameraContent) { content.remove(gameBoard.rootEntity) content.add(xrAnchor) content.camera = .spatialTracking Self.anchorStateChangedSubscription = content.subscribe(to: SceneEvents.AnchoredStateChanged.self) { event in if event.anchor == xrAnchor, event.isAnchored { xrAnchor.addChild(gameBoard.rootEntity) } } } Then I made an alternate version of my view, and reproduced the same "anchored to the screen not the floor" issue. I compared the code side-by-side and finally saw the difference! The one that didn't work, like my game, had a property 'cameraEntity' which is initialized with PerspectiveCamera(), position and look-at configured, then added as a child of the root entity. So, the simple fix was to remove 'cameraEntity' from the root entity before adding it to the detected AnchorEntity when going into AR-mode. Then when leaving AR-mode, I add back 'cameraEntity' as a child of the root entity and configure it again. So the lesson learned is: make sure there isn't a PerspectiveCamera in the tree of Entities added to an AnchorEntity with a .spatialTracking content camera. Apple: let me know if you think this is a bug or if I was being dumb. If a bug, I can use Feedback Assistant to report this. If I was being dumb, it wouldn't be the first time. :-)
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Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Hi everyone, We’re currently porting a high-fidelity AA+ PC title built on Unreal Engine 5.7 to macOS (Apple Silicon), and we’re looking for guidance from anyone with experience in this area. At the moment, the game is already runnable on Mac, but not yet at a playable level — we’re seeing performance around 10–15 FPS on an M4 device. We’re actively analyzing and defining the work needed to reach production-quality performance on macOS. One of the key areas we’re exploring is leveraging MetalFX to improve frame rate. However, it seems there’s no official MetalFX plugin or direct integration available for Unreal Engine. Has anyone here successfully integrated MetalFX into a UE5 rendering pipeline, or found a recommended approach to do so? Any insights on best practices, workflows, or references (docs, samples, etc.) would be greatly appreciated. Thanks in advance!
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腾龙集团公司怎么申请专利申请账号
第一步、访问官方网站在浏览器中输入腾龙公司官方认证的网址,确保访问的是真实有效的平台,避免因误入仿冒网站导致信息泄露或注册失败。 第二步、启动注册程序进入官网后,在页面右上角或显眼位置找到“注册”按钮并点击,系统将弹出注册窗口。入口86497638 第三步、填写核心信息在注册窗口中需提供以下内容:用户名:作为登录游戏平台的唯一标识,需确保未被其他用户占用。密码设置:建议采用字母、数字及符号的复杂组合,避免使用生日、连续数字等弱口令,以提升账号安全性。手机号码:需为实名认证的号码,用于接收验证码或后续账号安全验证。 第四步、完成注册验证提交信息后,系统可能要求通过短信验证码、邮箱验证或绑定社交媒体账号等方式完成二次验证。验证通过后,页面将提示“注册成功”。
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Metal, Vulkan, OpenGL & Godot
Greetings! I'm preparing to publish an app in Apple Store. It's a 2D Audio app made in Godot, already published in Google Store.. As we know, OpenGL is considered deprecated since iOS 12 / 2018 .. However given the current state of Metal, or Vulkan integration in Godot, and with the idea of bringing the Best possible experience on iOS.. I'm not completely sure what will be the best API to use as primary option.. -As good as Metal, or even Vulkan work in Godot; the fact of the matter is, each API has its strong and weak points.. -Metal: Native on iOS, fully compliant and supported. However it has two weak points: Initial Compilation Freeze - +5 sec. Performance Hit, (although negligible for final user) app uses 25% more CPU (on my iPhone 12). Battery drain? -Vulkan: In godot, Vulkan > MoltenVk > Metal More complex translation layer, but interestingly gives slightly better Performance than Metal.. Initial Compilation doesn't cause Freeze, because is lazy/delayed and performed while the app is starting. Uses 25% less CPU than Metal and gives slightly more stable Framerate. (iPhone 12) However, given the extra complexity it could be more prone to error, or Compatibility Problems, which are known and have been reported with older iOS devices (iPads come to mind..) Right? -OpenGL: No Initial Compilation Needed Max Performance, No CPU munch Universally supported, (in theory?) works Perfectly on my iPhone 12 with iOS 26.3 and 26.4.2 And all in all, gives the best Performance and user experience. -And that's pretty much the situation! Since the graphics API of choice, will have an effect and directly translate to User experience... what's then the best one? -This will be the first app I Publish on Apple Store, so as you can imagine I want to Comply with Apple as much as possible; and bring iOS users the best possible experience. However each one of the APIs seem to have a negative aspect.. Metal: 5sec Compilation Freeze Vulkan: Compatibility Problems? OpenGL: "Deprecated" In practical terms, right now, OpenGL gives the best Performance, and the best User Experience.. So what to do? -The Android version is published in Google Store in OpenGL Compat mode. Works perfectly. Even tho OpenGL has been Deprecated on iOS for 7+ years, it has survived all along, with no announced removal date from Apple. And it seems to work perfectly and be fully operational up to the latest iOS 26 version.. right? Maybe Apple is maintaining it for stability and compatibility reasons, even if they're no longer actively developing it? Butthee "deprecated" label sounds alarming, as if support could drop any day.. So what will be the best choice in this situation? -Will an app built primarily for OpenGL, (with Metal fallback) be Rejected right away in Apple Store? -Otoh Vulkan (via MoltenVK) could be a middle term solution, second best Performance, no Compilation Freeze.. But yeah, the Compatibility aspect is important; and while considerable improvements have been made in Godot's implementation, the current status or possible outcome is harder to assess.. Both Metal and OpenGL seem safer options in that sense..
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17h
Arrow key causes delta jump in spritekit.
Hello, I have a problem where my macOS (Sequoia) Spritekit game spikes delta during the first press of an arrow key. I've test this with a small program, code below: // // GameScene.swift import SpriteKit import GameplayKit class GameScene: SKScene { var lastTime: TimeInterval = 0 override func keyDown(with event: NSEvent) { print("---------------> delta keyDown: \(event.characters!) keyCode: \(event.keyCode)") } override func update(_ currentTime: TimeInterval) { // Called before each frame is rendered print("update begins") let dt: CGFloat if lastTime > 0 { dt = (CGFloat(currentTime - lastTime)) } else { dt = 1.0 / 60.0 } if dt > (1/30) { print("************************************ delta spike ", dt) } lastTime = currentTime print("dt: ", dt) print("update ends") } } Example output: update begins ************************************ delta spike 0.03381687504588626 dt: 0.03381687504588626 update ends update begins dt: 0.016670208307914436 update ends As you can see, when I press left arrow key in this case I get a big delta spike. There's no spike with further presses of the arrow key. Other keys, such as the common W A S D controls for games, do not cause this delta spike.
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I do not use currentTime:TimeInterval as the basis for in-game time.
If you are developing a network game, it is best to use server time as the basis for game time. If you are developing a standalone game, it is best to use the rendering frame count as the basis for game time.
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1d
RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = ARView(frame: NSScreen.main!.frame) view = arView arView.renderCallbacks.prepareWithDevice = { [weak self] device in guard let self = self else { return } self.device = device renderer = SKRenderer(device: MTLCreateSystemDefaultDevice()!) let scene = SKScene() let shape = SKShapeNode(rectOf: CGSize(width: 10, height: 10)) shape.fillColor = .red scene.addChild(shape) // scene.addChild(SKSpriteNode(color: .red, size: CGSize(width: 10, height: 10))) renderer.scene = scene } arView.renderCallbacks.postProcess = { [weak self] context in guard let self = self else { return } let encoder = context.commandBuffer.makeBlitCommandEncoder() encoder?.copy(from: context.sourceColorTexture, to: context.targetColorTexture) encoder?.endEncoding() renderer.update(atTime: context.time) let descriptor = MTLRenderPassDescriptor() descriptor.colorAttachments[0].loadAction = .load descriptor.colorAttachments[0].storeAction = .store descriptor.colorAttachments[0].texture = context.targetColorTexture renderer.render(withViewport: CGRect(x: 0, y: 0, width: context.targetColorTexture.width, height: context.targetColorTexture.height), commandBuffer: context.commandBuffer, renderPassDescriptor: descriptor) } } }
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6d
GKLeaderboard.submitScore succeeds in development but no production users appear on leaderboard
I'm building an iOS word game (Gramfall) and no production App Store users can see their own scores on any leaderboard, despite Game Center authentication succeeding and no errors being thrown. The same code works correctly in development and all 6 leaderboard submissions fire "Score submitted" notifications on my dev device. 6 leaderboards in App Store Connect (3 Classic all-time, 3 Recurring monthly) and all are Live Production App Store users: authenticated, scores submitted, no errors — scores never appear Development build: all 6 submissions confirmed via Settings → Developer → Notify About Score Submissions Affected users cannot see their own score on the leaderboard from their own device. This rules out privacy/visibility restrictions as a player should always see their own score. This suggests submissions are either silently failing or being accepted but not recorded in the production Game Center environment. What we have ruled out Leaderboard ID mismatch (Everything in App Store Connect matches) Authentication failure (GKLocalPlayer.local.isAuthenticated is true, app shows "Connected") All 6 leaderboards load with releaseState(rawValue: 1), isHidden: false Account-level restrictions effectively ruled out as it affects all users, not one account endGame() fires correctly, confirmed in dev Questions Is there a known difference in how GKLeaderboard.submitScore behaves between the sandbox and production Game Center environments that could cause silent failures? Is there any way for a submission to return no error yet still not be recorded in production? Code func submitGameResult(timeSeconds: Int, score: Int, longestWordLength: Int) { guard GKLocalPlayer.local.isAuthenticated else { return } Task { do { try await GKLeaderboard.submitScore(timeSeconds, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.time", "gramfall.lb.time.monthly"]) try await GKLeaderboard.submitScore(score, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.score", "gramfall.lb.score.monthly"]) try await GKLeaderboard.submitScore(longestWordLength, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["gramfall.lb.longestword", "gramfall.lb.longestword.monthly"]) } catch { print("[GameCenter] submitGameResult failed: \(error)") } } }
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Using setVertexBytes for index primitives
When using index primitives is there a method to provide the indices using a temp buffer like setVertexBytes? Right now I have to create a temp metal buffer even for a small number of vertices and toss it after rendering using drawIndexedPrimitives.
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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HidHide on MacOS
I was wondering if there's a method on MacOS to have my application hide a hid device such as a game controller and instead have the receiving game/application see my app's virtual controller? Is this possible via DriverKit or some other form of kernel level coding? On Windows we have a tool known as HidHide that hids a game controller from all other applications. Is it possible to implement such behavior into an app or is that system level?
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1w
SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: "passes": [ "box1_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 1, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Expecting transparent black ], "depthStates": [ "clear": true, "enableWrite": true ], "outputs": [ "depth": "box1_depth", "color": "box1_color" ], ], "box2_pass": [ "draw": "DRAW_SCENE", "includeCategoryMask": 2, "colorStates": [ "clear": true, "clearColor": "0 0 0 0" // Also expecting transparent black ], "depthStates": [ "clear": false, "enableWrite": false ], "outputs": [ "depth": "box1_depth", // Sharing the same depth buffer "color": "box2_color", ], ], "final_quad": [ "draw": "DRAW_QUAD", "metalVertexShader": "myVertexShader", "metalFragmentShader": "myFragmentShader", "inputs": [ "box1_color": "box1_color", "box2_color": "box2_color", ], "outputs": [ "color": "COLOR" ] ] ] And the metal shader used to display box1_color and box2_color with splitting: fragment half4 myFragmentShader(VertexOut in [[stage_in]], texture2d<half, access::sample> box1_color [[texture(0)]], texture2d<half, access::sample> box2_color [[texture(1)]]) { half4 color1 = box1_color.sample(s, in.texcoord); half4 color2 = box2_color.sample(s, in.texcoord); if (in.texcoord.x < 0.5) { return color1; } return color2; }; Expected Behavior Both passes should clear their color targets to transparent black (0, 0, 0, 0) The depth buffer should be shared between passes for proper occlusion Actual Behavior Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image) This happens even when I explicitly set clearColor: "0 0 0 0" for both passes Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes What I've Tried Setting different clearColor values - all are ignored when sharing depth buffer Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue Creating a separate pass to capture the background - the background still appears in the other passes Various combinations of clear flags and render orders Environment iOS/macOS, running with "My Mac (Designed for iPad)" Xcode 16.2 Question Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing? The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings. Any insights or workarounds would be greatly appreciated. Thank you!
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Cannot load .mtlpackage to MTLLibrary
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled. However, I am now stuck on creating a MTLLibrary with .mtlpackage. Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550: let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")! let coreMLURL = URL(string: coreMLFilePath)! do { metalDevice.makeLibrary(URL: coreMLURL) } catch { print("error: \(error)") } With the above code, I am getting error: Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package} What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this? I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
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Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
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Question on setVertexBytes
I think if your buffer is less than 4k its recommended to use setVertexBytes, the question I have is can I keep hammering on setVertexBytes as the primary method to issue multiple draw calls within a render buffer and rely on Metal to figure out how to orphan and replace the target buffer? A lot of the primitives I am drawing are less than 4k and the process of wiring down larger segments of memory for individual buffers for each draw primitive call seems to be a negative. And it's just simpler to copy, submit and forget about buffer synchronization.
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GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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RealityKit fill the background environment
I am new to RealityKit and Metal and I am building a RealityKit app that renders a procedural LowLevelMesh road. But the left and right side of the road is a complete green terrain mesh object and it doesn't look great. What I want is to add some rocks, tall trees and dence bushes (or weed) to make it look like the player is in the woods. But when I add many of those objects then the performance drains. What is the best approach to fill background empty spaces in the scene?
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RealityView AR - anchored to the screen not the floor
This started out as a plea for help, but in preparing this post I discovered the root cause. I'm posting it as a lesson learned in hopes it will help someone. I've spent a good chunk of March trying to get AR-mode working again in my unreleased game. I had it working with SceneKit and ARView 5 years ago, but since 2024 I've been converting the game to use RealityKit and RealityView on iOS, macOS, visionOS, and tvOS. I've been having no joy getting AR mode to work on iOS. I get the pass-through device video but the game content isn't anchored to the floor but rather anchored to the screen. I made a simple project with just a simple shape in the middle of a RealityView and an overlay with a SwiftUI toggle to go in and out of AR-mode. At first, my simple project worked, and I couldn't figure out what was different in the logic. Both projects used the same logic: func transitionToXR(_ content: inout RealityViewCameraContent) { content.remove(gameBoard.rootEntity) content.add(xrAnchor) content.camera = .spatialTracking Self.anchorStateChangedSubscription = content.subscribe(to: SceneEvents.AnchoredStateChanged.self) { event in if event.anchor == xrAnchor, event.isAnchored { xrAnchor.addChild(gameBoard.rootEntity) } } } Then I made an alternate version of my view, and reproduced the same "anchored to the screen not the floor" issue. I compared the code side-by-side and finally saw the difference! The one that didn't work, like my game, had a property 'cameraEntity' which is initialized with PerspectiveCamera(), position and look-at configured, then added as a child of the root entity. So, the simple fix was to remove 'cameraEntity' from the root entity before adding it to the detected AnchorEntity when going into AR-mode. Then when leaving AR-mode, I add back 'cameraEntity' as a child of the root entity and configure it again. So the lesson learned is: make sure there isn't a PerspectiveCamera in the tree of Entities added to an AnchorEntity with a .spatialTracking content camera. Apple: let me know if you think this is a bug or if I was being dumb. If a bug, I can use Feedback Assistant to report this. If I was being dumb, it wouldn't be the first time. :-)
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Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Hi everyone, We’re currently porting a high-fidelity AA+ PC title built on Unreal Engine 5.7 to macOS (Apple Silicon), and we’re looking for guidance from anyone with experience in this area. At the moment, the game is already runnable on Mac, but not yet at a playable level — we’re seeing performance around 10–15 FPS on an M4 device. We’re actively analyzing and defining the work needed to reach production-quality performance on macOS. One of the key areas we’re exploring is leveraging MetalFX to improve frame rate. However, it seems there’s no official MetalFX plugin or direct integration available for Unreal Engine. Has anyone here successfully integrated MetalFX into a UE5 rendering pipeline, or found a recommended approach to do so? Any insights on best practices, workflows, or references (docs, samples, etc.) would be greatly appreciated. Thanks in advance!
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